Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
- May 7, 2022
+ May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
you have seen on the current dungeon level; as you explore more
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
you have available for spell casting. Again, resting will
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
scribe things that are impossible to represent visually. If you
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
it out); this is often useful to give yourself a breather.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
that command.)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
(R)UNIX is a registered trademark of The Open Group.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
with the map.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
ble. In either case, otherwise compatible stacks with a
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
is `M-d'.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
Show a menu of possible actions directed at your current
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
Pay your shopping bill. Default key is `p'.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
Show the amulet currently worn. Default key is `"'.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
key is `X', and also `M-2' if number_pad is off.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
Set one or more intrinsic attributes. Autocompletes. Debug
mode only.
+ #wizkill
+ Remove monsters from play by just pointing at them. By de-
+ fault the hero gets credit or blame for killing the targets.
+ Precede this command with the `m' prefix to override that.
+ Autocompletes. Debug mode only.
+
#wizlevelport
Teleport to another level. Autocompletes. Debug mode only.
Default key is `^V'.
#wizmap
- Map the level. Autocompletes. Debug mode only. Default
+ Map the level. Autocompletes. Debug mode only. Default
key is `^F'.
#wizrumorcheck
- Verify rumor boundaries by displaying first and last true
+ Verify rumor boundaries by displaying first and last true
rumors and first and last false rumors.
- Also displays first, second, and last random engravings,
+ Also displays first, second, and last random engravings,
epitaphs, and hallucinatory monsters.
Autocompletes. Debug mode only.
#wizseenv
- Show map locations' seen vectors. Autocompletes. Debug
+ Show map locations' seen vectors. Autocompletes. Debug
mode only.
- #wizsmell
- Smell monster. Autocompletes. Debug mode only.
-
- #wizwhere
- Show locations of special levels. Autocompletes. Debug
- mode only.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ #wizsmell
+ Smell monster. Autocompletes. Debug mode only.
+
+ #wizwhere
+ Show locations of special levels. Autocompletes. Debug
+ mode only.
+
#wizwish
- Wish for something. Autocompletes. Debug mode only. De-
+ Wish for something. Autocompletes. Debug mode only. De-
fault key is `^W'.
#wmode
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
+ 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.
- On Windows and MS-DOS, the "Alt" key can be used in this
- fashion. On other systems, if typing "Alt" plus another key
- transmits a two character sequence consisting of an Escape fol-
- lowed by the other key, you may set the altmeta option to have
- NetHack combine them into meta+key. (This combining action only
- takes place when NetHack is expecting a command to execute, not
+ On Windows and MS-DOS, the "Alt" key can be used in this
+ fashion. On other systems, if typing "Alt" plus another key
+ transmits a two character sequence consisting of an Escape fol-
+ lowed by the other key, you may set the altmeta option to have
+ NetHack combine them into meta+key. (This combining action only
+ takes place when NetHack is expecting a command to execute, not
when accepting input to name something or to make a wish.)
- Unlike control characters, where ^x and ^X denote the same
+ Unlike control characters, where ^x and ^X denote the same
thing, meta characters are case-sensitive: M-x and M-X represent
- different things. Some commands which can be run via a meta
+ different things. Some commands which can be run via a meta
character require that the letter be capitalized because the low-
- er-case equivalent is used for another command, so the three key
+ er-case equivalent is used for another command, so the three key
combination meta+shift+letter is needed.
M-c #chat
- M-C #conduct
- M-d #dip
- M-e #enhance
- M-f #force
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 31
- NetHack Guidebook 31
+ M-C #conduct
+ M-d #dip
+
+ M-e #enhance
+ M-f #force
M-i #invoke
- 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
k #kick
- l #loot
-
- N #name
- u #untrap
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 32
+ l #loot
- NetHack Guidebook 32
+ N #name
+ u #untrap
5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
+ 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 and appear to be solid rock.
- You can find them with the `s' (search) command when adjacent to
+ Secret corridors are hidden and appear to be solid rock.
+ You can find them with the `s' (search) command when adjacent to
them. Multiple search attempts may be needed. When searching is
- successful, secret corridors become ordinary open corridor loca-
- tions. Mapping magic reveals secret corridors, so converts them
+ successful, secret corridors become ordinary open corridor loca-
+ tions. Mapping magic reveals secret corridors, so converts them
into ordinary corridors and shows them as such.
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)
- command. By default the autoopen option is enabled, so simply
- attempting to walk onto a closed door's location will attempt to
- open it without needing `o'. Opening via autoopen will not work
- if you are confused or stunned or suffer from the fumbling at-
+ the `o' (open) command; to close it again, use the `c' (close)
+ command. By default the autoopen option is enabled, so simply
+ attempting to walk onto a closed door's location will attempt to
+ open it without needing `o'. Opening via autoopen will not work
+ if you are confused or stunned or suffer from the fumbling at-
tribute.
- 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 except on one particular
level (described by "#overview" as "a primitive area").
- Unlocking magic exists but usually won't be available early
+ Unlocking magic exists but usually won't be available early
on. You can get through a locked door without magic by first us-
- ing an unlocking tool with the `a' (apply) command, and then
+ ing an unlocking tool with the `a' (apply) command, and then
opening it. By default the autounlock option is also enabled, so
- if you attempt to open (via `o' or autoopen) a locked door while
- carrying an unlocking tool, you'll be asked whether to use it on
- the door's lock. Alternatively, you can break a closed door
- (whether locked or not) down by kicking it via the `^D' (kick)
- command. Kicking down a door destroys it and makes a lot of
+ if you attempt to open (via `o' or autoopen) a locked door while
+ carrying an unlocking tool, you'll be asked whether to use it on
+ the door's lock. Alternatively, you can break a closed door
+ (whether locked or not) down by kicking it via the `^D' (kick)
+ command. Kicking down a door destroys it and makes a lot of
noise which might wake sleeping monsters.
- Some closed doors are booby-trapped and will explode if an
- attempt is made to open (when unlocked) or unlock (when locked)
- or kick down. Like kicking, an explosion destroys the door and
- makes a lot of noise. The "#untrap" command can be used to
- search a door for traps but might take multiple attempts to find
- one. When one is found, you'll be asked whether to try to disarm
- it. If you accede, success will eliminate the trap but failure
- will set off the trap's explosion. (If you decline, you effec-
- tively forget that a trap was found there.)
-
- Closed doors can be useful for shutting out monsters. Most
- monsters cannot open closed doors, although a few don't need to
+ Some closed doors are booby-trapped and will explode if an
+ attempt is made to open (when unlocked) or unlock (when locked)
+ or kick down. Like kicking, an explosion destroys the door and
+ makes a lot of noise. The "#untrap" command can be used to
+ search a door for traps but might take multiple attempts to find
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- (for example, ghosts can walk through doors and fog clouds can
- flow under them). Some monsters who can open doors can also use
+ one. When one is found, you'll be asked whether to try to disarm
+ it. If you accede, success will eliminate the trap but failure
+ will set off the trap's explosion. (If you decline, you effec-
+ tively forget that a trap was found there.)
+
+ Closed doors can be useful for shutting out monsters. Most
+ monsters cannot open closed doors, although a few don't need to
+ (for example, ghosts can walk through doors and fog clouds can
+ flow under them). Some monsters who can open doors can also use
unlocking tools. And some (giants) can smash doors.
Secret doors are hidden and appear to be ordinary wall (from
- inside a room) or solid rock (from outside). You can find them
- with the `s' (search) command but it might take multiple tries
- (possibly many tries if your luck is poor). Once found they are
- in all ways equivalent to normal doors. Mapping magic does not
+ inside a room) or solid rock (from outside). You can find them
+ with the `s' (search) command but it might take multiple tries
+ (possibly many tries if your luck is poor). Once found they are
+ in all ways equivalent to normal doors. Mapping magic does not
reveal secret doors.
5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- intruder. For example, you may suddenly fall into a pit and be
- stuck for a few turns trying to climb out (see below). A trap
- usually won't appear on your map until you trigger it by moving
+ There are traps throughout the dungeon to snare the unwary
+ intruder. For example, you may suddenly fall into a pit and be
+ stuck for a few turns trying to climb out (see below). A trap
+ usually won't appear on your map until you trigger it by moving
onto it, you see someone else trigger it, or you discover it with
- the `s' (search) command (multiple attempts are often needed; if
- your luck is poor, many attempts might be needed). Wands of se-
- cret door detection and spell of detect unseen also reveal traps
- within a modest radius but only if the trap is also within line-
+ the `s' (search) command (multiple attempts are often needed; if
+ your luck is poor, many attempts might be needed). Wands of se-
+ cret door detection and spell of detect unseen also reveal traps
+ within a modest radius but only if the trap is also within line-
of-sight (whether you can see at the time or not). There is also
other magic which can reveal traps.
- Monsters can fall prey to traps, too, which can potentially
- be used as a defensive strategy. Unfortunately traps can be
+ Monsters can fall prey to traps, too, which can potentially
+ be used as a defensive strategy. Unfortunately traps can be
harmful to your pet(s) as well. Monsters, including pets, usual-
- ly will avoid moving onto a trap which is shown on your map if
+ ly will avoid moving onto a trap which is shown on your map if
they have encountered that type of trap before.
- Some traps such as pits, bear traps, and webs hold you in
- one place. You can escape by simply trying to move to an adja-
+ Some traps such as pits, bear traps, and webs hold you in
+ one place. You can escape by simply trying to move to an adja-
cent spot and repeat as needed; eventually you will get free.
- Other traps can send you to different locations. Tele-
- porters send you elsewhere on the same dungeon level. Level
- teleporters send you to a random dungeon level, the destination
- chosen from a few levels lower all the way to the top. Trap
- doors and holes also send you to another level, but one which is
- always below the current level. Usually that will be the next
- level down but it can be farther. All of these traps choose a
- new destination each time they're activated. Magic portals also
- send you to a different level but behave differently. Some por-
+ Other traps can send you to different locations. Tele-
+ porters send you elsewhere on the same dungeon level. Level
+ teleporters send you to a random dungeon level, the destination
+ chosen from a few levels lower all the way to the top. Trap
+ doors and holes also send you to another level, but one which is
+ always below the current level. Usually that will be the next
+ level down but it can be farther. All of these traps choose a
+ new destination each time they're activated. Magic portals also
+ send you to a different level but behave differently. Some por-
tals are two-way and their remote destination is always the same:
- another portal which can take you back. Others are one-way and
+ another portal which can take you back. Others are one-way and
send you to a specific destination level but not necessarily to a
- specific location there.
-
- There is a special multi-level branch of the dungeon with
- pre-mapped levels based on the classic computer game "Sokoban."
- In that game, you operate as a warehouse worker who pushes crates
- around obstacles to position them at designated locations. In
- NetHack, the goal is to push boulders into pits or holes until
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ specific location there.
+
+ There is a special multi-level branch of the dungeon with
+ pre-mapped levels based on the classic computer game "Sokoban."
+ In that game, you operate as a warehouse worker who pushes crates
+ around obstacles to position them at designated locations. In
+ NetHack, the goal is to push boulders into pits or holes until
those traps have all been nullified, giving access to whatever is
- beyond them. In the Sokoban game, you can only move in the four
+ beyond them. In the Sokoban game, you can only move in the four
cardinal compass directions, and a crate in its final destination
- blocks further access to that spot. In the Sokoban levels of
- NetHack, you can move diagonally (unless that would let you pass
- between two neighboring boulders) but you can only push boulders
- in the four cardinal directions, and a boulder which fills a pit
- or hole removes both the boulder and the trap so opens up normal
- access to that spot. With careful foresight, it is possible to
- complete all of the levels according to the traditional rules of
+ blocks further access to that spot. In the Sokoban levels of
+ NetHack, you can move diagonally (unless that would let you pass
+ between two neighboring boulders) but you can only push boulders
+ in the four cardinal directions, and a boulder which fills a pit
+ or hole removes both the boulder and the trap so opens up normal
+ access to that spot. With careful foresight, it is possible to
+ complete all of the levels according to the traditional rules of
Sokoban. (Hint: to solve Sokoban puzzles, you often need to move
- things away from their eventual destinations in order to open up
- more room to maneuver.) Since NetHack does not support an undo
- capability, some allowances are permitted in case you get stuck.
+ things away from their eventual destinations in order to open up
+ more room to maneuver.) Since NetHack does not support an undo
+ capability, some allowances are permitted in case you get stuck.
For example, each level has at least one extra boulder. Also, it
is possible to drop everything in order to be able to squeeze in-
- to the same location as a boulder (and then presumably move past
- it), or to destroy a boulder with magic or tools, or to create
- new boulders with a scroll of earth. However, doing such things
- will lower your luck without any specific message given about
- that. See the Conduct section for information about getting
+ to the same location as a boulder (and then presumably move past
+ it), or to destroy a boulder with magic or tools, or to create
+ new boulders with a scroll of earth. However, doing such things
+ will lower your luck without any specific message given about
+ that. See the Conduct section for information about getting
feedback for your actions in Sokoban.
5.3. Stairs and ladders (`<', `>')
- 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-
+ 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.
- 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
+ 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
+ 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 de-
- scribed below). Monsters are only active on the current level;
+ scribed below). Monsters are only active on the current level;
those on other levels are essentially placed into stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
- they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
- climb. When that occurs, the pet or other monster will arrive on
- the staircase and you will end up nearby.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
+ they're close enough when you travel up or down stairs, and occa-
+ sionally one of these creatures will displace you during the
+ climb. When that occurs, the pet or other monster will arrive on
+ the staircase and you will end up nearby.
+
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
5.4. Shops and shopping
- Occasionally you will run across a room with a shopkeeper
- near the door and many items lying on the floor. You can buy
+ 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-
+ 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 pri-
or 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
+ 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.
+ 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 sometime run out of money. When that happens,
- you'll be offered credit instead of gold when you try to sell
- something. Credit can be used to pay for purchases, but it is
- only good in the shop where it was obtained; other shopkeepers
- won't honor it. (If you happen to find a "credit card" in the
+ Shopkeepers sometime run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
dungeon, don't bother trying to use it in shops; shopkeepers will
not accept it.)
- The `$' command, which reports the amount of gold you are
+ The `$' 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-
+ 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
+ rying any. The "Ix" command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
fees, if any.
5.4.1. Shop idiosyncrasies
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 or she will
- generally ignore any other customers.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 36
- NetHack Guidebook 36
+ * 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 or she will
+ generally ignore any other customers.
- * If a shop is "closed for inventory," it will not open of its
+ * 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-
5.5. Movement feedback
- Moving around the map usually provides no feedback--other
- than drawing the hero at the new location--unless you step on an
- object or pile of objects, or on a trap, or attempt to move onto
- a spot where a monster is located. There are several options
+ Moving around the map usually provides no feedback--other
+ than drawing the hero at the new location--unless you step on an
+ object or pile of objects, or on a trap, or attempt to move onto
+ a spot where a monster is located. There are several options
which can be used to augment the normal feedback.
- The pile_limit option controls how many objects can be in a
+ The pile_limit option controls how many objects can be in a
pile--sharing the same map location--for the game to state "there
- are objects here" instead of listing them. The default is 5.
+ are objects here" instead of listing them. The default is 5.
Setting it to 1 would always give that message instead of listing
any objects. Setting it to 0 is a special case which will always
list all objects no matter how big a pile is. Note that the num-
- ber refers to the count of separate stacks of objects present
- rather than the sum of the quantities of those stacks (so 7 ar-
- rows or 25 gold pieces will each count as 1 rather than as 7 and
- 25, respectively, and total to 2 when both are at the same loca-
+ ber refers to the count of separate stacks of objects present
+ rather than the sum of the quantities of those stacks (so 7 ar-
+ rows or 25 gold pieces will each count as 1 rather than as 7 and
+ 25, respectively, and total to 2 when both are at the same loca-
tion).
- The "nopickup" command prefix (default `m') can be used be-
- fore a movement direction to step on objects without attempting
+ The "nopickup" command prefix (default `m') can be used be-
+ fore a movement direction to step on objects without attempting
auto-pickup and without giving feedback about them.
- The mention_walls option controls whether you get feedback
- if you try to walk into a wall or solid stone or off the edge of
- the map. Normally nothing happens (unless the hero is blind and
+ The mention_walls option controls whether you get feedback
+ if you try to walk into a wall or solid stone or off the edge of
+ the map. Normally nothing happens (unless the hero is blind and
no wall is shown, then the wall that is being bumped into will be
- drawn on the map). This option also gives feedback when rushing
+ drawn on the map). This option also gives feedback when rushing
or running stops for some non-obvious reason.
- The mention_decor option controls whether you get feedback
- when walking on "furniture." Normally stepping onto stairs or a
- fountain or an altar or various other things doesn't elicit any-
- thing unless it is covered by one or more objects so is obscured
- on the map. Setting this option to true will describe such
- things even when they aren't obscured. Doorless doorways and
- open doors aren't considered worthy of mention; closed doors (if
- you can move onto their spots) and broken doors are. Assuming
- that you're able to do so, moving onto water or lava or ice will
- give feedback if not yet on that type of terrain but not repeat
- it (unless there has been some intervening message) when moving
- from water to another water spot, or lava to lava, or ice to ice.
- Moving off of any of those back onto "normal" terrain will give
- one message too, unless there is feedback about one or more ob-
- jects, in which case the back on land circumstance is implied.
-
-
+ The mention_decor option controls whether you get feedback
+ when walking on "furniture." Normally stepping onto stairs or a
+ fountain or an altar or various other things doesn't elicit any-
+ thing unless it is covered by one or more objects so is obscured
+ on the map. Setting this option to true will describe such
+ things even when they aren't obscured. Doorless doorways and
+ open doors aren't considered worthy of mention; closed doors (if
+ you can move onto their spots) and broken doors are. Assuming
+ that you're able to do so, moving onto water or lava or ice will
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- The confirm and safe_pet options control what happens when
- you try to move onto a peaceful monster's spot or a tame one's
+ give feedback if not yet on that type of terrain but not repeat
+ it (unless there has been some intervening message) when moving
+ from water to another water spot, or lava to lava, or ice to ice.
+ Moving off of any of those back onto "normal" terrain will give
+ one message too, unless there is feedback about one or more ob-
+ jects, in which case the back on land circumstance is implied.
+
+ The confirm and safe_pet options control what happens when
+ you try to move onto a peaceful monster's spot or a tame one's
spot.
- The "nopickup" command prefix (default `m') is also the
+ The "nopickup" command prefix (default `m') is also the
move-without-attacking prefix and can be used to try to step onto
a visible monster's spot without the move being considered an at-
- tack (see the Fighting subsection of Monsters below). The
- "fight" command prefix (default `F'; also `-' if number_pad is
+ tack (see the Fighting subsection of Monsters below). The
+ "fight" command prefix (default `F'; also `-' if number_pad is
on) can be used to force an attack, when guessing where an unseen
- monster is or when deliberately attacking a peaceful or tame
+ monster is or when deliberately attacking a peaceful or tame
creature.
The run_mode option controls how frequently the map gets re-
5.6. Rogue level
- One dungeon level (occurring in mid to late teens of the
- main dungeon) is a tribute to the ancestor game hack's inspira-
+ One dungeon level (occurring in mid to late teens of the
+ main dungeon) is a tribute to the ancestor game hack's inspira-
tion rogue.
- It is usually displayed differently from other levels: pos-
- sibly in characters instead of tiles, or without line-drawing
+ It is usually displayed differently from other levels: pos-
+ sibly in characters instead of tiles, or without line-drawing
symbols if already in characters; also, gold is shown as * rather
- than $ and stairs are shown as % rather than < and >. There are
- some minor differences in actual game play: doorways lack doors;
- a scroll, wand, or spell of light used in a room lights up the
- whole room rather than within a radius around your character.
- And monsters represented by lower-case letters aren't randomly
+ than $ and stairs are shown as % rather than < and >. There are
+ some minor differences in actual game play: doorways lack doors;
+ a scroll, wand, or spell of light used in a room lights up the
+ whole room rather than within a radius around your character.
+ And monsters represented by lower-case letters aren't randomly
generated on the rogue level.
- The slight strangeness of this level is a feature, not a
+ The slight strangeness of this level is a feature, not a
bug....
6. Monsters
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- magic items can help you locate them before they locate you
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
(which some monsters can do very well).
- The commands `/' and `;' may be used to obtain information
- about those monsters who are displayed on the screen. The com-
- mand "#name" (by default bound to `C'), allows you to assign a
- name to a monster, which may be useful to help distinguish one
- from another when multiple monsters are present. Assigning a
- name which is just a space will remove any prior name.
-
- The extended command "#chat" can be used to interact with an
- adjacent monster. There is no actual dialog (in other words, you
- don't get to choose what you'll say), but chatting with some mon-
- sters such as a shopkeeper or the Oracle of Delphi can produce
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand "#name" (by default bound to `C'), allows you to assign a
+ name to a monster, which may be useful to help distinguish one
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ from another when multiple monsters are present. Assigning a
+ name which is just a space will remove any prior name.
+
+ The extended command "#chat" can be used to interact with an
+ adjacent monster. There is no actual dialog (in other words, you
+ don't get to choose what you'll say), but chatting with some mon-
+ sters 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
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
when angered. Remember: discretion is the better part of valor.
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of `y' acknowledges that in-
- tent, which can be error prone if you're using `y' to move. You
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of `y' acknowledges that in-
+ tent, which can be error prone if you're using `y' to move. You
can set the paranoid_confirmation option to require a response of
"yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
member a monster but want to try fighting anyway, you can use the
`F' command.
6.2. Your pet
You start the game with a little dog (`d'), kitten (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. Dogs
- and cats usually feed themselves on fresh carrion and other
- meats; horses need vegetarian food which is harder to come by.
- If you're worried about your pet or want to train it, you can
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. Dogs
+ and cats usually feed themselves on fresh carrion and other
+ meats; horses need vegetarian food which is harder to come by.
+ If you're worried about your pet or want to train it, you can
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
- accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
- with it even if adjacent at the time.
-
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
-
-
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ accompany you and any non-adjacent pet will be left behind. Your
+ pet may trigger such traps itself; you will not be carried along
+ with it even if adjacent at the time.
+
6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
+ Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
+ control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
- Riding skill is managed by the "#enhance" command. See the
+ Riding skill is managed by the "#enhance" command. See the
section on Weapon proficiency for more information about that.
Use the `a' (apply) command and pick a saddle in your inven-
- tory to attempt to put that saddle on an adjacent creature. If
+ tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature
- to try to remove the saddle from that creature. If successful,
+ to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
6.4. Bones levels
- You may encounter the shades and corpses of other adventur-
+ 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.
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
6.5. Persistence of Monsters
Monsters (a generic reference which also includes humans and
- pets) are only shown while they can be seen or otherwise sensed.
- Moving to a location where you can't see or sense a monster any
- more will result in it disappearing from your map, similarly if
+ pets) are only shown while they can be seen or otherwise sensed.
+ Moving to a location where you can't see or sense a monster any
+ more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
- However, if you encounter a monster which you can't see or
- sense--perhaps it is invisible and has just tapped you on the
- noggin--a special "remembered, unseen monster" marker will be
- displayed at the location where you think it is. That will per-
- sist until you have proven that there is no monster there, even
- if the unseen monster moves to another location or you move to a
- spot where the marker's location ordinarily wouldn't be seen any
+ However, if you encounter a monster which you can't see or
+ sense--perhaps it is invisible and has just tapped you on the
+ noggin--a special "remembered, unseen monster" marker will be
+ displayed at the location where you think it is. That will per-
+ sist until you have proven that there is no monster there, even
+ if the unseen monster moves to another location or you move to a
+ spot where the marker's location ordinarily wouldn't be seen any
more.
- 7. Objects
-
- When you find something in the dungeon, it is common to want
- to pick it up. In NetHack, this is accomplished by using the `,'
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ 7. Objects
+
+ When you find something in the dungeon, it is common to want
+ to pick it up. In NetHack, this is accomplished by using the `,'
command. If autopickup option is on, you will automatically pick
- up the object by walking over, unless you move with the `m' pre-
+ up the object by walking over, unless you move with the `m' pre-
fix.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger and
- sturdier you are, the less the additional load will affect you.
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
There comes a point, though, when the weight of all of that stuff
- you are carrying around with you through the dungeon will encum-
+ you are carrying around with you through the dungeon will encum-
ber you. Your reactions will get slower and you'll burn calories
- faster, requiring food more frequently to cope with it. Eventu-
- ally, you'll be so overloaded that you'll either have to discard
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
some of what you're carrying or collapse under its weight.
- NetHack will tell you how badly you have loaded yourself.
- If you are encumbered, one of the conditions Burdened, Stressed,
- Strained, Overtaxed, or Overloaded will be shown on the bottom
+ NetHack will tell you how badly you have loaded yourself.
+ If you are encumbered, one of the conditions Burdened, Stressed,
+ Strained, Overtaxed, or Overloaded will be shown on the bottom
line status display.
When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
+ sented with a list of inventory letters to choose from (see Com-
mands, above).
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
+ Some objects, such as weapons, are easily differentiated.
+ Others, like scrolls and potions, are given descriptions which
+ vary according to type. During a game, any two objects with the
+ same description are the same type. However, the descriptions
will vary from game to game.
When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the "#name" command, for the same purpose at any time, to name
- all objects of a particular type or just an individual object.
- When you use "#name" on an object which has already been named,
- specifying a space as the value will remove the prior name in-
+ NetHack will remember what it is for you. If its effect isn't
+ extremely obvious, you will be asked what you want to call this
+ type of object so you will recognize it later. You can also use
+ the "#name" command, for the same purpose at any time, to name
+ all objects of a particular type or just an individual object.
+ When you use "#name" on an object which has already been named,
+ specifying a space as the value will remove the prior name in-
stead of assigning a new one.
- 7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
- is otherwise helpful. The most common effect of a curse is being
- stuck with (and to) the item. Cursed weapons weld themselves to
- your hand when wielded, so you cannot unwield them. Any cursed
- NetHack 3.7 May 7, 2022
+
+ NetHack 3.7 May 23, 2022
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
+ 7.1. Curses and Blessings
+
+ Any object that you find may be cursed, even if the object
+ is otherwise helpful. The most common effect of a curse is being
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
- Objects can also be blessed instead. Blessed items usually
+ Objects can also be blessed instead. Blessed items usually
work better or more beneficially than normal uncursed items. For
- example, a blessed weapon will do slightly more damage against
+ example, a blessed weapon will do slightly more damage against
demons.
Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A "glass half full versus glass half empty"
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A "glass half full versus glass half empty"
situation; make of that what you will.
There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
roles. Dropping objects onto an altar will reveal their bless or
curse state provided that you can see them land.
- An item with unknown status will be reported in your inven-
+ An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
- cursed, uncursed, or blessed in the description of the item. In
- some cases uncursed will be omitted as being redundant when
+ distinguished in your inventory by the presence of the word
+ cursed, uncursed, or blessed in the description of the item. In
+ some cases uncursed will be omitted as being redundant when
enough other information is displayed. The implicit_uncursed op-
- tion can be used to control this; toggle it off to have uncursed
+ tion can be used to control this; toggle it off to have uncursed
be displayed even when that can be deduced from other attributes.
Sometimes the bless or curse state of objects is referred to
as their "BUC" attribute, for Blessed, Uncursed, or Cursed state,
- or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
+ or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
beatitude is occasionally used as well.)
7.2. Weapons (`)')
- Given a chance, most monsters in the Mazes of Menace will
- gratuitously try to kill you. You need weapons for self-defense
- (killing them first). Without a weapon, you do only 1-2 hit
- points of damage (plus bonuses, if any). Monk characters are an
- exception; they normally do more damage with bare (or gloved)
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
+ exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
- There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- first wield a bow, then throw the arrow. Crossbows shoot cross-
- bow bolts. Slings hurl rocks and (other) stones (like gems).
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- 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
+ There are wielded weapons, like maces and swords, and thrown
+ weapons, like arrows and spears. To hit monsters with a weapon,
+ you must wield it and attack them, or throw it at them. You can
+ simply elect to throw a spear. To shoot an arrow, you should
+ first wield a bow, then throw the arrow. Crossbows shoot cross-
+ bow bolts. Slings hurl rocks and (other) stones (like gems).
+
+ Enchanted weapons have a "plus" (or "to hit enhancement"
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
+ 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 simul-
+ 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 simul-
taneously as primary and secondary; use the `X' command to engage
- or disengage that. Only some types of characters (barbarians,
+ 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 incurs a penalty in the chance
+ skill, using two weapons at once incurs 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), `Q' (quiver), `x' (exchange), `X' (twoweapon), and
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and
"#enhance" (see below).
- 7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
- picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- for a specific target. The distance something can be thrown de-
- pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
- NetHack 3.7 May 7, 2022
+
+
+ NetHack 3.7 May 23, 2022
+ 7.2.1. Throwing and shooting
+
+ You can throw just about anything via the `t' command. It
+ will prompt for the item to throw; picking `?' will list things
+ in your inventory which are considered likely to be thrown, or
+ picking `*' will list your entire inventory. After you've chosen
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
+ pends mainly on the type of object and your strength. Arrows can
+ be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
Some weapons will return when thrown. A boomerang--provided
- it fails to hit anything--is an obvious example. If an aklys
+ it fails to hit anything--is an obvious example. If an aklys
(thonged club) is thrown while it is wielded, it will return even
when it hits something. A sufficiently strong hero can throw the
warhammer Mjollnir; when thrown by a Valkyrie it will return too.
- However, aklyses and Mjollnir occasionally fail to return. Re-
- turning thrown objects occasionally fail to be caught, sometimes
+ However, aklyses and Mjollnir occasionally fail to return. Re-
+ turning thrown objects occasionally fail to be caught, sometimes
even hitting the thrower, but when caught they become re-wielded.
- 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
+ You can simplify the throwing operation by using the `Q'
+ command to select your preferred "missile", then using the `f'
+ command to throw it. You'll be prompted for a direction as
+ above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver (or
- quiver sack, or have at the ready) when the inventory slot used
- for `Q' runs out. If your quiver is empty, autoquiver is false,
+ quiver sack, or have at the ready) when the inventory slot used
+ for `Q' runs out. If your quiver is empty, autoquiver is false,
and you are wielding a weapon which returns when thrown, you will
- throw that weapon instead of filling the quiver. The fire com-
- mand also has extra assistance, if fireassist is on it will try
+ throw that weapon instead of filling the quiver. The fire com-
+ mand also has extra assistance, if fireassist is on it will try
to wield a launcher matching the ammo in the quiver.
- Some characters have the ability to throw or shoot a volley
- of multiple items (from the same stack) in a single action.
+ Some characters have the ability to throw or shoot a volley
+ of multiple items (from the same stack) in a single action.
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 ar-
+ 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 ar-
rows, in crossbow skill if you're wielding one to shoot bolts, or
in sling skill if you're wielding one to shoot stones). The num-
- ber 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 exam-
- ple, "2f" (or "n2f" if using number_pad mode) would ensure that
+ ber 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 exam-
+ ple, "2f" (or "n2f" if using number_pad mode) would ensure that
at most 2 arrows are shot even if you could have fired 3. If you
- specify a larger number than would have been shot ("4f" in this
- example), you'll just end up shooting the same number (3, here)
+ 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 specified. Once the volley is in motion,
- all of the items will travel in the same direction; if the first
- ones kill a monster, the others can still continue beyond that
+ all of the items will travel in the same direction; if the first
+ ones kill a monster, the others can still continue beyond that
spot.
- 7.2.2. Weapon proficiency
-
- You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
- your role, your experience level, and use of the weapons.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
-
+ NetHack Guidebook 44
- NetHack Guidebook 44
+ 7.2.2. Weapon proficiency
+ You will have varying degrees of skill in the weapons avail-
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
+ your role, your experience level, and use of the weapons.
- For the purposes of proficiency, weapons have been divided
- up into various groups such as daggers, broadswords, and
- polearms. Each role has a limit on what level of proficiency a
- character can achieve for each group. For instance, wizards can
- become highly skilled in daggers or staves but not in swords or
+ 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-
+ 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". Re-
+ to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (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
+ basic.) Some characters can enhance their barehanded combat or
martial arts skill beyond expert to "master" or "grand master".
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use "#enhance" to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use "#enhance" to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
+ up to do so can seem cumbersome but becomes second nature with
use. To wield two weapons, you need to use the "#twoweapon" com-
- mand. But first you need to have a weapon in each hand. (Note
- that your two weapons are not fully equal; the one in the hand
- you normally wield with is considered primary and the other one
+ mand. But first you need to have a weapon in each hand. (Note
+ that your two weapons are not fully equal; the one in the hand
+ you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
- you stop--or before you begin, for that matter--wielding two
+ you stop--or before you begin, for that matter--wielding two
weapons at once. The primary is your wielded weapon and the sec-
- ondary is just an item in your inventory that's been designated
- as alternate weapon.)
-
- If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence `x', `w', `x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
- hands. If your secondary or alternate weapon is correct but your
- primary one is not, simply use `w' to wield the primary. Lastly,
+ ondary is just an item in your inventory that's been designated
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- if neither hand holds the correct weapon, use `w', `x', `w' to
+ as alternate weapon.)
+
+ If your primary weapon is wielded but your off hand is empty
+ or has the wrong weapon, use the sequence `x', `w', `x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
+ hands. If your secondary or alternate weapon is correct but your
+ primary one is not, simply use `w' to wield the primary. Lastly,
+ if neither hand holds the correct weapon, use `w', `x', `w' to
first wield the intended secondary, swap it to off hand, and then
wield the primary.
- The whole process can be simplified via use of the push-
+ The whole process can be simplified via use of the push-
weapon option. When it is enabled, then using `w' to wield some-
- thing causes the currently wielded weapon to become your alter-
+ thing causes the currently wielded weapon to become your alter-
nate weapon. So the sequence `w', `w' can be used to first wield
the weapon you intend to be secondary, and then wield the one you
- want as primary which will push the first into secondary posi-
+ want as primary which will push the first into secondary posi-
tion.
- When in two-weapon combat mode, using the `X' command tog-
- gles back to single-weapon mode. Throwing or dropping either of
+ When in two-weapon combat mode, using the `X' command tog-
+ gles back to single-weapon mode. Throwing or dropping either of
the weapons or having one of them be stolen or destroyed will al-
so make you revert to single-weapon combat.
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 a list of the armor class values provided by suits
+ Here is a list of the armor class values provided by suits
of armor:
Dragon scale mail 1
Plate mail, Crystal plate mail 3
Leather jacket 9
none 10
- You can also wear other pieces of armor (cloak over suit,
- shirt under suit, helmet, gloves, boots, shield) to lower your
- armor class even further. Most of these provide a one or two
- point improvement to AC (making the overall value smaller and
- eventually negative) but can also be enchanted. Shirts are an
- exception; they don't provide any protection unless enchanted.
- Some cloaks also don't improve AC when unenchanted but all cloaks
- offer some protection against rust or corrosion to suits worn un-
- der them and against some monster touch attacks.
-
- 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
+ You can also wear other pieces of armor (cloak over suit,
+ shirt under suit, helmet, gloves, boots, shield) to lower your
+ armor class even further. Most of these provide a one or two
+ point improvement to AC (making the overall value smaller and
+ eventually negative) but can also be enchanted. Shirts are an
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ exception; they don't provide any protection unless enchanted.
+ Some cloaks also don't improve AC when unenchanted but all cloaks
+ offer some protection against rust or corrosion to suits worn un-
+ der them and against some monster touch attacks.
+
+ 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
+ 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 nega-
tive 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 nudist option can be set (prior to game start) to at-
- tempt to play the entire game without wearing any armor (a self-
+ The nudist option can be set (prior to game start) to at-
+ tempt to play the entire game without wearing any armor (a self-
imposed challenge which is extremely difficult to accomplish).
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can be used to take off armor as well as other
- worn items. Also, `P' (put on) and `R' (remove) which are nor-
- mally for accessories can be used for armor, but pieces of armor
+ The `A' command can be used to take off armor as well as other
+ worn items. Also, `P' (put on) and `R' (remove) which are nor-
+ mally for accessories can be used for armor, but pieces of armor
won't be shown as likely candidates in a prompt for choosing what
to put on or remove.
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 usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
+ ly 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
+ also "food." Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ 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 (for example "READ ME,"
- or "THANX MAUD" backwards). Scrolls disappear after you read
- them (except for blank ones, without magic spells on them).
- One of the most useful of these is the scroll of identify,
- which can be used to determine what another object is, whether it
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
+ 7.5. Scrolls (`?')
+
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (for example "READ ME,"
+ or "THANX MAUD" backwards). Scrolls disappear after you read
+ them (except for blank ones, without magic spells on them).
+
+ One of the most useful of these is the scroll of identify,
+ which can be used to determine what another object is, whether it
+ is cursed or blessed, and how many uses it has left. Some ob-
+ jects of subtle enchantment are difficult to identify without
these.
A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
+ 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" en-
vironment variable to the file name of your mailbox. You may al-
- so want to set the "MAILREADER" environment variable to the file
+ so 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 variables are
+ read the scroll. On versions of NetHack where mail is randomly
+ generated internal to the game, these environment variables are
ignored. You can disable the mail daemon by turning off the mail
option.
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 (`/')
- Wands usually have multiple magical charges. Some types of
+ Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
- them at yourself (just give a `.' or `s' for the direction). Be
- warned, however, for this is often unwise. Other types of wands
- don't require a direction. The number of charges in a wand is
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
+ don't require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
- the wand is recharged.
-
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
+ mana points from an otherwise spent wand, destroying it in the
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- 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
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
+
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
+ The 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 at most
two rings at any time, one on the ring finger of each hand.
- Most worn rings also cause you to grow hungry more rapidly,
+ Most worn rings also cause you to grow hungry more rapidly,
the rate varying with the type of ring.
- When wearing gloves, rings are worn underneath. If the
- gloves are cursed, rings cannot be put on and any already being
- worn cannot be removed. When worn gloves aren't cursed, you
- don't have to manually take them off before putting on or remov-
- ing a ring and then re-wear them after. That's done implicitly
+ When wearing gloves, rings are worn underneath. If the
+ gloves are cursed, rings cannot be put on and any already being
+ worn cannot be removed. When worn gloves aren't cursed, you
+ don't have to manually take them off before putting on or remov-
+ ing a ring and then re-wear them after. That's done implicitly
to avoid unnecessary tedium.
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
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable)--unless the
attempt backfires. Reading a cursed spellbook or one with mystic
runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
- casting.
-
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you. Casting temporarily drains your magical
- power, which will slowly be recovered, and causes you to need ad-
- ditional food. Casting of spells also requires practice. With
- practice, your skill in each category of spell casting will im-
- prove. Over time, however, your memory of each spell will dim,
- and you will need to relearn it.
+ 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
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ casting.
+
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
+ power, which will slowly be recovered, and causes you to need ad-
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
+ and you will need to relearn it.
+
Some spells require a direction in which to cast them, simi-
- lar to wands. To cast one at yourself, just give a `.' or `s'
+ lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
- cation rather than just specify a particular direction. Other
+ cation rather than just specify a particular direction. Other
spells don't require any direction or target.
Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
+ can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
- using the "#enhance" command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
+ 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
+ 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,
+ 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-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
- Some tools (such as a blindfold) can be worn and can be put
- on and removed like other accessories (rings, amulets); see
- Amulets. Other tools (such as pick-axe) can be wielded as
+ Some tools (such as a blindfold) can be worn and can be put
+ on and removed like other accessories (rings, amulets); see
+ Amulets. Other tools (such as pick-axe) can be wielded as
weapons in addition to being applied for their usual purpose, and
- in some cases (again, pick-axe) become wielded as a weapon even
+ in some cases (again, pick-axe) become wielded as a weapon even
when applied.
The blind option can be set (prior to game start) to attempt
to play the entire game without being able to see (a self-imposed
challenge which is very difficult to accomplish).
- The command to use a tool is `a' (apply).
-
- 7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the "#loot" extended com-
- mand when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 50
- NetHack Guidebook 50
+ The command to use a tool is `a' (apply).
+ 7.10.1. Containers
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the "#loot" extended com-
+ mand when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
+ kicking it with the `^D' command, or by using a weapon to force
the lock with the "#force" extended command.
Some chests are trapped, causing nasty things to happen when
7.11. Amulets (`"')
- Amulets are very similar to rings, and often more powerful.
+ Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
- Only one amulet may be worn at a time, around your neck.
- Like wearing rings, wearing an amulet affects your metabolism,
+ Only one amulet may be worn at a time, around your neck.
+ Like wearing rings, wearing an amulet affects your metabolism,
causing you to grow hungry more rapidly.
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove). `A' can be used to remove various
- worn items including amulets. Also, `W' (wear) and `T' (take
- off) which are normally for armor can be used for amulets and
- other accessories (rings and eyewear), but accessories won't be
- shown as likely candidates in a prompt for choosing what to wear
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove). `A' can be used to remove various
+ worn items including amulets. Also, `W' (wear) and `T' (take
+ off) which are normally for armor can be used for amulets and
+ other accessories (rings and eyewear), but accessories won't be
+ shown as likely candidates in a prompt for choosing what to wear
or take off.
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.
+ 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
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Boulders occasionally block your path. You can push one
- forward (by attempting to walk onto its spot) when nothing blocks
- its path, or you can smash it into a pile of small rocks with
- breaking magic or a pick-axe. It is possible to move onto a
- boulder's location if certain conditions are met; ordinarily one
- of those conditions is that pushing it any further be blocked.
- Using the move-without-picking-up prefix (default key `m') prior
- to the direction of movement will attempt to move to a boulder's
- location without pushing it in addition to the prefix's usual ac-
- tion of suppressing auto-pickup at the destination.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- Very large humanoids (giants and their ilk) have been known
+ Boulders occasionally block your path. You can push one
+ forward (by attempting to walk onto its spot) when nothing blocks
+ its path, or you can smash it into a pile of small rocks with
+ breaking magic or a pick-axe. It is possible to move onto a
+ boulder's location if certain conditions are met; ordinarily one
+ of those conditions is that pushing it any further be blocked.
+ Using the move-without-picking-up prefix (default key `m') prior
+ to the direction of movement will attempt to move to a boulder's
+ location without pushing it in addition to the prefix's usual ac-
+ tion of suppressing auto-pickup at the destination.
+
+ Very large humanoids (giants and their ilk) have been known
to pick up boulders and use them as missile weapons.
- Unlike boulders, statues can't be pushed, but don't need to
- be because they don't block movement. They can be smashed into
+ Unlike boulders, statues can't be pushed, but don't need to
+ be because they don't block movement. They can be smashed into
rocks though.
- For some configurations of the program, statues are no
- longer shown as ``' but by the letter representing the monster
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
they depict instead.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
- Gold pieces are the only type of object where bless/curse
- state does not apply. They're always uncursed but never de-
- scribed as uncursed even if you turn off the implicit_uncursed
- option. You can set the goldX option if you prefer to have gold
- pieces be treated as bless/curse state unknown rather than as
- known to be uncursed. Only matters when you're using an object
+ Gold pieces are the only type of object where bless/curse
+ state does not apply. They're always uncursed but never de-
+ scribed as uncursed even if you turn off the implicit_uncursed
+ option. You can set the goldX option if you prefer to have gold
+ pieces be treated as bless/curse state unknown rather than as
+ known to be uncursed. Only matters when you're using an object
selection prompt that can filter by "BUCX" state.
7.15. Persistence of Objects
Normally, if you have seen an object at a particular map lo-
- cation and move to another location where you can't directly see
- that object any more, it will continue to be displayed on your
- map. That remains the case even if it is not actually there any
- more--perhaps a monster has picked it up or it has rotted away--
- until you can see or feel that location again. One notable ex-
- ception is that if the object gets covered by the "remembered,
- unseen monster" marker. When that marker is later removed after
+ cation and move to another location where you can't directly see
+ that object any more, it will continue to be displayed on your
+ map. That remains the case even if it is not actually there any
+ more--perhaps a monster has picked it up or it has rotted away--
+ until you can see or feel that location again. One notable ex-
+ ception is that if the object gets covered by the "remembered,
+ unseen monster" marker. When that marker is later removed after
you've verified that no monster is there, you will have forgotten
- that there was any object there regardless of whether the unseen
- monster actually took the object. If the object is still there,
+ that there was any object there regardless of whether the unseen
+ monster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
- The situation is the same for a pile of objects, except that
- only the top item of the pile is displayed. The hilite_pile op-
- tion can be enabled in order to show an item differently when it
- is the top one of a pile.
-
- 8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- action which breaks a challenge, it will no longer be listed.
- This gives players extra "bragging rights" for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
+ The situation is the same for a pile of objects, except that
+ only the top item of the pile is displayed. The hilite_pile op-
+ tion can be enabled in order to show an item differently when it
+ is the top one of a pile.
+
+ 8. Conduct
+
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra "bragging rights" for winning the game
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
they win the game.
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
+ sidered vegan food. Note however that eating such items still
counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
- an animal, although wax is only an animal byproduct.
-
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
- swallow-and-digest attack against a monster is equivalent to eat-
- ing the monster's corpse. Please note that the term "vegan" is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
- keep track of this for you. Also note that "milky" potions may
- be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- "fruits", although they could be anything from "cherries" to
+ an animal, although wax is only an animal byproduct.
+
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
+ swallow-and-digest attack against a monster is equivalent to eat-
+ ing the monster's corpse. Please note that the term "vegan" is
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
+ keep track of this for you. Also note that "milky" potions may
+ be a translucent white, but they do not contain milk, so they are
+ compatible with a vegan diet. Slime molds or player-defined
+ "fruits", although they could be anything from "cherries" to
"pork chops", are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this con-
- duct; that is a choice left to the player. Offering the Amulet
- of Yendor to your god is necessary to win the game and is not
+ cannot #pray, #offer sacrifices to any god, #turn undead, or
+ #chat with a priest. Particularly selective readers may argue
+ that playing Monk or Priest characters should violate this con-
+ duct; that is a choice left to the player. Offering the Amulet
+ of Yendor to your god is necessary to win the game and is not
counted against this conduct. You are also not penalized for be-
- ing spoken to by an angry god, priest(ess), or other religious
+ ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
- Most players fight with a wielded weapon (or tool intended
+ Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
+ 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
+ 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 does not read or write. This in-
+ An illiterate character does not read or write. This in-
cludes 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
+ than a single "X" (the traditional signature of an illiterate
+ person). Reading an engraving, or any item that is absolutely
+ necessary to win the game, is not counted against this conduct.
+ The identity of scrolls and spellbooks (and knowledge of spells)
+ in your starting inventory is assumed to be learned from your
teachers prior to the start of the game and isn't counted.
There is a side-branch to the main dungeon called "Sokoban,"
- briefly described in the earlier section about Traps. As men-
+ briefly described in the earlier section about Traps. As men-
tioned there, the goal is to push boulders into pits and/or holes
- to plug those in order to both get the boulders out of the way
+ to plug those in order to both get the boulders out of the way
and be able to go past the traps. There are some special "rules"
- that are active when in that branch of the dungeon. Some rules
- can't be bypassed, such as being unable to push a boulder diago-
- nally. Other rules can, such as not smashing boulders with magic
- or tools, but doing so causes you to receive a luck penalty. No
- message about that is given at the time, but it is tracked as a
- conduct. The #conduct command and end of game disclosure will
- report whether you have abided by the special rules of Sokoban,
- and if not, how many times you violated them, providing you with
- a way to discover which actions incur bad luck so that you can be
- better informed about whether or not to avoid repeating those ac-
- tions in the future. (Note: the Sokoban conduct will only be
- displayed if you have entered the Sokoban branch of the dungeon
- during the current game. Once that has happened, it becomes part
- of disclosed conduct even if you haven't done anything
+ that are active when in that branch of the dungeon. Some rules
+ can't be bypassed, such as being unable to push a boulder
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- interesting there. Ending the game with "never broke the Sokoban
- rules" conduct is most meaningful if you also manage to perform
- the "obtained the Sokoban prize" achievement (see Achievements
- below).)
-
- There are several other challenges tracked by the game. It
+ diagonally. Other rules can, such as not smashing boulders with
+ magic or tools, but doing so causes you to receive a luck penal-
+ ty. No message about that is given at the time, but it is
+ tracked as a conduct. The #conduct command and end of game dis-
+ closure will report whether you have abided by the special rules
+ of Sokoban, and if not, how many times you violated them, provid-
+ ing you with a way to discover which actions incur bad luck so
+ that you can be better informed about whether or not to avoid re-
+ peating those actions in the future. (Note: the Sokoban conduct
+ will only be displayed if you have entered the Sokoban branch of
+ the dungeon during the current game. Once that has happened, it
+ becomes part of disclosed conduct even if you haven't done any-
+ thing interesting there. Ending the game with "never broke the
+ Sokoban rules" conduct is most meaningful if you also manage to
+ perform the "obtained the Sokoban prize" achievement (see
+ Achievements below).)
+
+ There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
+ cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
- may respond with the monster type "none" if you want to decline.
- You can change the form of an item into another item of the same
- type ("polypiling") or the form of your own body into another
- creature ("polyself") by wand, spell, or potion of polymorph;
- avoiding these effects are each considered challenges. Polymor-
- phing monsters, including pets, does not break either of these
- challenges. Finally, you may sometimes receive wishes; a game
- without an attempt to wish for any items is a challenge, as is a
- game without wishing for an artifact (even if the artifact imme-
- diately disappears). When the game offers you an opportunity to
- make a wish for an item, you may choose "nothing" if you want to
+ may respond with the monster type "none" if you want to decline.
+ You can change the form of an item into another item of the same
+ type ("polypiling") or the form of your own body into another
+ creature ("polyself") by wand, spell, or potion of polymorph;
+ avoiding these effects are each considered challenges. Polymor-
+ phing monsters, including pets, does not break either of these
+ challenges. Finally, you may sometimes receive wishes; a game
+ without an attempt to wish for any items is a challenge, as is a
+ game without wishing for an artifact (even if the artifact imme-
+ diately disappears). When the game offers you an opportunity to
+ make a wish for an item, you may choose "nothing" if you want to
decline.
8.1. Achievements
- End of game disclosure will also display various achieve-
- ments representing progress toward ultimate ascension, if any
- have been attained. They aren't directly related to conduct but
- are grouped with it because they fall into the same category of
- "bragging rights" and to limit the number of questions during
- disclosure. Listed here roughly in order of difficulty and not
+ End of game disclosure will also display various achieve-
+ ments representing progress toward ultimate ascension, if any
+ have been attained. They aren't directly related to conduct but
+ are grouped with it because they fall into the same category of
+ "bragging rights" and to limit the number of questions during
+ disclosure. Listed here roughly in order of difficulty and not
necessarily in the order in which you might accomplish them.
<Rank> - Attained rank title <Rank>.
Sokoban - Entered Sokoban.
Big Room - Entered the Big Room.
Soko-Prize - Explored to the top of Sokoban
- and found a special item there.
- Mines' End - Explored to the bottom of the Gnomish Mines
- and found a special item there.
- Medusa - Defeated Medusa.
- Tune - Discovered the tune that can be used to open and
- close the drawbridge on the Castle level.
- Bell - Acquired the Bell of Opening.
- Gehennom - Entered Gehennom.
- Candle - Acquired the Candelabrum of Invocation.
- Book - Acquired the Book of the Dead.
- Invocation - Gained access to the bottommost level of Gehennom.
- Amulet - Acquired the fabled Amulet of Yendor.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ and found a special item there.
+ Mines' End - Explored to the bottom of the Gnomish Mines
+ and found a special item there.
+ Medusa - Defeated Medusa.
+ Tune - Discovered the tune that can be used to open and
+ close the drawbridge on the Castle level.
+ Bell - Acquired the Bell of Opening.
+ Gehennom - Entered Gehennom.
+ Candle - Acquired the Candelabrum of Invocation.
+ Book - Acquired the Book of the Dead.
+ Invocation - Gained access to the bottommost level of Gehennom.
+ Amulet - Acquired the fabled Amulet of Yendor.
Endgame - Reached the Elemental Planes.
Astral - Reached the Astral Plane level.
Blind - Blind from birth.
Notes:
- Achievements are recorded and subsequently reported in the
- order in which they happen during your current game rather than
+ Achievements are recorded and subsequently reported in the
+ order in which they happen during your current game rather than
the order listed here.
- There are nine <Rank> titles for each role, bestowed at ex-
+ There are nine <Rank> titles for each role, bestowed at ex-
perience levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for
- experience level 1 is not recorded as an achievement. Losing
- enough levels to revert to lower rank(s) does not discard the
+ experience level 1 is not recorded as an achievement. Losing
+ enough levels to revert to lower rank(s) does not discard the
corresponding achievement(s).
- There's no guaranteed Novel so the achievement to read one
+ There's no guaranteed Novel so the achievement to read one
might not always be attainable (except perhaps by wishing). Sim-
- ilarly, the Big Room level is not always present. Unlike with
+ ilarly, the Big Room level is not always present. Unlike with
the Novel, there's no way to wish for this opportunity.
The "special items" hidden in Mines' End and Sokoban are not
- unique but are considered to be prizes or rewards for exploring
- those levels since doing so is not necessary to complete the
+ unique but are considered to be prizes or rewards for exploring
+ those levels since doing so is not necessary to complete the
game. Finding other instances of the same objects doesn't record
the corresponding achievement.
- The Medusa achievement is recorded if she dies for any rea-
- son, even if you are not directly responsible, and only if she
+ The Medusa achievement is recorded if she dies for any rea-
+ son, even if you are not directly responsible, and only if she
dies.
- The 5-note tune can be learned via trial and error with a
- musical instrument played closely enough--but not too close!--to
- the Castle level's drawbridge or can be given to you via prayer
+ The 5-note tune can be learned via trial and error with a
+ musical instrument played closely enough--but not too close!--to
+ the Castle level's drawbridge or can be given to you via prayer
boon.
Blind and Nudist are also conducts, and they can only be en-
- abled by setting the correspondingly named option in NETHACKOP-
+ abled by setting the correspondingly named option in NETHACKOP-
TIONS or run-time configuration file prior to game start. In the
case of Blind, the option also enforces the conduct. They aren't
- really significant accomplishments unless/until you make substan-
- tial progress into the dungeon.
-
- 9. Options
-
- Due to variations in personal tastes and conceptions of how
- NetHack should do things, there are options you can set to change
- how NetHack behaves.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
-
+ NetHack Guidebook 56
- NetHack Guidebook 56
+ really significant accomplishments unless/until you make substan-
+ tial progress into the dungeon.
+ 9. Options
+ Due to variations in personal tastes and conceptions of how
+ NetHack should do things, there are options you can set to change
+ how NetHack behaves.
9.1. Setting the options
- Options may be set in a number of ways. Within the game,
+ Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- a configuration file, or in the NETHACKOPTIONS environment vari-
+ them. You can also set options automatically by placing them in
+ a configuration file, or in the NETHACKOPTIONS environment vari-
able. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game or a global
+ allow you to set options before starting the game or a global
configuration for system administrators.
9.2. Using a configuration file
The default name of the configuration file varies on differ-
ent operating systems.
- On UNIX, Linux, and macOS it is ".nethackrc" in the user's
+ On UNIX, Linux, and macOS it is ".nethackrc" in the user's
home directory. The file may not exist, but it is a normal ASCII
text file and can be created with any text editor.
- On Windows, it is ".nethackrc" in the folder "\%USERPRO-
- FILE%\NetHack\3.7". The file may not exist, but it is a normal
- ASCII text file can can be created with any text editor. After
- running NetHack for the first time, you should find a default
- template for the configuration file named ".nethackrc.template"
+ On Windows, it is ".nethackrc" in the folder "\%USERPRO-
+ FILE%\NetHack\3.7". The file may not exist, but it is a normal
+ ASCII text file can can be created with any text editor. After
+ running NetHack for the first time, you should find a default
+ template for the configuration file named ".nethackrc.template"
in "\%USERPROFILE%\NetHack\3.7". If you had not created the con-
- figuration file, NetHack will create the configuration file for
+ figuration file, NetHack will create the configuration file for
you using the default template file.
- On MS-DOS, it is "defaults.nh" in the same folder as
+ On MS-DOS, it is "defaults.nh" in the same folder as
nethack.exe.
- Any line in the configuration file starting with `#' is
+ Any line in the configuration file starting with `#' is
treated as a comment and ignored. Empty lines are ignored.
- Any line beginning with `[' and ending in `]' is a section
+ Any line beginning with `[' and ending in `]' is a section
marker (the closing `]' can be followed by whitespace and then an
- arbitrary comment beginning with `#'). The text between the
- square brackets is the section name. Section markers are only
- valid after a CHOOSE directive and their names are case insensi-
+ arbitrary comment beginning with `#'). The text between the
+ square brackets is the section name. Section markers are only
+ valid after a CHOOSE directive and their names are case insensi-
tive. Lines after a section marker belong to that section up un-
- til another section starts or a marker without a name is encoun-
+ til another section starts or a marker without a name is encoun-
tered or the file ends. Lines within sections are ignored unless
a CHOOSE directive has selected that section.
- You can use different configuration directives in the file,
- some of which can be used multiple times. In general, the direc-
- tives are written in capital letters, followed by an equals sign,
- followed by settings particular to that directive.
-
- Here is a list of allowed directives:
- OPTIONS
- There are two types of options, boolean and compound options.
- Boolean options toggle a setting on or off, while compound
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- options take more diverse values. Prefix a boolean option with
- "no" or `!' to turn it off. For compound options, the option
+ You can use different configuration directives in the file,
+ some of which can be used multiple times. In general, the direc-
+ tives are written in capital letters, followed by an equals sign,
+ followed by settings particular to that directive.
+
+ Here is a list of allowed directives:
+
+ OPTIONS
+ There are two types of options, boolean and compound options.
+ Boolean options toggle a setting on or off, while compound op-
+ tions take more diverse values. Prefix a boolean option with
+ "no" or `!' to turn it off. For compound options, the option
name and value are separated by a colon. Some options are per-
sistent, and apply only to new games. You can specify multiple
OPTIONS directives, and multiple options separated by commas in
- a single OPTIONS directive. (Comma separated options are pro-
+ a single OPTIONS directive. (Comma separated options are pro-
cessed from right to left.)
Example:
OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
HACKDIR
- Default location of files NetHack needs. On Windows HACKDIR
- defaults to the location of the NetHack.exe or NetHackw.exe
- file so setting HACKDIR to override that is not usually neces-
+ Default location of files NetHack needs. On Windows HACKDIR
+ defaults to the location of the NetHack.exe or NetHackw.exe
+ file so setting HACKDIR to override that is not usually neces-
sary or recommended.
LEVELDIR
- The location that in-progress level files are stored. Defaults
+ The location that in-progress level files are stored. Defaults
to HACKDIR, must be writable.
SAVEDIR
- The location where saved games are kept. Defaults to HACKDIR,
+ The location where saved games are kept. Defaults to HACKDIR,
must be writable.
BONESDIR
- The location that bones files are kept. Defaults to HACKDIR,
+ The location that bones files are kept. Defaults to HACKDIR,
must be writable.
LOCKDIR
Defaults to HACKDIR, must be writable.
TROUBLEDIR
- The location that a record of game aborts and self-diagnosed
+ The location that a record of game aborts and self-diagnosed
game problems is kept. Defaults to HACKDIR, must be writable.
AUTOCOMPLETE
Enable or disable an extended command autocompletion. Autocom-
- pletion has no effect for the X11 windowport. You can specify
- multiple autocompletions. To enable autocompletion, list the
- extended command. Prefix the command with "!" to disable the
- autocompletion for that command.
+ pletion has no effect for the X11 windowport. You can specify
+ multiple autocompletions. To enable autocompletion, list the
+ extended command. Prefix the command with "!" to disable the
- Example:
- AUTOCOMPLETE=zap,!annotate
+ NetHack 3.7 May 23, 2022
- AUTOPICKUP_EXCEPTION
- Set exceptions to the pickup_types option. See the "Configur-
- ing Autopickup Exceptions" section.
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 58
+ autocompletion for that command.
- NetHack Guidebook 58
+ Example:
+ AUTOCOMPLETE=zap,!annotate
+ AUTOPICKUP_EXCEPTION
+ Set exceptions to the pickup_types option. See the "Configur-
+ ing Autopickup Exceptions" section.
BINDINGS
- Change the key bindings of some special keys, menu accelera-
+ Change the key bindings of some special keys, menu accelera-
tors, or extended commands. You can specify multiple bindings.
- Format is key followed by the command, separated by a colon.
+ Format is key followed by the command, separated by a colon.
See the "Changing Key Bindings" section for more information.
Example:
BIND=^X:getpos.autodescribe
CHOOSE
- Chooses at random one of the comma-separated parameters as an
+ Chooses at random one of the comma-separated parameters as an
active section name. Lines in other sections are ignored.
Example:
[] #end of CHOOSE
OPTIONS=!rest_on_space
- If [] is present, the preceding section is closed and no new
- section begins; whatever follows will be common to all sec-
- tions. Otherwise the last section extends to the end of the
+ If [] is present, the preceding section is closed and no new
+ section begins; whatever follows will be common to all sec-
+ tions. Otherwise the last section extends to the end of the
options file.
MENUCOLOR
ing Menu Colors" section.
MSGTYPE
- Change the way messages are shown in the top status line. See
+ Change the way messages are shown in the top status line. See
the "Configuring Message Types" section.
ROGUESYMBOLS
- Custom symbols for for the rogue level's symbol set. See SYM-
+ Custom symbols for for the rogue level's symbol set. See SYM-
BOLS below.
SOUND
- Define a sound mapping. See the "Configuring User Sounds" sec-
- tion.
+ Define a sound mapping. See the "Configuring User Sounds"
- SOUNDDIR
- Define the directory that contains the sound files. See the
- "Configuring User Sounds" section.
- SYMBOLS
- Override one or more symbols in the symbol set used for all
- dungeon levels except for the special rogue level. See the
- "Modifying NetHack Symbols" section.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 59
- NetHack Guidebook 59
+ section.
+
+ SOUNDDIR
+ Define the directory that contains the sound files. See the
+ "Configuring User Sounds" section.
+ SYMBOLS
+ Override one or more symbols in the symbol set used for all
+ dungeon levels except for the special rogue level. See the
+ "Modifying NetHack Symbols" section.
Example:
SYMBOLS=S_boulder:0,S_golem:7
WIZKIT
- Debug mode only: extra items to add to initial inventory.
- Value is the name of a text file containing a list of item
- names, one per line, up to a maximum of 128 lines. Each line
+ Debug mode only: extra items to add to initial inventory.
+ Value is the name of a text file containing a list of item
+ names, one per line, up to a maximum of 128 lines. Each line
is processed by the function that handles wishing.
Example:
9.3. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
- option to the list, and turn it off by typing a `!' or "no" be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
- equals sign, and then the value of the string. The value is ter-
- minated by the next comma or the end of string.
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
+ option to the list, and turn it off by typing a `!' or "no"
- For example, to set up an environment variable so that color
- is on, legacy is off, character name is set to "Blue Meanie", and
- named fruit is set to "lime", you would enter the command
- % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 60
- NetHack Guidebook 60
+ before the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
+ equals sign, and then the value of the string. The value is ter-
+ minated by the next comma or the end of string.
+ For example, to set up an environment variable so that color
+ is on, legacy is off, character name is set to "Blue Meanie", and
+ named fruit is set to "lime", you would enter the command
+ % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
- in csh (note the need to escape the `!' since it's special to
+ in csh (note the need to escape the `!' since it's special to
that shell), or the pair of commands
$ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
The NETHACKOPTIONS value is effectively the same as a single
OPTIONS directive in a configuration file. The "OPTIONS=" prefix
- is implied and comma separated options are processed from right
+ is implied and comma separated options are processed from right
to left. Other types of configuration directives such as BIND or
MSGTYPE are not allowed.
Instead of a comma-separated list of options, NETHACKOPTIONS
- can be set to the full name of a configuration file you want to
- use. If that full name doesn't start with a slash, precede it
- with `@' (at-sign) to let NetHack know that the rest is intended
- as a file name. If it does start with `/', the at-sign is op-
+ can be set to the full name of a configuration file you want to
+ use. If that full name doesn't start with a slash, precede it
+ with `@' (at-sign) to let NetHack know that the rest is intended
+ as a file name. If it does start with `/', the at-sign is op-
tional.
9.4. Customization options
Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
+ acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
- Some options are persistent, and are saved and reloaded
+ Some options are persistent, and are saved and reloaded
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
acoustics
- Enable messages about what your character hears (default on).
+ Enable messages about what your character hears (default on).
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
align
- Your starting alignment (align:lawful, align:neutral, or
- align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. If you
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
prefix the value with `!' or "no", you will exclude that align-
- ment from being picked randomly. Cannot be set with the `O'
+ ment from being picked randomly. Cannot be set with the `O'
command. Persistent.
- autodescribe
- Automatically describe the terrain under cursor when asked to
- get a location on the map (default true). The whatis_coord op-
- tion controls whether the description includes map coordinates.
-
- autodig
- Automatically dig if you are wielding a digging tool and moving
- into a place that can be dug (default false). Persistent.
-
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 61
- NetHack Guidebook 61
+ autodescribe
+ Automatically describe the terrain under cursor when asked to
+ get a location on the map (default true). The whatis_coord op-
+ tion controls whether the description includes map coordinates.
+ autodig
+ Automatically dig if you are wielding a digging tool and moving
+ into a place that can be dug (default false). Persistent.
autoopen
- Walking into a closed door attempts to open it (default true).
+ Walking into a closed door attempts to open it (default true).
Persistent.
autopickup
Automatically pick up things onto which you move (default off).
Persistent.
- See pickup_types and also autopickup_exception for ways to re-
+ See pickup_types and also autopickup_exception for ways to re-
fine the behavior.
Note: prior to version 3.7, the default for autopickup was on.
autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command when nothing is quivered or readied (default
- false). When true, the computer will fill your quiver or
- quiver sack or make ready some suitable weapon. Note that it
- will not take into account the blessed/cursed status, enchant-
+ This option controls what happens when you attempt the `f'
+ (fire) command when nothing is quivered or readied (default
+ false). When true, the computer will fill your quiver or
+ quiver sack or make ready some suitable weapon. Note that it
+ will not take into account the blessed/cursed status, enchant-
ment, damage, or quality of the weapon; you are free to manual-
- ly fill your quiver or quiver sack or make ready with the `Q'
+ ly fill your quiver or quiver sack or make ready with the `Q'
command instead. If no weapon is found or the option is false,
the `t' (throw) command is executed instead. Persistent.
autounlock
- Controls what action to take when attempting to walk into a
- locked door or to loot a locked container. Takes a plus-sign
+ Controls what action to take when attempting to walk into a
+ locked door or to loot a locked container. Takes a plus-sign
separated list of values:
- Untrap - prompt about whether to attempt to find a trap; it
- might fail to find one even when present; if it
- does find one, it will ask whether you want to try
- to disarm the trap; if you decline, your character
+ Untrap - prompt about whether to attempt to find a trap; it
+ might fail to find one even when present; if it
+ does find one, it will ask whether you want to try
+ to disarm the trap; if you decline, your character
will forget that the door or box is trapped;
- Apply-Key - if carrying a key or other unlocking tool, prompt
+ Apply-Key - if carrying a key or other unlocking tool, prompt
about using it;
Kick - kick the door (if you omit untrap or decline to at-
- tempt untrap and you omit apply-key or you lack a
+ tempt untrap and you omit apply-key or you lack a
key or you decline to use the key; has no effect on
containers);
- Force - try to force a container's lid with your currently
- wielded weapon (if you omit untrap or decline to
+ Force - try to force a container's lid with your currently
+ wielded weapon (if you omit untrap or decline to
attempt untrap and you omit apply-key or you lack a
key or you decline to use the key; has no effect on
doors);
- None - none of the above; can't be combined with the other
- choices.
- Omitting the value is treated as if autounlock:apply-key. Pre-
- ceding autounlock with `!' or "no" is treated as autoun-
- lock:none.
- Applying a key might set off a trap if the door or container is
- trapped. Successfully kicking a door will break it and wake up
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 62
- NetHack Guidebook 62
+ None - none of the above; can't be combined with the other
+ choices.
+ Omitting the value is treated as if autounlock:apply-key. Pre-
+ ceding autounlock with `!' or "no" is treated as autoun-
+ lock:none.
- nearby monsters. Successfully forcing a container open will
- break its lock and might also destroy some of its contents or
+ Applying a key might set off a trap if the door or container is
+ trapped. Successfully kicking a door will break it and wake up
+ nearby monsters. Successfully forcing a container open will
+ break its lock and might also destroy some of its contents or
damage your weapon or both.
The default is Apply-Key. Persistent.
tent.
bones
- Allow saving and loading bones files (default true). Persis-
+ Allow saving and loading bones files (default true). Persis-
tent.
boulder
- Set the character used to display boulders (default is the
+ Set the character used to display boulders (default is the
"large rock" class symbol, ``').
catname
- Name your starting cat (for example "catname:Morris"). Cannot
+ Name your starting cat (for example "catname:Morris"). Cannot
be set with the `O' command.
character
- Synonym for "role" to pick the type of your character (for ex-
+ Synonym for "role" to pick the type of your character (for ex-
ample "character:Monk"). See role for more details.
checkpoint
- Save game state after each level change, for possible recovery
+ Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
clicklook
- Allows looking at things on the screen by navigating the mouse
+ Allows looking at things on the screen by navigating the mouse
over them and clicking the right mouse button (default off).
cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
+ 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
+ Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on). Persistent.
dark_room
Show out-of-sight areas of lit rooms (default on). Persistent.
- disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is "ni na nv ng nc no", prompt with default re-
- sponse of `n' for each candidate). Persistent. The possibili-
- ties are:
-
-
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ disclose
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is "ni na nv ng nc no", prompt with default re-
+ sponse of `n' for each candidate). Persistent. The possibili-
+ ties are:
+
i - disclose your inventory;
a - disclose your attributes;
v - summarize monsters that have been vanquished;
c - display your conduct; also achievements, if any;
o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
+ Each disclosure possibility can optionally be preceded by a
+ prefix which lets you refine how it behaves. Here are the
valid prefixes:
y - prompt you and default to yes on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
- The listing of vanquished monsters can be sorted, so there are
+ The listing of vanquished monsters can be sorted, so there are
two additional choices for `v':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The
- `+' disclose without prompting choice, or being prompted and
+ `+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
Omitted categories are implicitly added with `n' prefix. Spec-
ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
+ Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
- (for example "disclose:yi na +v -g o") The example sets inven-
+ (for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
and default to no, and overview to disclose without prompting.
- Note that the vanquished monsters list includes all monsters
+ Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
Name your starting dog (for example "dogname:Fang"). Cannot be
set with the `O' command.
- extmenu
- Changes the extended commands interface to pop-up a menu of
- available commands. It is keystroke compatible with the tradi-
- tional interface except that it does not require that you hit
- Enter. It is implemented for the tty interface (default off).
-
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ extmenu
+ Changes the extended commands interface to pop-up a menu of
+ available commands. It is keystroke compatible with the tradi-
+ tional interface except that it does not require that you hit
+ Enter. It is implemented for the tty interface (default off).
+
For the X11 interface, which always uses a menu for choosing an
extended command, it controls whether the menu shows all avail-
- able commands (on) or just the subset of commands which have
+ able commands (on) or just the subset of commands which have
traditionally been considered extended ones (off).
female
- An obsolete synonym for "gender:female". Cannot be set with
+ An obsolete synonym for "gender:female". Cannot be set with
the `O' command.
fireassist
- This option controls what happens when you attempt the `f'
+ This option controls what happens when you attempt the `f'
(fire) and don't have an appropriate launcher, such as a bow or
- a sling, wielded. If on, you will automatically wield the
+ a sling, wielded. If on, you will automatically wield the
launcher. Default is on.
fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
+ An object's inventory letter sticks to it when it's dropped
+ (default on). If this is off, dropping an object shifts all
the remaining inventory letters. Persistent.
force_invmenu
- Commands asking for an inventory item show a menu instead of a
+ Commands asking for an inventory item show a menu instead of a
text query with possible menu letters. Default is off.
fruit
- Name a fruit after something you enjoy eating (for example
- "fruit:mango") (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
+ Name a fruit after something you enjoy eating (for example
+ "fruit:mango") (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 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 randomly pick
- an appropriate gender. If you prefix the value with `!' or
- "no", you will exclude that gender from being picked randomly.
+ option will take precedence. The default is to randomly pick
+ an appropriate gender. If you prefix the value with `!' or
+ "no", you will exclude that gender from being picked randomly.
Cannot be set with the `O' command. Persistent.
goldX
- When filtering objects based on bless/curse state (BUCX),
- whether to treat gold pieces as X (unknown bless/curse state,
- when "on") or U (known to be uncursed, when "off", the de-
- fault). Gold is never blessed or cursed, but it is not de-
+ When filtering objects based on bless/curse state (BUCX),
+ whether to treat gold pieces as X (unknown bless/curse state,
+ when "on") or U (known to be uncursed, when "off", the de-
+ fault). Gold is never blessed or cursed, but it is not de-
scribed as "uncursed" even when the implicit_uncursed option is
"off".
- help
- If more information is available for an object looked at with
- the `/' command, ask if you want to see it (default on). Turn-
- ing help off makes just looking at things faster, since you
- aren't interrupted with the "More info?" prompt, but it also
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ help
+ If more information is available for an object looked at with
+ the `/' command, ask if you want to see it (default on). Turn-
+ ing help off makes just looking at things faster, since you
+ aren't interrupted with the "More info?" prompt, but it also
means that you might miss some interesting and/or important in-
formation. Persistent.
herecmd_menu
- When using a windowport that supports mouse and clicking on
- yourself or next to you, show a menu of possible actions for
- the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
+ When using a windowport that supports mouse and clicking on
+ yourself or next to you, show a menu of possible actions for
+ the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
hilite_pet
- Visually distinguish pets from similar animals (default off).
- The behavior of this option depends on the type of windowing
+ 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
+ is often used; with tiles, generally displays a heart symbol
near pets.
- With the curses interface, the petattr option controls how to
- highlight pets and setting it will turn the hilite_pet option
+ With the curses interface, the petattr option controls how to
+ highlight pets and setting it will turn the hilite_pet option
on or off as warranted.
hilite_pile
- Visually distinguish piles of objects from individual objects
+ Visually distinguish piles of objects from individual objects
(default off). The behavior of this option depends on the type
- of windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays a
+ of windowing you use. In text windowing, text highlighting or
+ inverse video is often used; with tiles, generally displays a
small plus-symbol beside the object on the top of the pile.
hitpointbar
- Show a hit point bar graph behind your name and title. Only
- available for TTY and Windows GUI, and only when statushilites
+ Show a hit point bar graph behind your name and title. Only
+ available for TTY and Windows GUI, and only when statushilites
is on.
horsename
- Name your starting horse (for example "horsename:Trigger").
+ Name your starting horse (for example "horsename:Trigger").
Cannot be set with the `O' command.
ignintr
implicit_uncursed
Omit "uncursed" from object descriptions when it can be deduced
- from other aspects of the description (default on). Persis-
+ from other aspects of the description (default on). Persis-
tent.
If you use menu coloring, you may want to turn this off.
legacy
Display an introductory message when starting the game (default
- on). Persistent.
-
- lit_corridor
- Show corridor squares seen by night vision or a light source
- held by your character as lit (default off). Persistent.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ on). Persistent.
+
+ lit_corridor
+ Show corridor squares seen by night vision or a light source
+ held by your character as lit (default off). Persistent.
+
lootabc
- When using a menu to interact with a container, use the old
- `a', `b', and `c' keyboard shortcuts rather than the mnemonics
+ When using a menu to interact with a container, use the old
+ `a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
mail
Enable mail delivery during the game (default on). Persistent.
male
- An obsolete synonym for "gender:male". Cannot be set with the
+ An obsolete synonym for "gender:male". Cannot be set with the
`O' command.
mention_decor
- Give feedback when walking onto various dungeon features such
- as stairs, fountains, or altars which are ordinarily only de-
- scribed when covered by one or more objects (default off).
+ Give feedback when walking onto various dungeon features such
+ as stairs, fountains, or altars which are ordinarily only de-
+ scribed when covered by one or more objects (default off).
Persistent.
mention_walls
- Give feedback when walking against a wall (default off). Per-
+ Give feedback when walking against a wall (default off). Per-
sistent.
menucolors
- Enable coloring menu lines (default off). See "Configuring
+ Enable coloring menu lines (default off). See "Configuring
Menu Colors" on how to configure the colors.
menustyle
Controls the interface used when you need to choose various ob-
- jects (in response to the Drop command, for instance). The
- value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Persis-
+ jects (in response to the Drop command, for instance). The
+ value specified should be the first letter of one of the fol-
+ lowing: traditional, combination, full, or partial. Persis-
tent.
- Traditional was the only interface available for very early
- versions; it consists of a prompt for object class characters,
- followed by an object-by-object prompt for all items matching
- the selected object class(es). Combination starts with a
- prompt for object class(es) of interest, but then displays a
- menu of matching objects rather than prompting one-by-one.
- Full displays a menu of object classes rather than a character
- prompt, and then a menu of matching objects for selection.
- Partial skips the object class filtering and immediately dis-
+ Traditional was the only interface available for very early
+ versions; it consists of a prompt for object class characters,
+ followed by an object-by-object prompt for all items matching
+ the selected object class(es). Combination starts with a
+ prompt for object class(es) of interest, but then displays a
+ menu of matching objects rather than prompting one-by-one.
+ Full displays a menu of object classes rather than a character
+ prompt, and then a menu of matching objects for selection.
+ Partial skips the object class filtering and immediately dis-
plays a menu of all objects.
menu_deselect_all
Key to deselect all items in a menu. Default `-'.
- menu_deselect_page
- Key to deselect all items on this page of a menu. Default `\'.
- menu_first_page
- Key to jump to the first page in a menu. Default `^'.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 67
- NetHack Guidebook 67
+ menu_deselect_page
+ Key to deselect all items on this page of a menu. Default `\'.
+ menu_first_page
+ Key to jump to the first page in a menu. Default `^'.
menu_headings
- Controls how the headings in a menu are highlighted. Values
- are "none", "bold", "dim", "underline", "blink", or "inverse".
+ Controls how the headings in a menu are highlighted. Values
+ are "none", "bold", "dim", "underline", "blink", or "inverse".
Not all ports can actually display all types.
menu_invert_all
Key to go to the next menu page. Default `>'.
menu_objsyms
- Show object symbols in menu headings in menus where the object
+ Show object symbols in menu headings in menus where the object
symbols act as menu accelerators (default off).
menu_overlay
- Do not clear the screen before drawing menus, and align menus
- to the right edge of the screen. Only for the tty port. (de-
+ Do not clear the screen before drawing menus, and align menus
+ to the right edge of the screen. Only for the tty port. (de-
fault on)
menu_previous_page
Key to go to the previous menu page. Default `<'.
menu_search
- Key to search for some text and toggle selection state of
+ Key to search for some text and toggle selection state of
matching menu items. Default `:'.
menu_select_all
Key to select all items on this page of a menu. Default `,'.
menu_shift_left
- Key to scroll a menu--one which has been scrolled right--back
- to the left. Implemented for perm_invent only by curses and
+ Key to scroll a menu--one which has been scrolled right--back
+ to the left. Implemented for perm_invent only by curses and
X11. Default `{'.
menu_shift_right
- Key to scroll a menu which has text beyond the right edge to
+ Key to scroll a menu which has text beyond the right edge to
the right. Implemented for perm_invent only by curses and X11.
Default `}'.
- monpolycontrol
- Prompt for new form whenever any monster changes shape (default
- off). Debug mode only.
-
-
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ monpolycontrol
+ Prompt for new form whenever any monster changes shape (default
+ off). Debug mode only.
+
mouse_support
- Allow use of the mouse for input and travel. Valid settings
+ Allow use of the mouse for input and travel. Valid settings
are:
0 - disabled
1 - enabled and make OS adjustments to support mouse use
2 - like 1 but does not make any OS adjustments
- Omitting a value is the same as specifying 1 and negating
+ Omitting a value is the same as specifying 1 and negating
mouse_support is the same as specifying 0.
msghistory
- The number of top line messages to keep (and be able to recall
+ The number of top line messages to keep (and be able to recall
with `^P') (default 20). Cannot be set with the `O' command.
msg_window
- Allows you to change the way recalled messages are displayed.
- Currently it is only supported for tty (all four choices) and
- for curses (`f' and `r' choices, default `r'). The possible
+ Allows you to change the way recalled messages are displayed.
+ Currently it is only supported for tty (all four choices) and
+ for curses (`f' and `r' choices, default `r'). The possible
values are:
s - single message (default; only choice prior to 3.4.0);
f - full window, oldest message first;
r - full window reversed, newest message first.
- For backward compatibility, no value needs to be specified
- (which defaults to "full"), or it can be negated (which
+ For backward compatibility, no value needs to be specified
+ (which defaults to "full"), or it can be negated (which
defaults to "single").
name
- Set your character's name (defaults to your user name). You
- can also set your character's role by appending a dash and one
+ 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
+ -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
null
Send padding nulls to the terminal (default on). Persistent.
- number_pad
- Use digit keys instead of letters to move (default 0 or off).
- Valid settings are:
- 0 - move by letters; "yuhjklbn"
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ number_pad
+ Use digit keys instead of letters to move (default 0 or off).
+ Valid settings are:
+
+ 0 - move by letters; "yuhjklbn"
1 - move by numbers; digit `5' acts as `G' movement prefix
2 - like 1 but `5' works as `g' prefix instead of as `G'
3 - by numbers using phone key layout; 123 above, 789 below
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
- For backward compatibility, omitting a value is the same as
- specifying 1 and negating number_pad is the same as specifying
- 0. (Settings 2 and 4 are for compatibility with MS-DOS or old
+ 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 MS-DOS or old
PC Hack; in addition to the different behavior for `5', `Alt-5'
acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
- date some QWERTZ keyboards which have the location of the `y'
- and `z' keys swapped.) When moving by numbers, to enter a
+ date some QWERTZ keyboards which have the location of the `y'
+ and `z' keys swapped.) When moving by numbers, to enter a
count prefix for those commands which accept one (such as "12s"
- to search twelve times), precede it with the letter `n'
+ to search twelve times), precede it with the letter `n'
("n12s").
packorder
- Specify the order to list object types in (default
+ 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 omit-
ted types are filled in at the end from the previous order.
paranoid_confirmation
- A space separated list of specific situations where alternate
- prompting is desired. The default is paranoid_confirma-
+ A space separated list of specific situations where alternate
+ prompting is desired. The default is paranoid_confirma-
tion:pray.
- Confirm - for any prompts which are set to require "yes"
- rather than `y', also require "no" to reject in-
+ Confirm - for any prompts which are set to require "yes"
+ rather than `y', also require "no" to reject in-
stead of accepting any non-yes response as no
quit - require "yes" rather than `y' to confirm quitting
- the game or switching into non-scoring explore
+ the game or switching into non-scoring explore
mode;
- die - require "yes" rather than `y' to confirm dying
- (not useful in normal play; applies to explore
+ die - require "yes" rather than `y' to confirm dying
+ (not useful in normal play; applies to explore
mode);
- bones - require "yes" rather than `y' to confirm saving
+ bones - require "yes" rather than `y' to confirm saving
bones data when dying in debug mode;
- attack - require "yes" rather than `y' to confirm attack-
+ attack - require "yes" rather than `y' to confirm attack-
ing a peaceful monster;
wand-break - require "yes" rather than `y' to confirm breaking
a wand;
- eating - require "yes" rather than `y' to confirm whether
+ eating - require "yes" rather than `y' to confirm whether
to continue eating;
Were-change - require "yes" rather than `y' to confirm changing
- form due to lycanthropy when hero has polymorph
+ form due to lycanthropy when hero has polymorph
control;
- pray - require `y' to confirm an attempt to pray rather
- than immediately praying; on by default;
- Remove - require selection from inventory for `R' and `T'
- commands even when wearing just one applicable
- item.
- swim - prevent walking into water or lava.
+ pray - require `y' to confirm an attempt to pray rather
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ than immediately praying; on by default;
+ Remove - require selection from inventory for `R' and `T'
+ commands even when wearing just one applicable
+ item.
+ swim - prevent walking into water or lava.
all - turn on all of the above.
- By default, the pray choice is enabled, the others disabled.
- To disable it without setting any of the other choices, use
+ By default, the pray choice is enabled, the others disabled.
+ To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
- any of the others, include it in the list, such as "para-
+ any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that im-
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
plement this feature.
petattr
- Specifies one or more text highlighting attributes to use when
- showing pets on the map. Effectively a superset of the
+ Specifies one or more text highlighting attributes to use when
+ showing pets on the map. Effectively a superset of the
hilite_pet boolean option. Curses interface only; value is one
or more of the following letters.
l - Left line indicator
r - Right line indicator
- Some of those choices might not work, particularly the final
- three, depending upon terminal hardware or terminal emulation
+ Some of those choices might not work, particularly the final
+ three, depending upon terminal hardware or terminal emulation
software.
- Currently multiple highlight-style letters can be combined by
- simply stringing them together (for example, "bk"), but in the
- future they might require being separated by plus signs (such
- as "b+k", which works already). When using the `n' choice, it
- should be specified on its own, not in combination with any of
+ Currently multiple highlight-style letters can be combined by
+ simply stringing them together (for example, "bk"), but in the
+ future they might require being separated by plus signs (such
+ as "b+k", which works already). When using the `n' choice, it
+ should be specified on its own, not in combination with any of
the other letters.
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",
+ 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 ignored. For
- example, "horse" will only be honored when playing a knight.
+ you are currently playing, it will be silently ignored. For
+ example, "horse" will only be honored when playing a knight.
Cannot be set with the `O' command.
- pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
- (Default `S'). Persistent.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ pickup_burden
+ When you pick up an item that would exceed this encumbrance
+ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
+ (Default `S'). Persistent.
+
pickup_thrown
- If this option is on and autopickup is also on, try to pick up
- things that you threw, even if they aren't in pickup_types or
+ If this option is on and autopickup is also on, try to pick up
+ things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
pickup_types
Default is all types. Persistent.
The value is a list of object symbols, such as pickup_types:$?!
- to pick up gold, scrolls, and potions. You can use autopick-
- up_exception configuration file lines to further refine au-
+ to pick up gold, scrolls, and potions. You can use autopick-
+ up_exception configuration file lines to further refine au-
topickup behavior.
- There is no way to set pickup_types to "none". (Setting it to
- an empty value reverts to "all".) If you want to avoid auto-
+ There is no way to set pickup_types to "none". (Setting it to
+ an empty value reverts to "all".) If you want to avoid auto-
matically picking up any types of items but do want to have au-
topickup on in order to have autopickup_exception settings con-
trol what you do and don't pick up, you can set pickup_types to
- `.'. That is the type symbol for venom and you won't come
+ `.'. That is the type symbol for venom and you won't come
across any venom items so won't unintentionally pick such up.
pile_limit
- When walking across a pile of objects on the floor, threshold
- at which the message "there are few/several/many objects here"
- is given instead of showing a popup list of those objects. A
- value of 0 means "no limit" (always list the objects); a value
- of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
+ When walking across a pile of objects on the floor, threshold
+ at which the message "there are few/several/many objects here"
+ is given instead of showing a popup list of those objects. A
+ value of 0 means "no limit" (always list the objects); a value
+ of 1 effectively means "never show the objects" since the pile
+ size will always be at least that big; default value is 5.
Persistent.
playmode
- Values are "normal", "explore", or "debug". Allows selection
- of explore mode (also known as discovery mode) or debug mode
+ Values are "normal", "explore", or "debug". Allows selection
+ of explore mode (also known as discovery mode) or debug mode
(also known as wizard mode) instead of normal play. Debug mode
- might only be allowed for someone logged in under a particular
- user name (on multi-user systems) or specifying a particular
+ might only be allowed for someone logged in under a particular
+ user name (on multi-user systems) or specifying a particular
character name (on single-user systems) or it might be disabled
- entirely. Requesting it when not allowed or not possible re-
+ entirely. Requesting it when not allowed or not possible re-
sults in explore mode instead. Default is normal play.
pushweapon
- Using the `w' (wield) command when already wielding something
- pushes the old item into your alternate weapon slot (default
- off). Likewise for the `a' (apply) command if it causes the
+ Using the `w' (wield) command when already wielding something
+ pushes the old item into your alternate weapon slot (default
+ off). Likewise for the `a' (apply) command if it causes the
applied item to become wielded. Persistent.
- quick_farsight
- When set, usually prevents the "you sense your surroundings"
- message where play pauses to allow you to browse the map when-
- ever clairvoyance randomly activates. Some situations, such as
- being underwater or engulfed, ignore this option. It does not
- affect the clairvoyance spell where pausing to examine revealed
- objects or monsters is less intrusive. Default is off.
- NetHack 3.7 May 7, 2022
+
+ NetHack 3.7 May 23, 2022
- Persistent.
+ quick_farsight
+ When set, usually prevents the "you sense your surroundings"
+ message where play pauses to allow you to browse the map when-
+ ever clairvoyance randomly activates. Some situations, such as
+ being underwater or engulfed, ignore this option. It does not
+ affect the clairvoyance spell where pausing to examine revealed
+ objects or monsters is less intrusive. Default is off. Per-
+ sistent.
race
Selects your race (for example, "race:human"). Default is ran-
- dom. If you prefix the value with `!' or "no", you will ex-
+ dom. If you prefix the value with `!' or "no", you will ex-
clude that race from being picked randomly. Cannot be set with
the `O' command. Persistent.
rest_on_space
- Make the space bar a synonym for the `.' (#wait) command (de-
+ Make the space bar a synonym for the `.' (#wait) command (de-
fault off). Persistent.
role
- Pick your type of character (for example "role:Samurai"); syn-
- onym 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",
+ Pick your type of character (for example "role:Samurai"); syn-
+ onym 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. If you prefix the value with `!' or "no",
- you will exclude that role from being picked randomly. Cannot
+ you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
roguesymset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
+ 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
+ the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
runmode
- Controls the amount of screen updating for the map window when
- engaged in multi-turn movement (running via shift+direction or
- control+direction and so forth, or via the travel command or
+ Controls the amount of screen updating for the map window when
+ engaged in multi-turn movement (running via shift+direction or
+ control+direction and so forth, or via the travel command or
mouse click). The possible values are:
teleport - update the map after movement has finished;
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
+ tual results of moving. The default is "run"; versions prior
+ to 3.4.1 used "teleport" only. Whether or not the effect is
noticeable will depend upon the window port used or on the type
of terminal. Persistent.
- safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
- Persistent.
-
- safe_wait
- Prevents you from waiting or searching when next to a hostile
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ safe_pet
+ Prevent you from (knowingly) attacking your pets (default on).
+ Persistent.
+
+ safe_wait
+ Prevents you from waiting or searching when next to a hostile
monster (default on). Persistent.
sanity_check
off). Debug mode only.
scores
- Control what parts of the score list you are shown at the end
- (for example "scores:5 top scores/4 around my score/own
+ Control what parts of the score list you are shown at the end
+ (for example "scores:5 top scores/4 around my score/own
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
off). Persistent.
showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting af-
- fects only the appearance of the display, not the way the game
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting af-
+ fects only the appearance of the display, not the way the game
treats you. Persistent.
showscore
The possible values are:
- o - list object types by class, in discovery order within each
+ o - list object types by class, in discovery order within each
class; default;
- s - list object types by sortloot classification: by class, by
- sub-class within class for classes which have substantial
- groupings (like helmets, boots, gloves, and so forth for
- armor), with object types partly-discovered via assigned
+ s - list object types by sortloot classification: by class, by
+ sub-class within class for classes which have substantial
+ groupings (like helmets, boots, gloves, and so forth for
+ armor), with object types partly-discovered via assigned
name coming before fully identified types;
c - list by class, alphabetically within each class;
a - list alphabetically across all classes.
- Can be interactively set via the `O' command or via using the
+ Can be interactively set via the `O' command or via using the
`m' prefix before the `\' or ``' command.
- sortloot
- Controls the sorting behavior of the pickup lists for inventory
- and #loot commands and some others. Persistent.
- The possible values are:
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 74
- NetHack Guidebook 74
+ sortloot
+ Controls the sorting behavior of the pickup lists for inventory
+ and #loot commands and some others. Persistent.
+ The possible values are:
full - always sort the lists;
- loot - only sort the lists that don't use inventory letters,
+ loot - only sort the lists that don't use inventory letters,
like with the #loot and pickup commands;
none - show lists the traditional way without sorting; default.
sortpack
- Sort the pack contents by type when displaying inventory (de-
+ Sort the pack contents by type when displaying inventory (de-
fault on). Persistent.
sparkle
Display a sparkly effect when a monster (including yourself) is
- hit by an attack to which it is resistant (default on). Per-
+ hit by an attack to which it is resistant (default on). Per-
sistent.
standout
Boldface monsters and "--More--" (default off). Persistent.
statushilites
- Controls how many turns status hilite behaviors highlight the
- field. If negated or set to zero, disables status hiliting.
+ Controls how many turns status hilite behaviors highlight the
+ field. If negated or set to zero, disables status hiliting.
See "Configuring Status Hilites" for further information.
status_updates
- Allow updates to the status lines at the bottom of the screen
+ Allow updates to the status lines at the bottom of the screen
(default true).
suppress_alert
- This option may be set to a NetHack version level to suppress
- alert notification messages about feature changes for that and
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that and
prior versions (for example "suppress_alert:3.3.1").
symset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
- screen. Use "symset:default" to explicitly select the default
+ This option may be used to select one of the named symbol sets
+ found within "symbols" to alter the symbols displayed on the
+ screen. Use "symset:default" to explicitly select the default
symbols.
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off). Persistent.
timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to "tty" interface
+ 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 de-
fault is on if configured into the program.) Persistent.
- tombstone
- Draw a tombstone graphic upon your death (default on). Persis-
- tent.
-
- toptenwin
- Put the ending display in a NetHack window instead of on stdout
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- (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
+ tombstone
+ Draw a tombstone graphic upon your death (default on). Persis-
+ tent.
+
+ toptenwin
+ Put the ending display in a NetHack window instead of on stdout
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
travel
Allow the travel command via mouse click (default on). Turning
this option off will prevent the game from attempting unintend-
- ed moves if you make inadvertent mouse clicks on the map win-
- dow. Does not affect traveling via the `_' ("#travel") com-
+ ed moves if you make inadvertent mouse clicks on the map win-
+ dow. Does not affect traveling via the `_' ("#travel") com-
mand. Persistent.
verbose
- Provide more commentary during the game (default on). Persis-
+ Provide more commentary during the game (default on). Persis-
tent.
whatis_coord
- When using the `/' or `;' commands to look around on the map
- with autodescribe on, display coordinates after the descrip-
- tion. Also works in other situations where you are asked to
+ When using the `/' or `;' commands to look around on the map
+ with autodescribe on, display coordinates after the descrip-
+ tion. Also works in other situations where you are asked to
pick a location.
The possible settings are:
whatis_filter
When getting a location on the map, and using the keys to cycle
- through next and previous targets, allows filtering the possi-
+ through next and previous targets, allows filtering the possi-
ble targets.
n - no filtering [default]
v - in view only
a - in same area only
- The area-filter tries to be slightly predictive--if you're
+ The area-filter tries to be slightly predictive--if you're
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
- Filtering can also be changed when getting a location with the
- "getpos.filter" key.
- whatis_menu
- When getting a location on the map, and using a key to cycle
- through next and previous targets, use a menu instead to pick a
- target. (default off)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ Filtering can also be changed when getting a location with the
+ "getpos.filter" key.
+
+ whatis_menu
+ When getting a location on the map, and using a key to cycle
+ through next and previous targets, use a menu instead to pick a
+ target. (default off)
+
whatis_moveskip
- When getting a location on the map, and using shifted movement
+ When getting a location on the map, and using shifted movement
keys or meta-digit keys to fast-move, instead of moving 8 units
at a time, move by skipping the same glyphs. (default off)
windowtype
When the program has been built to support multiple interfaces,
- select which one to use, such as "tty" or "X11" (default de-
+ select which one to use, such as "tty" or "X11" (default de-
pends on build-time settings; use "#version" to check). Cannot
be set with the `O' command.
- When used, it should be the first option set since its value
- might enable or disable the availability of various other op-
- tions. For multiple lines in a configuration file, that would
- be the first non-comment line. For a comma-separated list in
+ When used, it should be the first option set since its value
+ might enable or disable the availability of various other op-
+ tions. For multiple lines in a configuration file, that would
+ be the first non-comment line. For a comma-separated list in
NETHACKOPTIONS or an OPTIONS line in a configuration file, that
would be the rightmost option in the list.
off). Debug mode only.
zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
9.5. Window Port Customization options
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- configuration file, and if the window port is capable of adjust-
- ing to suit your preferences, it will attempt to do so. If it
- can't it will silently ignore it. You can find out if an option
- is supported by the window port that you are currently using by
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ configuration file, and if the window port is capable of adjust-
+ ing to suit your preferences, it will attempt to do so. If it
+ can't it will silently ignore it. You can find out if an option
+ is supported by the window port that you are currently using by
checking to see if it shows up in the Options list. Some options
- are dynamic and can be specified during the game with the `O'
+ are dynamic and can be specified during the game with the `O'
command.
align_message
- Where to align or place the message window (top, bottom, left,
+ Where to align or place the message window (top, bottom, left,
or right)
- align_status
- Where to align or place the status window (top, bottom, left,
- or right).
-
- ascii_map
- If NetHack can, it should display the map using simple charac-
- ters (letters and punctuation) rather than tiles graphics. In
- some cases, characters can be augmented with line-drawing
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- symbols; use the symset option to select a symbol set such as
+ align_status
+ Where to align or place the status window (top, bottom, left,
+ or right).
+
+ ascii_map
+ If NetHack can, it should display the map using simple charac-
+ ters (letters and punctuation) rather than tiles graphics. In
+ some cases, characters can be augmented with line-drawing sym-
+ bols; use the symset option to select a symbol set such as
DECgraphics or IBMgraphics if your display supports them. Set-
ting ascii_map to True forces tiled_map to be False.
monsters, objects, and dungeon features (default on).
eight_bit_tty
- If NetHack can, it should pass eight-bit character values (for
- example, specified with the traps option) straight through to
+ If NetHack can, it should pass eight-bit character values (for
+ example, specified with the traps option) straight through to
your terminal (default off).
font_map
map window.
font_menu
- If NetHack can, it should use a font by the chosen name for
+ If NetHack can, it should use a font by the chosen name for
menu windows.
font_message
status window.
font_text
- If NetHack can, it should use a font by the chosen name for
+ If NetHack can, it should use a font by the chosen name for
text windows.
font_size_map
- If NetHack can, it should use this size font for the map win-
+ If NetHack can, it should use this size font for the map win-
dow.
font_size_menu
If NetHack can, it should use this size font for menu windows.
font_size_message
- If NetHack can, it should use this size font for the message
+ If NetHack can, it should use this size font for the message
window.
font_size_status
- If NetHack can, it should use this size font for the status
- window.
+ If NetHack can, it should use this size font for the status
- font_size_text
- If NetHack can, it should use this size font for text windows.
- fullscreen
- If NetHack can, it should try and display on the entire screen
- rather than in a window.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 78
- NetHack Guidebook 78
+ window.
+
+ font_size_text
+ If NetHack can, it should use this size font for text windows.
+ fullscreen
+ If NetHack can, it should try and display on the entire screen
+ rather than in a window.
guicolor
- Use color text and/or highlighting attributes when displaying
- some non-map data (such as menu selector letters). Curses in-
+ Use color text and/or highlighting attributes when displaying
+ some non-map data (such as menu selector letters). Curses in-
terface only; default is on.
large_font
If NetHack can, it should use a large font.
map_mode
- If NetHack can, it should display the map in the manner speci-
+ If NetHack can, it should display the map in the manner speci-
fied.
player_selection
- If NetHack can, it should pop up dialog boxes, or use prompts
+ If NetHack can, it should pop up dialog boxes, or use prompts
for character selection.
popup_dialog
preload_tiles
If NetHack can, it should preload tiles into memory. For exam-
- ple, in the protected mode MS-DOS 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
+ ple, in the protected mode MS-DOS 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. (default on). Cannot be set with the `O' command.
scroll_amount
- If NetHack can, it should scroll the display by this number of
+ If NetHack can, it should scroll the display by this number of
cells when the hero reaches the scroll_margin.
scroll_margin
- If NetHack can, it should scroll the display when the hero or
- cursor is this number of cells away from the edge of the win-
+ If NetHack can, it should scroll the display when the hero or
+ cursor is this number of cells away from the edge of the win-
dow.
selectsaved
- If NetHack can, it should display a menu of existing saved
+ If NetHack can, it should display a menu of existing saved
games for the player to choose from at game startup, if it can.
Not all ports support this option.
softkeyboard
- Display an onscreen keyboard. Handhelds are most likely to
+ Display an onscreen keyboard. Handhelds are most likely to
support this option.
- splash_screen
- If NetHack can, it should display an opening splash screen when
- it starts up (default yes).
-
- statuslines
- Number of lines for traditional below-the-map status display.
- Acceptable values are 2 and 3 (default is 2).
- When set to 3, the tty interface moves some fields around and
- mainly shows status conditions on their own line. A display
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ splash_screen
+ If NetHack can, it should display an opening splash screen when
+ it starts up (default yes).
+
+ statuslines
+ Number of lines for traditional below-the-map status display.
+ Acceptable values are 2 and 3 (default is 2).
+
+ When set to 3, the tty interface moves some fields around and
+ mainly shows status conditions on their own line. A display
capable of showing at least 25 lines is recommended. The value
can be toggled back and forth during the game with the `O' com-
mand.
- The curses interface does likewise if the align_status option
- is set to top or bottom but ignores statuslines when set to
+ The curses interface does likewise if the align_status option
+ is set to top or bottom but ignores statuslines when set to
left or right.
- The Qt interface already displays more than 3 lines for status
- so uses the statuslines value differently. A value of 3 ren-
- ders status in the Qt interface's original format, with the
+ The Qt interface already displays more than 3 lines for status
+ so uses the statuslines value differently. A value of 3 ren-
+ ders status in the Qt interface's original format, with the
status window spread out vertically. A value of 2 makes status
be slightly condensed, moving some fields to different lines to
eliminate one whole line, reducing the height needed.
term_cols and
term_rows
- Curses interface only. Number of columns and rows to use for
+ Curses interface only. Number of columns and rows to use for
the display. Curses will attempt to resize to the values spec-
- ified but will settle for smaller sizes if they are too big.
+ ified but will settle for smaller sizes if they are too big.
Default is the current window size.
tile_file
- Specify the name of an alternative tile file to override the
+ Specify the name of an alternative tile file to override the
default.
- Note: the X11 interface uses X resources rather than NetHack's
- options to select an alternate tile file. See NetHack.ad, the
+ Note: the X11 interface uses X resources rather than NetHack's
+ options to select an alternate tile file. See NetHack.ad, the
sample X "application defaults" file.
tile_height
- Specify the preferred height of each tile in a tile capable
+ 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
tiled_map
- If NetHack can, it should display the map using tiles graphics
- rather than simple characters (letters and punctuation, possi-
- bly augmented by line-drawing symbols). Setting tiled_map to
+ If NetHack can, it should display the map using tiles graphics
+ rather than simple characters (letters and punctuation, possi-
+ bly augmented by line-drawing symbols). Setting tiled_map to
True forces ascii_map to be False.
- use_darkgray
- Use bold black instead of blue for black glyphs (TTY only).
- use_inverse
- If NetHack can, it should display inverse when the game speci-
- fies it.
- vary_msgcount
- If NetHack can, it should display this number of messages at a
- time in the message window.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 80
- NetHack Guidebook 80
+ use_darkgray
+ Use bold black instead of blue for black glyphs (TTY only).
+
+ use_inverse
+ If NetHack can, it should display inverse when the game speci-
+ fies it.
+ vary_msgcount
+ If NetHack can, it should display this number of messages at a
+ time in the message window.
windowborders
- Whether to draw boxes around the map, status area, message
- area, and persistent inventory window if enabled. Curses in-
+ Whether to draw boxes around the map, status area, message
+ area, and persistent inventory window if enabled. Curses in-
terface only. Acceptable values are
0 - off, never show borders
3 - on, except forced off for perm_invent
4 - auto, except forced off for perm_invent
- (The 26x82 size threshold for `2' refers to number of rows and
- columns of the display. A width of at least 110 columns
+ (The 26x82 size threshold for `2' refers to number of rows and
+ columns of the display. A width of at least 110 columns
(80+2+26+2) is needed to show borders if align_status is set to
left or right.)
- The persistent inventory window, when enabled, can grow until
- it is too big to fit on most displays, resulting in truncation
- of its contents. If borders are forced on (1) or the display
+ The persistent inventory window, when enabled, can grow until
+ it is too big to fit on most displays, resulting in truncation
+ of its contents. If borders are forced on (1) or the display
is big enough to show them (2), setting the value to 3 or 4 in-
- stead will keep borders for the map, message, and status win-
- dows but have room for two additional lines of inventory plus
+ stead will keep borders for the map, message, and status win-
+ dows but have room for two additional lines of inventory plus
widen each inventory line by two columns.
windowcolors
- If NetHack can, it should display windows with the specified
+ If NetHack can, it should display windows with the specified
foreground/background colors. Windows GUI only. The format is
OPTION=windowcolors:wintype foreground/background
- where wintype is one of "menu", "message", "status", or
- "text", and foreground and background are colors, either a hexa-
- decimal \'#rrggbb', one of the named colors (black, red, green,
- brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
- blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
- silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
- of Windows UI colors (activeborder, activecaption, appworkspace,
- background, btnface, btnshadow, btntext, captiontext, graytext,
- greytext, highlight, highlighttext, inactiveborder, inactivecap-
- tion, menu, menutext, scrollbar, window, windowframe, window-
+ where wintype is one of "menu", "message", "status", or
+ "text", and foreground and background are colors, either a hexa-
+ decimal \'#rrggbb', one of the named colors (black, red, green,
+ brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
+ blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
+ silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
+ of Windows UI colors (activeborder, activecaption, appworkspace,
+ background, btnface, btnshadow, btntext, captiontext, graytext,
+ greytext, highlight, highlighttext, inactiveborder, inactivecap-
+ tion, menu, menutext, scrollbar, window, windowframe, window-
text).
- wraptext
- If NetHack can, it should wrap long lines of text if they don't
- fit in the visible area of the window.
- 9.6. Platform-specific Customization options
- Here are explanations of options that are used by specific
- platforms or ports to customize and change the port behavior.
- altkeyhandling
- Select an alternate way to handle keystrokes (Win32 tty NetHack
- only). The name of the handling type is one of "default",
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 81
- NetHack Guidebook 81
+ wraptext
+ If NetHack can, it should wrap long lines of text if they don't
+ fit in the visible area of the window.
+ 9.6. Platform-specific Customization options
+
+ Here are explanations of options that are used by specific
+ platforms or ports to customize and change the port behavior.
+ altkeyhandling
+ Select an alternate way to handle keystrokes (Win32 tty NetHack
+ only). The name of the handling type is one of "default",
"ray", "340".
altmeta
altmeta
On other (non-Amiga) systems where this option is available, it
- can be set to tell NetHack to convert a two character sequence
- beginning with ESC into a meta-shifted version of the second
+ can be set to tell NetHack to convert a two character sequence
+ beginning with ESC into a meta-shifted version of the second
character (default off).
- This conversion is only done for commands, not for other input
+ This conversion is only done for commands, not for other input
prompts. Note that typing one or more digits as a count prefix
- prior to a command--preceded by n if the number_pad option is
+ prior to a command--preceded by n if the number_pad option is
set--is also subject to this conversion, so attempting to abort
- the count by typing ESC will leave NetHack waiting for another
- character to complete the two character sequence. Type a sec-
- ond ESC to finish cancelling such a count. At other prompts a
+ the count by typing ESC will leave NetHack waiting for another
+ character to complete the two character sequence. Type a sec-
+ ond ESC to finish cancelling such a count. At other prompts a
single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read
- the keyboard (allowing the use of arrow keys to move) on ma-
- chines with an IBM PC compatible BIOS ROM (default off, OS/2,
+ 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 on, Mac NetHack only).
rawio
- Force raw (non-cbreak) mode for faster output and more bullet-
- proof input (MS-DOS sometimes treats `^P' as a printer toggle
- without it) (default off, OS/2, PC, and ST NetHack only).
- Note: DEC Rainbows hang if this is turned on. Cannot be set
+ 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.
- 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 assign-
- ments in the configuration file if needed. Cannot be set with
- the `O' command.
-
- video
- Set the video mode used (PC NetHack only). Values are
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- "autodetect", "default", "vga", or "vesa". Setting "vesa" will
- cause the game to display tiles, using the full capability of
- the VGA hardware. Setting "vga" will cause the game to display
- tiles, fixed at 640x480 in 16 colors, a mode that is compatible
- with all VGA hardware. Third party tilesets will probably not
- work. Setting "autodetect" attempts "vesa", then "vga", and
- finally sets "default" if neither of those modes works. Cannot
- be set with the `O' command.
+ 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 assign-
+ ments in the configuration file if needed. Cannot be set with
+ the `O' command.
+
+ video
+ Set the video mode used (PC NetHack only). Values are "autode-
+ tect", "default", "vga", or "vesa". Setting "vesa" will cause
+ the game to display tiles, using the full capability of the VGA
+ hardware. Setting "vga" will cause the game to display tiles,
+ fixed at 640x480 in 16 colors, a mode that is compatible with
+ all VGA hardware. Third party tilesets will probably not work.
+ Setting "autodetect" attempts "vesa", then "vga", and finally
+ sets "default" if neither of those modes works. Cannot be set
+ with the `O' command.
video_height
- Set the VGA mode resolution height (MS-DOS only, with
+ Set the VGA mode resolution height (MS-DOS only, with
video:vesa)
video_width
- Set the VGA mode resolution width (MS-DOS only, with
+ Set the VGA mode resolution width (MS-DOS only, with
video:vesa)
videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
- of colors is red, green, brown, blue, magenta, cyan,
- bright.white, bright.red, bright.green, yellow, bright.blue,
- bright.magenta, and bright.cyan. Cannot be set with the `O'
+ Set the color palette for PC systems using NO_TERMS (default
+ 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
+ of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
videoshades
Set the intensity level of the three gray scales available (de-
fault dark normal light, PC NetHack only). If the game display
- is difficult to read, try adjusting these scales; if this does
- not correct the problem, try !color. Cannot be set with the
+ is difficult to read, try adjusting these scales; if this does
+ not correct the problem, try !color. Cannot be set with the
`O' command.
9.7. Regular Expressions
- Regular expressions are normally POSIX extended regular ex-
- pressions. It is possible to compile NetHack without regular ex-
- pression support on a platform where there is no regular expres-
- sion library. While this is not true of any modern platform, if
- your NetHack was built this way, patterns are instead glob pat-
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
+ your NetHack was built this way, patterns are instead glob pat-
terns. This applies to Autopickup exceptions, Message types, Menu
colors, and User sounds.
- 9.8. Configuring Autopickup Exceptions
- You can further refine the behavior of the autopickup option
- beyond what is available through the pickup_types option.
- By placing autopickup_exception lines in your configuration
- file, you can define patterns to be checked when the game is
- about to autopickup something.
- autopickup_exception
- Sets an exception to the pickup_types option. The autopick-
- up_exception option should be followed by a regular expression
+ NetHack 3.7 May 23, 2022
+
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 83
- NetHack Guidebook 83
+ 9.8. Configuring Autopickup Exceptions
+ You can further refine the behavior of the autopickup option
+ beyond what is available through the pickup_types option.
+ By placing autopickup_exception lines in your configuration
+ file, you can define patterns to be checked when the game is
+ about to autopickup something.
- to be used as a pattern to match against the singular form of
+ autopickup_exception
+ Sets an exception to the pickup_types option. The autopick-
+ up_exception option should be followed by a regular expression
+ to be used as a pattern to match against the singular form of
the description of an object at your location.
- In addition, some characters are treated specially if they oc-
+ In addition, some characters are treated specially if they oc-
cur as the first character in the pattern, specifically:
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
- The autopickup_exception rules are processed in the order in
- which they appear in your configuration file, thus allowing a
+ The autopickup_exception rules are processed in the order in
+ which they appear in your configuration file, thus allowing a
later rule to override an earlier rule.
- Exceptions can be set with the `O' command, but because they
- are not included in your configuration file, they won't be in
- effect if you save and then restore your game. autopickup_ex-
+ Exceptions can be set with the `O' command, but because they
+ are not included in your configuration file, they won't be in
+ effect if you save and then restore your game. autopickup_ex-
ception rules and not saved with the game.
Here are some examples:
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
- The first example above will result in autopickup of any
- type of arrow. The second example results in the exclusion of
- any corpse from autopickup. The last example results in the ex-
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
9.9. Changing Key Bindings
- It is possible to change the default key bindings of some
- special commands, menu accelerator keys, and extended commands,
- by using BIND stanzas in the configuration file. Format is key,
- followed by the command to bind to, separated by a colon. The
+ It is possible to change the default key bindings of some
+ special commands, menu accelerator keys, and extended commands,
+ by using BIND stanzas in the configuration file. Format is key,
+ followed by the command to bind to, separated by a colon. The
key can be a single character ("x"), a control key ("^X", "C-x"),
a meta key ("M-x"), or a three-digit decimal ASCII code.
For example:
- BIND=^X:getpos.autodescribe
- BIND=\:menu_first_page
- BIND=v:loot
- Extended command keys
- You can bind multiple keys to the same extended command. Un-
- bind a key by using "nothing" as the extended command to bind
- to. You can also bind the "<esc>", "<enter>", and "<space>"
- keys.
- Menu accelerator keys
- The menu control or accelerator keys can also be rebound via
- OPTIONS lines in the configuration file. You cannot bind ob-
- ject symbols or selection letters into menu accelerators. Some
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ BIND=^X:getpos.autodescribe
+ BIND=\:menu_first_page
+ BIND=v:loot
+
+ Extended command keys
+ You can bind multiple keys to the same extended command. Un-
+ bind a key by using "nothing" as the extended command to bind
+ to. You can also bind the "<esc>", "<enter>", and "<space>"
+ keys.
+
+ Menu accelerator keys
+ The menu control or accelerator keys can also be rebound via
+ OPTIONS lines in the configuration file. You cannot bind ob-
+ ject symbols or selection letters into menu accelerators. Some
interfaces only support some of the menu accelerators.
Special command keys
- Below are the special commands you can rebind. Some of them
- can be bound to same keys with no problems, others are in the
- same "context", and if bound to same keys, only one of those
- commands will be available. Special command can only be bound
+ Below are the special commands you can rebind. Some of them
+ can be bound to same keys with no problems, others are in the
+ same "context", and if bound to same keys, only one of those
+ commands will be available. Special command can only be bound
to a single key.
count
- Prefix key to start a count, to repeat a command this many
+ Prefix key to start a count, to repeat a command this many
times. With number_pad only. Default is `n'.
getdir.help
- When asked for a direction, the key to show the help. Default
+ When asked for a direction, the key to show the help. Default
is `?'.
getdir.self
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `.'.
getdir.self2
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `s'.
getpos.autodescribe
esting thing. Default is `a'.
getpos.all.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
interesting thing. Default is `A'.
getpos.door.next
- When asked for a location, the key to go to next closest door
+ When asked for a location, the key to go to next closest door
or doorway. Default is `d'.
- getpos.door.prev
- When asked for a location, the key to go to previous closest
- door or doorway. Default is `D'.
-
- getpos.help
- When asked for a location, the key to show help. Default is
- `?'.
-
- getpos.mon.next
- When asked for a location, the key to go to next closest mon-
- ster. Default is `m'.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 85
- NetHack Guidebook 85
+ getpos.door.prev
+ When asked for a location, the key to go to previous closest
+ door or doorway. Default is `D'.
+ getpos.help
+ When asked for a location, the key to show help. Default is
+ `?'.
+ getpos.mon.next
+ When asked for a location, the key to go to next closest mon-
+ ster. Default is `m'.
getpos.mon.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
monster. Default is `M'.
getpos.obj.next
- When asked for a location, the key to go to next closest ob-
+ When asked for a location, the key to go to next closest ob-
ject. Default is `o'.
getpos.obj.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
object. Default is `O'.
getpos.menu
- When asked for a location, and using one of the next or previ-
- ous keys to cycle through targets, toggle showing a menu in-
+ When asked for a location, and using one of the next or previ-
+ ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
getpos.moveskip
- When asked for a location, and using the shifted movement keys
- or meta-digit keys to fast-move around, move by skipping the
+ When asked for a location, and using the shifted movement keys
+ or meta-digit keys to fast-move around, move by skipping the
same glyphs instead of by 8 units. Default is `*'.
getpos.filter
When asked for a location, change the filtering mode when using
- one of the next or previous keys to cycle through targets.
- Toggles between no filtering, in view only, and in the same
+ one of the next or previous keys to cycle through targets.
+ Toggles between no filtering, in view only, and in the same
area only. Default is `"'.
getpos.pick
- When asked for a location, the key to choose the location, and
+ When asked for a location, the key to choose the location, and
possibly ask for more info. Default is `.'.
getpos.pick.once
- When asked for a location, the key to choose the location, and
+ When asked for a location, the key to choose the location, and
skip asking for more info. Default is `,'.
getpos.pick.quick
When asked for a location, the key to choose the location, skip
- asking for more info, and exit the location asking loop. De-
+ asking for more info, and exit the location asking loop. De-
fault is `;'.
- getpos.pick.verbose
- When asked for a location, the key to choose the location, and
- show more info without asking. Default is `:'.
- getpos.self
- When asked for a location, the key to go to your location. De-
- fault is `@'.
- getpos.unexplored.next
- When asked for a location, the key to go to next closest unex-
- plored location. Default is `x'.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 86
- NetHack Guidebook 86
+ getpos.pick.verbose
+ When asked for a location, the key to choose the location, and
+ show more info without asking. Default is `:'.
+ getpos.self
+ When asked for a location, the key to go to your location. De-
+ fault is `@'.
+ getpos.unexplored.next
+ When asked for a location, the key to go to next closest unex-
+ plored location. Default is `x'.
getpos.unexplored.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
unexplored location. Default is `X'.
getpos.valid
- When asked for a location, the key to go to show valid target
+ When asked for a location, the key to go to show valid target
locations. Default is `$'.
getpos.valid.next
- When asked for a location, the key to go to next closest valid
+ When asked for a location, the key to go to next closest valid
location. Default is `z'.
getpos.valid.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
valid location. Default is `Z'.
9.10. Configuring Message Types
You can change the way the messages are shown in the message
area, when the message matches a user-defined pattern.
- In general, the configuration file entries to describe the
+ In general, the configuration file entries to describe the
message types look like this: MSGTYPE=type "pattern"
type - how the message should be shown;
Allowed types are:
show - show message normally;
- hide - never show the message;
- stop - wait for user with more-prompt;
- norep - show the message once, but not again if no other mes-
- sage is shown in between.
-
- Here's an example of message types using NetHack's internal
- pattern matching facility:
-
- MSGTYPE=stop "You feel hungry."
- MSGTYPE=hide "You displaced *."
-
- specifies that whenever a message "You feel hungry" is shown,
- the user is prompted with more-prompt, and a message matching
- "You displaced <something>." is not shown at all.
-
- The order of the defined MSGTYPE lines is important; the last
- matching rule is used. Put the general case first, exceptions
- below them.
+ hide - never show the message;
+ stop - wait for user with more-prompt;
+ norep - show the message once, but not again if no other mes-
+ sage is shown in between.
+ Here's an example of message types using NetHack's internal
+ pattern matching facility:
+ MSGTYPE=stop "You feel hungry."
+ MSGTYPE=hide "You displaced *."
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 87
- NetHack Guidebook 87
+ specifies that whenever a message "You feel hungry" is
+ shown, the user is prompted with more-prompt, and a mes-
+ sage matching "You displaced <something>." is not shown at
+ all.
+ The order of the defined MSGTYPE lines is important; the last
+ matching rule is used. Put the general case first, exceptions
+ below them.
9.11. Configuring Menu Colors
worn)" on the same line will be shown in red color and under-
lined. You can have multiple MENUCOLOR entries in your config-
uration file, and the last MENUCOLOR line that matches a menu
- line will be used for the line.
-
- Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
- plicit_uncursed option off so that all items known to be uncursed
- are actually displayed with the "uncursed" description.
-
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 88
- NetHack Guidebook 88
+ line will be used for the line.
+ Note that if you intend to have one or more color specifica-
+ tions match " uncursed ", you will probably want to turn the im-
+ plicit_uncursed option off so that all items known to be uncursed
+ are actually displayed with the "uncursed" description.
9.12. Configuring User Sounds
OPTION=hilite_status:field-name/behavior/color&attributes
- For example, the following line in your configuration file
- will cause the hitpoints field to display in the color red if
- your hitpoints drop to or below a threshold of 30%:
-
- OPTION=hilite_status:hitpoints/<=30%/red/normal
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 89
- NetHack Guidebook 89
+ For example, the following line in your configuration file
+ will cause the hitpoints field to display in the color red if
+ your hitpoints drop to or below a threshold of 30%:
+ OPTION=hilite_status:hitpoints/<=30%/red/normal
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
The pseudo-field "characteristics" can be used to set all six
of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
dice", an approximation of experience level displayed when
- polymorphed. "experience", "time", and "score" are condition-
- ally displayed depending upon your other option settings.
-
- Instead of a behavior, "condition" takes the following condi-
- tion flags: stone, slime, strngl, foodpois, termill, blind,
- deaf, stun, conf, hallu, lev, fly, and ride. You can use
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- "major_troubles" as an alias for stone through termill, "mi-
+ polymorphed. "experience", "time", and "score" are condition-
+ ally displayed depending upon your other option settings.
+
+ Instead of a behavior, "condition" takes the following condi-
+ tion flags: stone, slime, strngl, foodpois, termill, blind,
+ deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
+ jor_troubles" as an alias for stone through termill, "mi-
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
may optionally be preceded by `='. If the number is pre-
ceded by `<=' or `>=' instead, it also matches when value
is below or above. If the prefix is `<' or `>', only
- match when strictly above or below.
-
- * text match sets the attribute when the field value matches
- the text. Text matches can only be used for "alignment",
- "carrying-capacity", "hunger", "dungeon-level", and "ti-
- tle". For title, only the role's rank title is tested;
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ match when strictly above or below.
+
+ * text match sets the attribute when the field value matches
+ the text. Text matches can only be used for "alignment",
+ "carrying-capacity", "hunger", "dungeon-level", and "ti-
+ tle". For title, only the role's rank title is tested;
the character's name is ignored.
The in-game options menu can help you determine the correct
NetHack Symbols
Symbol Name Description
-----------------------------------------------------------------
- S_air (air)
- _ S_altar (altar)
- " S_amulet (amulet)
- A S_angel (angelic being)
- a S_ant (ant or other insect)
- ^ S_anti_magic_trap (anti-magic field)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ S_air (air)
+ _ S_altar (altar)
+ " S_amulet (amulet)
+ A S_angel (angelic being)
+ a S_ant (ant or other insect)
+ ^ S_anti_magic_trap (anti-magic field)
[ S_armor (suit or piece of armor)
[ S_armour (suit or piece of armor)
^ S_arrow_trap (arrow trap)
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)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ ^ S_fire_trap (fire trap)
+ ! S_flashbeam (flash beam)
+ % S_food (piece of food)
+ { S_fountain (fountain)
+ F S_fungus (fungus or mold)
+ * S_gem (gem or rock)
S_ghost (ghost)
H S_giant (giant humanoid)
G S_gnome (gnome)
^ S_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)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ P S_pudding (pudding or ooze)
+ q S_quadruped (quadruped)
+ Q S_quantmech (quantum mechanic)
+ = S_ring (ring)
+ ` S_rock (boulder or statue)
+ r S_rodent (rodent)
^ S_rolling_boulder_trap (rolling boulder trap)
. S_room (floor of a room)
/ S_rslant (diagonal beam [zap animation])
< S_upstair (staircase up)
V S_vampire (vampire)
| S_vbeam (vertical beam [zap animation])
- # S_vcdbridge (vertical raised drawbridge)
- + S_vcdoor (closed door in vertical wall)
- . S_venom (splash of venom)
- ^ S_vibrating_square (vibrating square)
- . S_vodbridge (vertical lowered drawbridge)
- - S_vodoor (open door in vertical wall)
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ # S_vcdbridge (vertical raised drawbridge)
+ + S_vcdoor (closed door in vertical wall)
+ . S_venom (splash of venom)
+ ^ S_vibrating_square (vibrating square)
+ . S_vodbridge (vertical lowered drawbridge)
+ - S_vodoor (open door in vertical wall)
v S_vortex (vortex)
| S_vwall (vertical wall)
/ S_wand (wand)
The window port that is active needs to provide support for
displaying UTF-8 character sequences and explicit red-green-blue
colors in order for the glyph representation to be visible. For
- example, the following line in your configuration file will cause
- the glyph representation for glyphid G_pool to use Unicode code-
- point U+224B and the color represented by R-G-B value 0-0-160
- OPTIONS=glyph:G_pool/U+224B/0-0-160
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 96
- NetHack Guidebook 96
+ example, the following line in your configuration file will cause
+ the glyph representation for glyphid G_pool to use Unicode code-
+ point U+224B and the color represented by R-G-B value 0-0-160
+ OPTIONS=glyph:G_pool/U+224B/0-0-160
The list of acceptable glyphid's can be produced by nethack
--dumpglyphids. Individual NetHack glyphs can be specified using
menustyle:traditional
This will assist in the interface to speech synthesizers.
- nomenu_overlay
- Show menus on a cleared screen and aligned to the left edge.
-
- number_pad
- A lot of speech access programs use the number-pad to review
- the screen. If this is the case, disable the number_pad option
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ nomenu_overlay
+ Show menus on a cleared screen and aligned to the left edge.
+
+ number_pad
+ A lot of speech access programs use the number-pad to review
+ the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
paranoid_confirmation:swim
value of a single asterisk (*) allows anyone to start a game in
debug mode.
- SHELLERS = A list of users who are allowed to use the shell es-
- cape command (!). The syntax is the same as WIZARDS.
- EXPLORERS = A list of users who are allowed to use the explore
- mode. The syntax is the same as WIZARDS.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 98
- NetHack Guidebook 98
+ SHELLERS = A list of users who are allowed to use the shell es-
+ cape command (!). The syntax is the same as WIZARDS.
+ EXPLORERS = A list of users who are allowed to use the explore
+ mode. The syntax is the same as WIZARDS.
MAXPLAYERS = Limit the maximum number of games that can be run-
ning at the same time.
PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
spectively, to identify unique people for the score file.
- MAX_STATUENAME_RANK = Maximum number of score file entries to
- use for random statue names (default is 10).
-
- ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the
- ability for players to set S_pet_override and S_hero_override
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ MAX_STATUENAME_RANK = Maximum number of score file entries to
+ use for random statue names (default is 10).
+
+ ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the
+ ability for players to set S_pet_override and S_hero_override
symbols in their configuration file.
PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will
how the game ended. If you quit the game, you escape with all of
your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
- you swing and live, you might find more.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ corpse is discovered (adventurers have been known to collect
+ finder's fees). So, consider whether you want to take one last
+ hit at that monster and possibly live, or quit and stop with
+ whatever you have. If you quit, you keep all your gold, but if
+ you swing and live, you might find more.
+
If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
- NetHack is the product of literally scores of people's work.
- Main events in the course of the game development are described
- below:
-
- Jay Fenlason wrote the original Hack, with help from Kenny
- Woodland, Mike Thome, and Jon Payne.
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ NetHack is the product of literally scores of people's work.
+ Main events in the course of the game development are described
+ below:
+
+ Jay Fenlason wrote the original Hack, with help from Kenny
+ Woodland, Mike Thome, and Jon Payne.
+
Andries Brouwer did a major re-write while at Stichting
Mathematisch Centrum (now Centrum Wiskunde & Informatica), trans-
forming Hack into a very different game. He published the Hack
to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
- Version 3.0 went through ten relatively rapidly released
- "patch-level" revisions. Versions at the time were known as 3.0
- for the base release and variously as "3.0a" through "3.0j",
- "3.0 patchlevel 1" through "3.0 patchlevel 10", or "3.0pl1"
- through "3.0pl10" rather than 3.0.0 and 3.0.1 through 3.0.10; the
- three component numbering scheme began to be used with 3.1.0.
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ Version 3.0 went through ten relatively rapidly released
+ "patch-level" revisions. Versions at the time were known as 3.0
+ for the base release and variously as "3.0a" through "3.0j",
+ "3.0 patchlevel 1" through "3.0 patchlevel 10", or "3.0pl1"
+ through "3.0pl10" rather than 3.0.0 and 3.0.1 through 3.0.10; the
+ three component numbering scheme began to be used with 3.1.0.
+
Headed by Mike Stephenson and coordinated by Izchak Miller
and Janet Walz, the NetHack Development Team which now included
Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
NetHack Development Team which rechristened them "tiles", origi-
nal usage which has subsequently been picked up by various other
games. NetHack's tiles support was then implemented on other
- platforms (initially MS-DOS but eventually Windows, Qt, and X11
- too).
-
- The 3.2 NetHack Development Team, comprised of Michael Alli-
- son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
- Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
- ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
+ platforms (initially MS-DOS but eventually Windows, Qt, and X11
+ too).
+
+ The 3.2 NetHack Development Team, comprised of Michael Alli-
+ son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
+ Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
+ ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2.0 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
digit year, and 1999's year 99 was followed by 2000's year 100.
That got written out successfully but it unintentionally intro-
duced an extra column in the file layout which prevented score
- entries from being read back in correctly, interfering with in-
- sertion of new high scores and with retrieval of old character
- names to use for random ghost and statue names in the current
- game.)
-
- The 3.3 NetHack Development Team, consisting of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
- Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken
+ entries from being read back in correctly, interfering with
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022
- Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson,
- Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and
- 3.3.1 in August of 2000.
+ insertion of new high scores and with retrieval of old character
+ names to use for random ghost and statue names in the current
+ game.)
+
+ The 3.3 NetHack Development Team, consisting of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
+ Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
+ ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
+ Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
+ in August of 2000.
Version 3.3 offered many firsts. It was the first version to
separate race and profession. The Elf class was removed in pref-
stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
- Janne Salmijarvi and Teemu Suikki maintained and enhanced
- the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
- 3.3.1.
- Christian "Marvin" Bressler maintained 3.4 for the Atari af-
- ter he resurrected it for 3.3.1.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 105
- NetHack Guidebook 105
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
+ 3.3.1.
+ Christian "Marvin" Bressler maintained 3.4 for the Atari af-
+ ter he resurrected it for 3.3.1.
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
- Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
- tained the port of NetHack 3.6 for Mac OSX.
- Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
- Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
- tained the port of NetHack 3.6 for Microsoft Windows.
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 106
- NetHack Guidebook 106
+ Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
+ tained the port of NetHack 3.6 for Mac OSX.
+ Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
+ Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
+ tained the port of NetHack 3.6 for Microsoft Windows.
Pat Rankin attempted to keep the VMS port running for
NetHack 3.6, hindered by limited access. Kevin Smolkowski has up-
On behalf of the NetHack community, thank you very much once
again to M. Drew Streib and Pasi Kallinen for providing a public
NetHack server at nethack.alt.org. Thanks to Keith Simpson and
- Andy Thomson for hardfought.org. Thanks to all those unnamed dun-
- geoneers who invest their time and effort into annual NetHack
- tournaments such as Junethack, The November NetHack Tournament,
- and in days past, devnull.net (gone for now, but not forgotten).
-
+ Andy Thomson for hardfought.org. Thanks to all those unnamed
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 107
- NetHack Guidebook 107
+ dungeoneers who invest their time and effort into annual NetHack
+ tournaments such as Junethack, The November NetHack Tournament,
+ and in days past, devnull.net (gone for now, but not forgotten).
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
- Helge Hafting Mike Gallop Yitzhak Sapir
- Irina Rempt-Drijfhout Mike Passaretti
- Izchak Miller Mike Stephenson
+ NetHack 3.7 May 23, 2022
- NetHack 3.7 May 7, 2022
+ NetHack Guidebook 108
- NetHack Guidebook 108
+ Helge Hafting Mike Gallop Yitzhak Sapir
+ Irina Rempt-Drijfhout Mike Passaretti
+ Izchak Miller Mike Stephenson
-
-
-
-
-
-
- NetHack 3.7 May 7, 2022
+ NetHack 3.7 May 23, 2022