Eric S. Raymond
- (Extensively edited and expanded for 3.4)
+ (Extensively edited and expanded for 3.5)
as well as tracking and stealthy movement.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
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 by which other races are often compared.
+ and are thus the norm to which other races are often compared.
Although they have no special abilities, they can succeed in any
role.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
played.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
ed. Typing a `*' lists your entire inventory, so you can see the
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
e Eat food.
- E Engrave a message on the floor. Engraving the word ``El-
- bereth'' 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 version might not have
- it.)
+ E Engrave a message on the floor. 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 version might not
+ have it.)
E- - write in the dust with your fingers.
ing the menu entry for the given option (ie, by typing its
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
these slots is empty, the exchange still takes place.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
$ Count your gold pieces.
+ List the spells you know. Using this command, you can also
- rearrange the order in which your spells are listed. They
- are shown via a menu, and if you select a spell in that
- menu, you'll be re-prompted for another spell to swap places
- with it, and then have opportunity to make further ex-
- changes.
-
- \ Show what types of objects have been discovered.
-
- ! Escape to a shell.
-
+ 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 another 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 beyond the current `+' command, choose the sort op-
+ tion 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.)
__________
(R)UNIX is a registered trademark of AT&T.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
+ \ Show what types of objects have been discovered.
+
+ ! Escape to a shell.
+
# Perform an extended command. As you can see, the authors of
- NetHack used up all the letters, so this is a way to intro-
- duce the less frequently used commands. What extended com-
- mands are available depends on what features the game was
+ NetHack used up all the letters, so this is a way to intro-
+ duce the less frequently used commands. What extended com-
+ mands are available depends on what features the game was
compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option
- is ``on'').
+ is ``on''). 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 ap-
+ pear in a particular location when inventory listings are
+ displayed. ``#adjust'' can also be used to split a stack of
+ objects; when choosing the item to adjust, enter a count
+ prior to its letter.
#chat
Talk to someone.
#conduct
- List which challenges you have adhered to. See the section
- below entitled ``Conduct'' for details.
+ List voluntary challenges you have maintained. See the sec-
+ tion below entitled ``Conduct'' for details.
#dip Dip an object into something.
#enhance
- Advance or check weapons and spell skills.
+ Advance or check weapon and spell skills.
#force
Force a lock.
Jump to another location.
#loot
- Loot a box or bag on the floor beneath you, or the saddle
+ Loot a box or bag on the floor beneath you, or the saddle
from a horse standing next to you.
#monster
- Use a monster's special ability (when polymorphed into mon-
+ Use a monster's special ability (when polymorphed into mon-
ster form).
#name
#offer
Offer a sacrifice to the gods.
- #pray
- Pray to the gods for help.
-
- #quit
- Quit the program without saving your game.
- #ride
- Ride (or stop riding) a monster.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 15
- NetHack Guidebook 15
+ #pray
+ Pray to the gods for help.
+ #quit
+ Quit the program without saving your game.
+ #ride
+ Ride (or stop riding) a monster.
#rub Rub a lamp or a stone.
Turn undead.
#twoweapon
- Toggle two-weapon combat on or off. Note that you must use
- suitable weapons for this type of combat, or it will be au-
+ Toggle two-weapon combat on or off. Note that you must use
+ suitable weapons for this type of combat, or it will be au-
tomatically turned off.
#untrap
#? 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, and PC
+ 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, and PC
NetHack, the `Alt' key can be used in this fashion.
M-? #? (not supported by all platforms)
M-f #force
- M-i #invoke
-
- M-j #jump
- M-l #loot
- M-m #monster
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 16
+ M-i #invoke
- NetHack Guidebook 16
+ M-j #jump
+ M-l #loot
+ M-m #monster
M-n #name
M-w #wipe
- If the number_pad option is on, some additional letter com-
+ If the number_pad option is on, some additional letter com-
mands are available:
- h Help menu: display one of several help texts available,
+ h Help menu: display one of several help texts available,
like ``?''.
j Jump to another location. Same as ``#jump'' or ``M-j''.
k Kick something (usually a door). Same as `^D'.
- l Loot a box or bag on the floor beneath you, or the saddle
- from a horse standing next to you. Same as ``#loot'' or
+ l Loot a box or bag on the floor beneath you, or the saddle
+ from a horse standing next to you. Same as ``#loot'' or
``M-l''.
- N Name an item or type of object. Same as ``#name'' or ``M-
+ N Name an item or type of object. Same as ``#name'' or ``M-
n''.
- u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
+ u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
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.
-
+ 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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
-
+ NetHack Guidebook 17
- NetHack Guidebook 17
+ Walls and corridors remain on the map as you explore them.
+ 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,
+ 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)
+ 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
+ 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
+ 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-
+ 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
+ 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
+ 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
+ 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 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 (`<', `>')
- In general, each level in the dungeon will have a staircase
+ 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
+ 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.
-
+ er branching into an area known as the Gnomish Mines. Those
-
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- 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
+ 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.
+
+ 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
+ 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
+ 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
+ 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.
5.4. Ladders (`<', `>')
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
+ 5.5. 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
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 19
+
+
+
+ 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.
+
+ 5.5.1. 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 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 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 20
- NetHack Guidebook 19
+ 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.
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
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.
- 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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 21
- NetHack Guidebook 20
+ Riding skill is managed by the `#enhance' command. See the
+ section on Weapon proficiency for more information about that.
+
+ 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
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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 22
- NetHack Guidebook 21
+ 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.
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).
+ first wield a bow, then throw the arrow. Crossbows shoot
- 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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 23
- NetHack Guidebook 22
+ crossbow 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-
+ 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
+ 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-
+ 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
+ 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
+ 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
+ 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'
+ 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
+ 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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 24
- NetHack Guidebook 23
+ 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
+ NetHack choose another item to automatically fill your quiver
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
+ 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
+ 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
+ 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
+ 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
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
+ 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
+ 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
+ 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''.
+ times also referred to as ``restricted'', because you won't be
- 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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 25
- NetHack Guidebook 24
+ 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''.
- 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
+ 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.
7.3. 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 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
+ 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:
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.
+ shields, cloaks) to lower your armor class even further, but you
- 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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 26
- NetHack Guidebook 25
+ 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-
+ 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
+ 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
+ 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
+ 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
+ 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-
+ 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
+ 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
+ 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,
+ 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.
+ is cursed or blessed, and how many uses it has left. Some
- 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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 27
- NetHack Guidebook 26
+ objects of subtle enchantment are difficult to identify without
+ these.
- 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
+ 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
+ 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
+ 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
+ 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 (`/')
- Magic wands usually have multiple magical charges. Some
- wands are directional--you must give a direction in which to zap
- them. You can also zap them at yourself (just give a `.' or `s'
+ Magic wands usually have multiple magical charges. Some
+ wands are directional--you must give 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 wands are nondirectional--they don't require a direction.
- The number of charges in a wand is random and decreases by one
+ Other wands are nondirectional--they 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.
+ 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
+ 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-
+ 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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 28
- NetHack Guidebook 27
+ 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,
+ 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
+ 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
+ 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
+ `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
+ 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, and casting several spells in a row may
- tire you. Casting of spells also requires practice. With prac-
- tice, your skill in each category of spell casting will improve.
- Over time, however, your memory of each spell will dim, and you
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you, and casting several spells in a row may
+ tire you. Casting of spells also requires practice. With prac-
+ tice, your skill in each category of spell casting will improve.
+ Over time, however, your memory of each spell will dim, and you
will need to relearn it.
- Some spells are directional--you must give a direction in
- which to cast them. You can also cast them at yourself (just
- give a `.' or `s' for the direction). Be warned, however, for
- this is often unwise. Other spells are nondirectional--they
+ Some spells are directional--you must give a direction in
+ which to cast them. You can also cast them at yourself (just
+ give a `.' or `s' for the direction). Be warned, however, for
+ this is often unwise. Other spells are nondirectional--they
don't require a direction.
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 the skill group;
- sufficient skill may increase the potency of the spell and reduce
- the risk of spell failure. 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.
+ can become proficient (to varying degrees), spells are similarly
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 29
- NetHack Guidebook 28
+ 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 your current spells, their
- levels, categories, and chances for failure. The `Z' (cast) com-
+ 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 (`(')
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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 30
- NetHack Guidebook 29
+ 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 (``')
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
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 31
+
+
+
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-
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
-
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 30
-
-
-
(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.
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
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 32
- NetHack Guidebook 31
+ 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
The NETHACKOPTIONS variable is a comma-separated list of
initial values for the various options. Some can only be turned
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 33
+
+
+
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
``Blue Meanie'', and the fruit is set to ``papaya'', you would
enter the command
+ % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 32
-
-
-
- % 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
+ 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
9.3. Using a configuration file
- Any line in the configuration file starting with ``OP-
- TIONS='' may be filled out with options in the same syntax as in
- NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
- FECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
- DER='' is taken as defining the corresponding dungeon, effects,
- monsters, objects traps or boulder option in a different syntax,
- a sequence of decimal numbers giving the character position in
- the current font to be used in displaying each entry. A zero in
- any entry in such a sequence leaves the display of that entry un-
- changed; this feature is not available using the option syntax.
- Such a sequence can be continued to multiple lines by putting a
- `\' at the end of each line to be continued. Any line starting
- with `#' is treated as a comment.
+ Any line in the configuration file starting with `#' is
+ treated as a comment. Any line in the configuration file start-
+ ing with ``OPTIONS='' may be filled out with options in the same
+ syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS=''
+ is taken as defining the corresponding symbol in a different syn-
+ tax, a sequence of decimal numbers giving the character position
+ in the current font to be used in displaying each entry. Such a
+ sequence can be continued to multiple lines by putting a `\' at
+ the end of each line to be continued.
+
+ If your copy of the game included the compile time AUTOPICK-
+ UP_EXCEPTIONS option, then any line starting with ``AUTOPICK-
+ UP_EXCEPTION='' is taken as defining an exception to the pick-
+ up_types option. There is a section of this Guidebook that dis-
+ cusses that.
The default name of the configuration file varies on differ-
ent operating systems, but NETHACKOPTIONS can also be set to the
acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
- 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. Can-
- not be set with the `O' command.
+ acoustics
+ Enable messages about what your character hears (default on).
+ Note that this has nothing to do with your computer's audio
- autodig
- Automatically dig if you are wielding a digging tool and
- moving into a place that can be dug (default false).
- autopickup
- Automatically pick up things onto which you move (default
- on).
+ NetHack 3.5 September 20, 2006
- autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command with an empty quiver. When true, the
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 34
- NetHack Guidebook 33
+ capabilities.
+
+ 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 a `!' or ``no'' to the value, you can exclude that
+ alignment from being picked randomly. Cannot be set with the
+ `O' command.
+ autodig
+ Automatically dig if you are wielding a digging tool and moving
+ into a place that can be dug (default false).
+ autopickup
+ Automatically pick up things onto which you move (default on).
+ See pickup_types to refine the behavior.
- computer will fill your quiver with 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 with the `Q' command
- instead. If no weapon is found or the option is false, the
- `t' (throw) command is executed instead. (default false)
+ autoquiver
+ This option controls what happens when you attempt the `f'
+ (fire) command with an empty quiver. When true, the computer
+ will fill your quiver with some suitable weapon. Note that it
+ will not take into account the blessed/cursed status, enchant-
+ ment, damage, or quality of the weapon; you are free to manual-
+ ly fill your quiver with the `Q' command instead. If no weapon
+ is found or the option is false, the `t' (throw) command is ex-
+ ecuted instead. (default false)
boulder
- Set the character used to display boulders (default is rock
- class symbol).
+ Set the character used to display boulders (default is rock
+ class symbol).
catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be
- set with the `O' command.
+ Name your starting cat (ex. ``catname:Morris''). Cannot be set
+ with the `O' command.
character
- Pick your type of character (ex. ``character:Monk''); syn-
- onym for ``role''. See ``name'' for an alternate method of
- specifying your role. Normally only the first letter of the
- value is examined; the string ``random'' is an exception.
+ Pick your type of character (ex. ``character:Monk''); synonym
+ for ``role''. See ``name'' for an alternate method of specify-
+ ing your role. Normally only the first letter of the value is
+ examined; the string ``random'' is an exception.
checkpoint
- Save game state after each level change, for possible recov-
- ery after program crash (default on).
+ Save game state after each level change, for possible recovery
+ after program crash (default on).
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. Only applies when MFLOPPY was defined during compi-
- lation.
-
- 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).
-
- DECgraphics
- Use a predefined selection of characters from the DEC VT-
- xxx/DEC Rainbow/ANSI line-drawing character set to display
- the dungeon/effects/traps instead of having to define a full
- graphics set yourself (default off). This option also sets
- up proper handling of graphics characters for such termi-
- nals, so you should specify it when appropriate even if you
- override the selections with your own graphics strings.
-
- disclose
- Controls options for disclosing various information when the
- game ends (defaults to all possibilities being disclosed).
- The possibilities are:
+ 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.
+ Only applies when MFLOPPY was defined during compilation.
+ clicklook
+ Allows looking at things on the screen by navigating the mouse
- NetHack 3.4 June 5, 2003
-
-
-
-
- NetHack Guidebook 34
-
-
-
- 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.
-
- Each disclosure possibility can optionally be preceded by a
- prefix which let 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.
-
- (ex. ``disclose:yi na +v -g -c'') The example sets inventory
- to prompt and default to yes, attributes to prompt and de-
- fault to no, vanquished to disclose without prompting, geno-
- cided to not disclose and not to prompt, conduct to not dis-
- close and not to prompt. Note that the vanquished monsters
- list includes all monsters killed by traps and each other as
- well as by you.
-
- dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be
- set with the `O' command.
-
- dungeon
- Set the graphics symbols for displaying the dungeon (default
- `` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The dun-
- geon option should be followed by a string of 1-41 charac-
- ters to be used instead of the default map-drawing charac-
- ters. The dungeon map will use the characters you specify
- instead of the default symbols, and default symbols for any
- you do not specify. Remember that you may need to escape
- some of these characters on a command line if they are spe-
- cial to your shell.
-
- Note that NetHack escape-processes this option string in
- conventional C fashion. This means that `\' is a prefix to
- take the following character literally. Thus `\' needs to
- be represented as `\\'. The special escape form `\m'
- switches on the meta bit in the following character, and the
- `^' prefix causes the following character to be treated as a
- control character.
-
- The order of the symbols is: solid rock, vertical wall,
- horizontal wall, upper left corner, upper right corner, low-
- er left corner, lower right corner, cross wall, upward T
- wall, downward T wall, leftward T wall, rightward T wall, no
- door, vertical open door, horizontal open door, vertical
- closed door, horizontal closed door, iron bars, tree, floor
- of a room, dark corridor, lit corridor, stairs up, stairs
- down, ladder up, ladder down, altar, grave, throne, kitchen
-
-
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- sink, fountain, pool or moat, ice, lava, vertical lowered
- drawbridge, horizontal lowered drawbridge, vertical raised
- drawbridge, horizontal raised drawbridge, air, cloud, under
- water.
-
- You might want to use `+' for the corners and T walls for a
- more aesthetic, boxier display. Note that in the next re-
- lease, new symbols may be added, or the present ones rear-
- ranged.
-
- Cannot be set with the `O' command.
+ over them and clicking the right mouse button (default off).
- effects
- Set the graphics symbols for displaying special effects (de-
- fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
- option should be followed by a string of 1-29 characters to
- be used instead of the default special-effects characters.
- This string is subjected to the same processing as the dun-
- geon option.
+ cmdassist
+ Have the game provide some additional command assistance for
+ new players if it detects some anticipated mistakes (default
+ on).
- The order of the symbols is: vertical beam, horizontal
- beam, left slant, right slant, digging beam, camera flash
- beam, left boomerang, right boomerang, four glyphs giving
- the sequence for magic resistance displays, the eight sur-
- rounding glyphs for swallowed display, nine glyphs for ex-
- plosions. An explosion consists of three rows (top, middle,
- and bottom) of three characters. The explosion is centered
- in the center of this 3 by 3 array.
+ confirm
+ Have user confirm attacks on pets, shopkeepers, and other
+ peaceable creatures (default on).
- Note that in the next release, new symbols may be added, or
- the present ones rearranged.
+ disclose
+ Controls options for disclosing various information when the
+ game ends (defaults to all possibilities being disclosed). The
+ possibilities 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.
+
+ Each disclosure possibility can optionally be preceded by a
+ prefix which let 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.
+
+ (ex. ``disclose:yi na +v -g -c'') 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 to prompt, conduct to not disclose and not to
+ prompt. Note that the vanquished monsters list includes all
+ monsters killed by traps and each other as well as by you.
- Cannot be set with the `O' command.
+ 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
- traditional interface except that it does not require that
- you hit Enter. It is implemented only by the tty port (de-
- fault off), when the game has been compiled to support tty
- graphics.
+ 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.
+ 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.
- fruit
- Name a fruit after something you enjoy eating (ex.
- ``fruit:mango'') (default ``slime mold''). Basically a
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- 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 al-
- ready exist in NetHack, so don't use those.
+ 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.
+
+ 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'' op-
- tions, the ``gender'' option will take precedence. The de-
- fault is to randomly pick an appropriate gender. Cannot be
- set with the `O' command.
-
- help If more information is available for an object looked at
- with the `/' command, ask if you want to see it (default
- on). Turning 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 information.
+ 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 a `!' or
+ ``no'' to the value, you can exclude that gender from being
+ picked randomly. Cannot be set with the `O' command.
+
+ 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.
horsename
- Name your starting horse (ex. ``horsename:Trigger''). Can-
- not be set with the `O' command.
-
- IBMgraphics
- Use a predefined selection of IBM extended ASCII characters
- to display the dungeon/effects/traps instead of having to
- define a full graphics set yourself (default off). This op-
- tion also sets up proper handling of graphics characters for
- such terminals, so you should specify it when appropriate
- even if you override the selections with your own graphics
- strings.
+ Name your starting horse (ex. ``horsename:Trigger''). Cannot
+ be set with the `O' command.
ignintr
- Ignore interrupt signals, including breaks (default off).
+ Ignore interrupt signals, including breaks (default off).
legacy
- Display an introductory message when starting the game (de-
- fault on).
+ Display an introductory message when starting the game (default
+ on).
lit_corridor
- Show corridor squares seen by night vision or a light source
- held by your character as lit (default off).
+ Show corridor squares seen by night vision or a light source
+ held by your character as lit (default off).
lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when loot-
- ing, rather than the mnemonics `o', `i', and `b' (default
- off).
+ Use the old `a', `b', and `c' keyboard shortcuts when looting,
+ rather than the mnemonics `o', `i', and `b' (default off).
mail
- Enable mail delivery during the game (default on).
+ Enable mail delivery during the game (default on).
male
- An obsolete synonym for ``gender:male''. Cannot be set with
+ An obsolete synonym for ``gender:male''. Cannot be set with
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- the `O' command.
+ the `O' command.
menustyle
- Controls the interface used when you need to choose various
- objects (in response to the Drop command, for instance).
- The value specified should be the first letter of one of the
- following: traditional, combination, partial, or full.
- Traditional was the only interface available for earlier
- versions; it consists of a prompt for object class charac-
- ters, 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 objects rather than prompting
- one-by-one. Partial skips the object class filtering and
- immediately displays a menu of all objects. Full displays a
- menu of object classes rather than a character prompt, and
- then a menu of matching objects for selection.
+ 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, partial, or full. Tradi-
+ tional was the only interface available for earlier versions;
+ it consists of a prompt for object class characters, followed
+ by an object-by-object prompt for all items matching the se-
+ lected object class(es). Combination starts with a prompt for
+ object class(es) of interest, but then displays a menu of
+ matching objects rather than prompting one-by-one. Partial
+ skips the object class filtering and immediately displays a
+ menu of all objects. Full displays a menu of object classes
+ rather than a character prompt, and then a menu of matching ob-
+ jects for selection.
menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
- '-'.
+ 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 deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
- Default '\'.
+ 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 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 'bold', 'inverse', or 'underline'. Not all ports can actu-
+ ally display all three types.
menu_invert_all
- Menu character accelerator to invert all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
- '@'.
+ 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 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 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. Im-
- plemented by the Amiga, Gem and tty ports. Default '>'.
+ Menu character accelerator to goto the next menu page. Imple-
+ mented by the Amiga, Gem and tty ports. Default '>'.
+
- menu_previous_page
- Menu character accelerator to goto the previous menu page.
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- Implemented by the Amiga, Gem and tty ports. Default '<'.
+ 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. Im-
- plemented by the Amiga, Gem and X11 ports. Default ':'.
+ Menu character accelerator to search for a menu item. Imple-
+ mented by the Amiga, Gem and X11 ports. Default ':'.
menu_select_all
- Menu character accelerator to select all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
- '.'.
+ 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 ','.
-
- monsters
- Set the characters used to display monster classes (default
- ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
- VWXYZ@ '&;:~]''). This string is subjected to the same pro-
- cessing as the dungeon option. The order of the symbols is
- ant or other insect, blob, cockatrice, dog or other canine,
- eye or sphere, feline, gremlin, humanoid, imp or minor de-
- mon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer,
- quadruped, rodent, arachnid or centipede, trapper or lurker
- above, horse or unicorn, vortex, worm, xan or other mythi-
- cal/fantastic insect, light, zruty, angelic being, bat or
- bird, centaur, dragon, elemental, fungus or mold, gnome, gi-
- ant humanoid, invisible monster, jabberwock, Keystone Kop,
- lich, mummy, naga, ogre, pudding or ooze, quantum mechanic,
- rust monster, snake, troll, umber hulk, vampire, wraith,
- xorn, apelike creature, zombie, human, ghost, golem, demon,
- sea monster, lizard, long worm tail, and mimic. Cannot be
- set with the `O' command.
+ 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.
+ 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 dis-
- played. (It is currently implemented for tty only.) The
- possible values are:
+ 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, this was the behavior before 3.4.0).
- c - combination, two messages as `single', then as `full'.
- f - full window, oldest message first.
- r - full window, newest message first.
+ s - single message (default, this was the behavior before 3.4.0).
+ c - combination, two messages as `single', then as `full'.
+ f - full window, oldest message first.
+ r - full window, 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').
+ 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.
+ null
+ Send padding nulls to the terminal (default on).
- NetHack 3.4 June 5, 2003
+ number_pad
+ Use digit keys instead of letters to move (default 0 or off).
+ Valid settings are:
+ NetHack 3.5 September 20, 2006
- NetHack Guidebook 39
+ NetHack Guidebook 39
- 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 cho-
- sen. 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.
- null
- Send padding nulls to the terminal (default off).
+ 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 - move by numbers using phone keypad layout; 123 above, 789 below.
+ 4 - combines 3 with 2; phone layout plus MSDOS compatibility.
+ -1 - move by letters but use `z' to go northwest and `y' to zap wands.
- number_pad
- Use the number keys to move instead of [yuhjklbn] (default 0
- or off). (number_pad:2 invokes the old DOS behaviour where
- `5' means `g', meta-`5' means `G', and meta-`0' means `I'.)
-
- objects
- Set the characters used to display object classes (default
- ``])[="(%!?+/$*`0_.''). This string is subjected to the
- same processing as the dungeon option. The order of the
- symbols is illegal-object (should never be seen), weapon,
- armor, ring, amulet, tool, food, potion, scroll, spellbook,
- wand, gold, gem or rock, boulder or statue, iron ball,
- chain, and venom. Cannot be set with the `O' command.
+ 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 accomo-
+ date some German 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.
+ 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.
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that
- implement this feature.
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
+ plement this feature.
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'' and ``none''. Cannot be set with the `O' command.
+ 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 (Unburdened, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
- (Default `S').
+ When you pick up an item that would exceed this encumbrance
+ level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or
+ overLoaded), you will be asked if you want to continue. (De-
+ fault `S').
+ 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.
+
+ pickup_types
+ Specify the object types to be picked up when autopickup is on.
+ Default is all types. If your copy of the game has the compile
+ time option AUTOPICKUP_EXCEPTIONS included, you may be able to
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- pickup_types
- Specify the object types to be picked up when autopickup is
- on. Default is all types.
+ use autopickup_exception configuration file lines to further
+ refine autopickup behavior.
prayconfirm
- Prompt for confirmation before praying (default on).
+ Prompt for confirmation before praying (default on).
pushweapon
- Using the `w' (wield) command when already wielding some-
- thing pushes the old item into your alternate weapon slot
- (default off).
+ 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.
- race Selects your race (for example, ``race:human''). Default is
- random. Cannot be set with the `O' command.
+ race
+ Selects your race (for example, ``race:human''). Default is
+ random. If you prefix a `!' or ``no'' to the value, you can
+ exclude that race from being picked randomly. Cannot be set
+ with the `O' command.
rest_on_space
- Make the space bar a synonym for the `.' (rest) command (de-
- fault off).
+ Make the space bar a synonym for the `.' (rest) command (de-
+ fault off).
role
- Pick your type of character (ex. ``role:Samurai''); synonym
- for ``character''. See ``name'' for an alternate method of
- specifying your role. Normally only the first letter of the
- value is examined; `r' is an exception with ``Rogue'',
- ``Ranger'', and ``random'' values.
+ 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 a `!' or ``no'' to the
+ value, you can exclude that role from being picked randomly.
+
+ 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+di-
- rection 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
- actual results of moving. The default is `run'; versions
- prior to 3.4.1 used `teleport' only. Whether or not the ef-
- fect is noticeable will depend upon the window port used or
- on the type of terminal.
+ 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:
- safe_pet
- Prevent you from (knowingly) attacking your pets (default
- on).
+ 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
- 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.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ noticeable will depend upon the window port used or on the type
+ of terminal.
+ safe_pet
+ Prevent you from (knowingly) attacking your pets (default on).
+ 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.
showexp
- Show your accumulated experience points on bottom line (de-
- fault off).
+ Show your accumulated experience points on bottom line (default
+ off).
showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting
- affects only the appearance of the display, not the way the
- game treats you.
+ 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.
showscore
- Show your approximate accumulated score on bottom line (de-
- fault off).
+ Show your approximate accumulated score on bottom line (default
+ off).
silent
- Suppress terminal beeps (default on).
+ Suppress terminal beeps (default on).
sortpack
- Sort the pack contents by type when displaying inventory
- (default on).
-
- sound
- Enable messages about what your character hears (default
- on). Note that this has nothing to do with your computer's
- audio capabilities. This option is only partly under player
- control. The game toggles it off and on during and after
- sleep, for example.
+ Sort the pack contents by type when displaying inventory (de-
+ fault on).
sparkle
- Display a sparkly effect when a monster (including yourself)
- is hit by an attack to which it is resistant (default on).
+ Display a sparkly effect when a monster (including yourself) is
+ hit by an attack to which it is resistant (default on).
standout
- Boldface monsters and ``--More--'' (default off).
+ Boldface monsters and ``--More--'' (default off).
suppress_alert
- This option may be set to a NetHack version level to sup-
- press alert notification messages about feature changes for
- that and prior versions (ex. ``suppress_alert:3.3.1'').
+ 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.
time
- Show the elapsed game time in turns on bottom line (default
- off).
+ Show the elapsed game time in turns on bottom line (default
+ off).
- timed_delay
- When pausing momentarily for display effect, such as with
- explosions and moving objects, use a timer rather than send-
- ing extra characters to the screen. (Applies to ``tty'' in-
- terface only; ``X11'' interface always uses a timer based
- delay. The default is on if configured into the program.)
- tombstone
- Draw a tombstone graphic upon your death (default on).
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 42
- NetHack Guidebook 42
+ 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.)
+ tombstone
+ Draw a tombstone graphic upon your death (default on).
toptenwin
- Put the ending display in a NetHack window instead of on
- stdout (default off). Setting this option makes the score
- list visible 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 win-
- dow.
-
- traps
- Set the graphics symbols for displaying traps (default
- ``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be
- followed by a string of 1-22 characters to be used instead
- of the default traps characters. This string is subjected
- to the same processing as the dungeon option.
-
- The order of the symbols is: arrow trap, dart trap, falling
- rock trap, squeaky board, bear trap, land mine, rolling
- boulder trap, sleeping gas trap, rust trap, fire trap, pit,
- spiked pit, hole, trap door, teleportation trap, level tele-
- porter, magic portal, web, statue trap, magic trap, anti-
- magic field, polymorph trap.
-
- Cannot be set with the `O' command.
+ 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.
+ 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.
verbose
- Provide more commentary during the game (default on).
+ Provide more commentary during the game (default on).
windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with
- the `O' command.
+ 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
mand.
align_message
- Where to align or place the message window (top, bottom,
+ Where to align or place the message window (top, bottom, left,
+ or right)
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- NetHack Guidebook 43
+ NetHack Guidebook 43
- left, or right)
align_status
- Where to align or place the status window (top, bottom,
- left, or right).
+ Where to align or place the status window (top, bottom, left,
+ or right).
ascii_map
- NetHack should display an ascii character map if it can.
+ NetHack should display an ascii character map if it can.
color
- NetHack should display color if it can for different mon-
- sters, objects, and dungeon features
+ NetHack should display color if it can for different monsters,
+ objects, and dungeon features
eight_bit_tty
- NetHack should pass eight-bit character values (for example,
- specified with the traps option) straight through to your
- terminal (default off).
+ NetHack should pass eight-bit character values (for example,
+ specified with the traps option) straight through to your ter-
+ minal (default off).
font_map
- NetHack should use a font by the chosen name for the map
- window.
+ NetHack should use a font by the chosen name for the map win-
+ dow.
font_menu
- NetHack should use a font by the chosen name for menu win-
- dows.
+ NetHack should use a font by the chosen name for menu windows.
font_message
- NetHack should use a font by the chosen name for the message
- window.
+ NetHack should use a font by the chosen name for the message
+ window.
font_status
- NetHack should use a font by the chosen name for the status
- window.
+ NetHack should use a font by the chosen name for the status
+ window.
font_text
- NetHack should use a font by the chosen name for text win-
- dows.
+ NetHack should use a font by the chosen name for text windows.
font_size_map
- NetHack should use this size font for the map window.
+ NetHack should use this size font for the map window.
font_size_menu
- NetHack should use this size font for menu windows.
+ NetHack should use this size font for menu windows.
font_size_message
- NetHack should use this size font for the message window.
+ NetHack should use this size font for the message window.
font_size_status
- NetHack should use this size font for the status window.
+ NetHack should use this size font for the status window.
font_size_text
- NetHack should use this size font for text windows.
+ NetHack should use this size font for text windows.
+ fullscreen
+ NetHack should try and display on the entire screen rather than
+ in a window.
- NetHack 3.4 June 5, 2003
+
+ NetHack 3.5 September 20, 2006
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.
+ 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.
large_font
- NetHack should use a large font.
+ NetHack should use a large font.
map_mode
- NetHack should display the map in the manner specified.
+ NetHack should display the map in the manner specified.
mouse_support
- Allow use of the mouse for input and travel.
+ Allow use of the mouse for input and travel.
player_selection
- NetHack should pop up dialog boxes, or use prompts for char-
- acter selection.
+ NetHack should pop up dialog boxes, or use prompts for charac-
+ ter selection.
popup_dialog
- NetHack should pop up dialog boxes for input.
+ NetHack should pop up dialog boxes for input.
preload_tiles
- NetHack should preload tiles into memory. For example, 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 memo-
- ry. (default on). Cannot be set with the `O' command.
+ NetHack should preload tiles into memory. For example, in the
+ protected mode MSDOS version, control whether tiles get pre-
+ loaded into RAM at the start of the game. Doing so enhances
+ performance of the tile graphics, but uses more memory. (de-
+ fault on). Cannot be set with the `O' command.
scroll_amount
- NetHack should scroll the display by this number of cells
- when the hero reaches the scroll_margin.
+ NetHack should scroll the display by this number of cells when
+ the hero reaches the scroll_margin.
scroll_margin
- NetHack should scroll the display when the hero or cursor is
- this number of cells away from the edge of the window.
+ NetHack should scroll the display when the hero or cursor is
+ this number of cells away from the edge of the window.
+
+ selectsaved
+ NetHack 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
- NetHack should display an opening splash screen when it
- starts up (default yes).
+ NetHack should display an opening splash screen when it starts
+ up (default yes).
tiled_map
- NetHack should display a tiled map if it can.
-
- tile_file
- Specify the name of an alternative tile file to override the
- default.
+ NetHack should display a tiled map if it can.
- tile_height
- Specify the preferred height of each tile in a tile capable
- port.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
+ NetHack Guidebook 45
- NetHack Guidebook 45
+ 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
+ Specify the preferred width of each tile in a tile capable port
use_inverse
- NetHack should display inverse when the game specifies it.
+ NetHack should display inverse when the game specifies it.
vary_msgcount
- NetHack should display this number of messages at a time in
- the message window.
+ NetHack should display this number of messages at a time in the
+ message window.
windowcolors
- NetHack should display windows with the specified fore-
- ground/background colors if it can.
+ NetHack should display windows with the specified fore-
+ ground/background colors if it can.
+
+ wraptext
+ NetHack port 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 behaviour.
+ 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.
+ 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
- (default on, AMIGA NetHack only).
+ (default on, AMIGA NetHack only).
BIOS
- Use BIOS calls to update the screen display quickly and to
- read the keyboard (allowing the use of arrow keys to move)
- on machines with an IBM PC compatible BIOS ROM (default off,
- OS/2, PC, and ST NetHack only).
+ 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).
+ (default off, AMIGA NetHack only).
MACgraphics
- (default on, Mac NetHack only).
+ (default on, Mac NetHack only).
page_wait
- (default on, Mac NetHack only).
-
- rawio
- Force raw (non-cbreak) mode for faster output and more bul-
- letproof 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. Can-
- not be set with the `O' command.
-
- soundcard
- (default on, PC NetHack only). Cannot be set with the `O'
- command.
+ (default on, Mac NetHack only).
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006
- subkeyval
- (Win32 tty NetHackonly). May be used to alter the value of
- keystrokes that the operating system returns to NetHack to
- help compensate for international keyboard issues. OP-
- TIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171
- was originally going to be returned. You can use multiple
- subkeyvalue statements in the config file if needed. Cannot
- be set with the `O' command.
+ 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 `au-
- todetect', `default', or `vga'. Setting `vga' (or `autode-
- tect' with vga hardware present) will cause the game to dis-
- play tiles. Cannot be set with the `O' command.
+ 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 or-
- der 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.
+ 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
- (default 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.
+ 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. Configuring autopickup exceptions
+
+ There is an experimental compile time option called AU-
+ TOPICKUP_EXCEPTIONS. If your copy of the game was built with
+ that option defined, you can further refine the behavior of the
+ autopickup option beyond what is available through the pick-
+ up_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.
+
+
+
+
+ NetHack 3.5 September 20, 2006
- 9.7. 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
+
+
+
+ NetHack Guidebook 47
+
+
+
+ autopickup_exception
+ Sets an exception to the pickup_types option. The autopick-
+ up_exception option should be followed by a string of 1-80
+ characters to be used as a pattern to match against the singu-
+ lar form of the description of an object at your location.
+
+ You may use the following special characters in a pattern:
+
+ *--- matches 0 or more characters.
+ ?--- matches any single character.
+
+ In addition, some characters are treated specially if they
+ occur as the first character in the string pattern, specifically:
+
+ < - always pickup an object that matches the pattern that follows.
+ > - never pickup an object that matches the pattern that follows.
+
+ Can be set with the `O' command, but the setting is not pre-
+ served across saves and restores.
+
+ Here's a couple of examples of autopickup_exceptions:
+
+ 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 exclusion of
+ items known to be cursed from autopickup. A `never pickup' rule
+ takes precedence over an `always pickup' rule if both match.
+
+ 9.8. 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
+ The following config file entries are relevant to mapping
user sounds to messages:
SOUNDDIR
- The directory that houses the sound files to be played.
+ 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 3.4).
- pattern - the pattern to match.
- sound file - the sound file to play.
- volume - the volume to be set while playing the sound file.
+ 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 3.5).
+ pattern - the pattern to match.
+ sound file - the sound file to play.
+ volume - the volume to be set while playing the sound file.
+ NetHack 3.5 September 20, 2006
- NetHack 3.4 June 5, 2003
-
- NetHack Guidebook 47
+ NetHack Guidebook 48
- The exact format for the pattern depends on whether the
+ The exact format for the pattern depends on whether the
platform is built to use ``regular expressions'' or NetHack's own
- internal pattern matching facility. The ``regular expressions''
+ internal pattern matching facility. The ``regular expressions''
matching can be much more sophisticated than the internal NetHack
- pattern matching, but requires 3rd party libraries on some plat-
- forms. There are plenty of references available elsewhere for
- explaining ``regular expressions''. You can verify which pattern
+ pattern matching, but requires 3rd party libraries on some plat-
+ forms. There are plenty of references available elsewhere for
+ explaining ``regular expressions''. You can verify which pattern
matching is used by your port with the #version command.
NetHack's internal pattern matching routine uses the follow-
*--- matches 0 or more characters.
?--- matches any single character.
- Here's an example of a sound mapping using NetHack's inter-
+ Here's an example of a sound mapping using NetHack's inter-
nal pattern matching facility:
SOUND=MESG "*chime of a cash register*" "gong.wav" 50
- specifies that any message with "chime of a cash register" con-
- tained in it will trigger the playing of "gong.wav". You can
+ specifies that any message with "chime of a cash register" con-
+ tained in it will trigger the playing of "gong.wav". You can
have multiple SOUND entries in your config file.
- 9.8. Configuring NetHack for Play by the Blind
+ 9.9. 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)
+
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 49
+
+
+
+ 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_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)
+
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 50
+
+
+
+ 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)
+ 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_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)
+
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 51
+
+
+
+ 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_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_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)
+
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 52
+
+
+
+ z S_zruty (zruty)
+
+ 9.10. 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
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 in all official distributions of
- NetHack is a file called NHAccess.nh. Replacing defaults.nh with
- this 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 to better
- suit your preferences. Instructions on how to do this are includ-
- ed in the NHAccess.nh file itself. The most crucial settings to
- make the game accessible are:
+ 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.
- NetHack 3.4 June 5, 2003
+ 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.
+ 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
+ NetHack 3.5 September 20, 2006
- NetHack Guidebook 48
- IBMgraphics
- Disable IBMgraphics by commenting out this option.
- menustyle:traditional
- This will assist in the interface to speech synthesizers.
+ NetHack Guidebook 53
- 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 op-
- tion and use the traditional Rogue-like commands.
-
- Character graphics
- Comment out all character graphics sets found near the bot-
- tom of the defaults.nh file. Most of these replace
- NetHack's default representation of the dungeon using stan-
- dard ASCII characters with fancier characters from extended
- character sets, and these fancier characters can annoy
- screen-readers.
- 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.
files and cheat death, at the paltry cost of not getting on the
high score list.
-
-
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 49
-
-
-
There are two ways of enabling explore mode. One is to
start the game with the -X switch. The other is to issue the `X'
command while already playing the game. The other benefits of
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.
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 54
+
+
+
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-
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
-
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 50
-
-
-
revisions of 3.0.
Headed by Mike Stephenson and coordinated by Izchak Miller
3.1 for the Macintosh, porting it for MPW. Building on their de-
velopment, Barton House added a Think C port.
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 55
+
+
+
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.
asts of the game added their own modifications to the game and
made these ``variants'' publicly available:
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 51
-
-
-
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
Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
of 2000.
+
+
+
+ NetHack 3.5 September 20, 2006
+
+
+
+
+
+ NetHack Guidebook 56
+
+
+
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
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-
+ The 3.5 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-
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
- Pat Rankin maintained 3.4 for VMS.
+ Pat Rankin maintained 3.5 for VMS.
- Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
+ Michael Allison maintained NetHack 3.5 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.
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
- and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
+ and Yitzhak Sapir maintained and enhanced 3.5 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 maintained 3.4 for OS/2.
+ 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
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.5 after Janne Salmijarvi resurrected it for
3.3.1.
- Christian ``Marvin'' Bressler maintained 3.4 for the Atari
+ Christian ``Marvin'' Bressler maintained 3.5 for the Atari
after he resurrected it for 3.3.1.
- There is a NetHack web site maintained by Ken Lorber at
+ There is a NetHack web site maintained by Ken Lorber at
http://www.nethack.org/.
- - - - - - - - - - -
-
- From time to time, some depraved individual out there in
- netland sends a particularly intriguing modification to help out
- with the game. The Gods of the Dungeon sometimes make note of
- the names of the worst of these miscreants in this, the list of
- Dungeoneers:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ - - - - - - - - - -
+ NetHack 3.5 September 20, 2006
+ NetHack Guidebook 57
+ 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:
-
-
-
- NetHack 3.4 June 5, 2003
-
-
-
-
-
- NetHack Guidebook 53
-
-
-
- Adam Aronow Izchak Miller Mike Stephenson
- Alex Kompel J. Ali Harlow Norm Meluch
- Andreas Dorn Janet Walz Olaf Seibert
- Andy Church Janne Salmijarvi Pasi Kallinen
- Andy Swanson Jean-Christophe Collet Pat Rankin
- Ari Huttunen Jochen Erwied Paul Winner
- Barton House John Kallen Pierre Martineau
- Benson I. Margulies John Rupley Ralf Brown
- Bill Dyer John S. Bien Ray Chason
- Boudewijn Waijers Johnny Lee Richard Addison
- Bruce Cox Jon W{tte Richard Beigel
- Bruce Holloway Jonathan Handler Richard P. Hughey
- Bruce Mewborne Joshua Delahunty Rob Menke
- Carl Schelin Keizo Yamamoto Robin Johnson
- Chris Russo Ken Arnold Roderick Schertler
- David Cohrs Ken Arromdee Roland McGrath
- David Damerell Ken Lorber Ron Van Iwaarden
- David Gentzel Ken Washikita Ronnen Miller
- David Hairston Kevin Darcy Ross Brown
- Dean Luick Kevin Hugo Sascha Wostmann
- Del Lamb Kevin Sitze Scott Bigham
- Deron Meranda Kevin Smolkowski Scott R. Turner
- Dion Nicolaas Kevin Sweet Stephen Spackman
- Dylan O'Donnell Lars Huttar Stephen White
- Eric Backus Malcolm Ryan Steve Creps
- Eric Hendrickson Mark Gooderum Steve Linhart
- Eric R. Smith Mark Modrall Steve VanDevender
- Eric S. Raymond Marvin Bressler Teemu Suikki
- Erik Andersen Matthew Day Tim Lennan
- Frederick Roeber Merlyn LeRoy Timo Hakulinen
- Gil Neiger Michael Allison Tom Almy
- Greg Laskin Michael Feir Tom West
- Greg Olson Michael Hamel Warren Cheung
- Gregg Wonderly Michael Sokolov Warwick Allison
- Hao-yang Wang Mike Engber Yitzhak Sapir
- Helge Hafting Mike Gallop
- Irina Rempt-Drijfhout Mike Passaretti
-
- Brand and product names are trademarks or registered trademarks
+ Adam Aronow Izchak Miller Mike Passaretti
+ Alex Kompel J. Ali Harlow Mike Stephenson
+ Andreas Dorn Janet Walz Norm Meluch
+ Andy Church Janne Salmijarvi Olaf Seibert
+ Andy Swanson Jean-Christophe Collet Pasi Kallinen
+ Ari Huttunen Jochen Erwied Pat Rankin
+ Barton House John Kallen Paul Winner
+ Benson I. Margulies John Rupley Pierre Martineau
+ Bill Dyer John S. Bien Ralf Brown
+ Boudewijn Waijers Johnny Lee Ray Chason
+ Bruce Cox Jon W{tte Richard Addison
+ Bruce Holloway Jonathan Handler Richard Beigel
+ Bruce Mewborne Joshua Delahunty Richard P. Hughey
+ Carl Schelin Keizo Yamamoto Rob Menke
+ Chris Russo Ken Arnold Robin Johnson
+ David Cohrs Ken Arromdee Roderick Schertler
+ David Damerell Ken Lorber Roland McGrath
+ David Gentzel Ken Washikita Ron Van Iwaarden
+ David Hairston Kevin Darcy Ronnen Miller
+ Dean Luick Kevin Hugo Ross Brown
+ Del Lamb Kevin Sitze Sascha Wostmann
+ Deron Meranda Kevin Smolkowski Scott Bigham
+ Dion Nicolaas Kevin Sweet Scott R. Turner
+ Dylan O'Donnell Lars Huttar Stephen Spackman
+ Eric Backus Leon Arnott Stephen White
+ Eric Hendrickson Malcolm Ryan Steve Creps
+ Eric R. Smith Mark Gooderum Steve Linhart
+ Eric S. Raymond Mark Modrall Steve VanDevender
+ Erik Andersen Marvin Bressler Teemu Suikki
+ Frederick Roeber Matthew Day Tim Lennan
+ Gil Neiger Merlyn LeRoy Timo Hakulinen
+ Greg Laskin Michael Allison Tom Almy
+ Greg Olson Michael Feir Tom West
+ Gregg Wonderly Michael Hamel Warren Cheung
+ Hao-yang Wang Michael Sokolov Warwick Allison
+ Helge Hafting Mike Engber Yitzhak Sapir
+ Irina Rempt-Drijfhout Mike Gallop
+
+ Brand and product names are trademarks or registered trademarks
of their respective holders.
-
-
-
-
-
-
- NetHack 3.4 June 5, 2003
+ NetHack 3.5 September 20, 2006