- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
thing (including other orcs). Above all others, Orcs hate Elves
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
Constitution
Constitution affects your ability to recover from injuries
- and other strains on your stamina.
-
- Intelligence
- Intelligence affects your ability to cast spells and read
+ and other strains on your stamina. When strength is low or
+ modest, consitution also affects how much you can carry.
+ With sufficiently high strength, the contribution to carry-
+ ing capacity from your constitution no longer matters.
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ Intelligence
+ Intelligence affects your ability to cast spells and read
spellbooks.
Wisdom
Charisma
Charisma affects how certain creatures react toward you. In
- particular, it can affect the prices shopkeepers offer you.
+ particular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
and Chaotic as evil, but legal and ethical do not always co-
- incide. Your alignment influences how other monsters react
+ incide. Your alignment influences how other monsters react
toward you. Monsters of a like alignment are more likely to
- be non-aggressive, while those of an opposing alignment are
+ be non-aggressive, while those of an opposing alignment are
more likely to be seriously offended at your presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and
- the number increases as you go deeper into the dungeon.
- Some levels are special, and are identified by a name and
- not a number. The Amulet of Yendor is reputed to be some-
+ the number increases as you go deeper into the dungeon.
+ Some levels are special, and are identified by a name and
+ not a number. The Amulet of Yendor is reputed to be some-
where beneath the twentieth level.
Gold
- The number of gold pieces you are openly carrying. Gold
+ The number of gold pieces you are openly carrying. Gold
which you have concealed in containers is not counted.
Hit Points
- Your current and maximum hit points. Hit points indicate
- how much damage you can take before you die. The more you
- get hit in a fight, the lower they get. You can regain hit
- points by resting, or by using certain magical items or
- spells. The number in parentheses is the maximum number
+ Your current and maximum hit points. Hit points indicate
+ how much damage you can take before you die. The more you
+ get hit in a fight, the lower they get. You can regain hit
+ points by resting, or by using certain magical items or
+ spells. The number in parentheses is the maximum number
your hit points can reach.
Power
- Spell points. This tells you how much mystic energy (mana)
- you have available for spell casting. Again, resting will
+ Spell points. This tells you how much mystic energy (mana)
+ you have available for spell casting. Again, resting will
regenerate the amount available.
Armor Class
A measure of how effectively your armor stops blows from un-
- friendly creatures. The lower this number is, the more ef-
+ friendly creatures. The lower this number is, the more ef-
fective the armor; it is quite possible to have negative ar-
mor class.
Experience
Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experi-
- ence point totals, you gain an experience level. The more
- experienced you are, the better you fight and withstand mag-
- ical attacks. Many dungeons show only your experience level
+ adventure, you gain experience points. At certain experi-
+ ence point totals, you gain an experience level. The more
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ experienced you are, the better you fight and withstand mag-
+ ical attacks. Many dungeons show only your experience level
here.
Time
- The number of turns elapsed so far, displayed if you have
+ The number of turns elapsed so far, displayed if you have
the time option set.
Status
- Hunger: your current hunger status. Values are Satiated,
- Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
+ Hunger: your current hunger status. Values are Satiated,
+ Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
shown when Normal.
Encumbrance: an indication of how what your are carrying af-
fects your ability to move. Values are Unencumbered, Encum-
- bered, Stressed, Strained, Overtaxed, and Overloaded. Not
+ bered, Stressed, Strained, Overtaxed, and Overloaded. Not
shown when Unencumbered.
- Fatal conditions: Stone (aka Petrifying, turning to stone),
- Slime (turning into green slime), Strngl (being strangled),
- FoodPois (suffering from acute food poisoning), TermIll
+ Fatal conditions: Stone (aka Petrifying, turning to stone),
+ Slime (turning into green slime), Strngl (being strangled),
+ FoodPois (suffering from acute food poisoning), TermIll
(suffering from a terminal illness).
- Non-fatal conditions: Blind (can't see), Deaf (can't hear),
+ Non-fatal conditions: Blind (can't see), Deaf (can't hear),
Stun (stunned), Conf (confused), Hallu (hallucinating).
- Movement modifiers: Lev (levitating), Fly (flying), Ride
+ Movement modifiers: Lev (levitating), Fly (flying), Ride
(riding).
Other conditions and modifiers exist, but there isn't enough
3.2. The message line (top)
The top line of the screen is reserved for messages that de-
- scribe things that are impossible to represent visually. If you
- see a ``--More--'' on the top line, this means that NetHack has
- another message to display on the screen, but it wants to make
- certain that you've read the one that is there first. To read
+ scribe things that are impossible to represent visually. If you
+ see a ``--More--'' on the top line, this means that NetHack has
+ another message to display on the screen, but it wants to make
+ certain that you've read the one that is there first. To read
the next message, just press the space bar.
- To change how and what messages are shown on the message
+ To change how and what messages are shown on the message
line, see ``Configuring Message Types`` and the verbose option.
3.3. The map (rest of the screen)
- The rest of the screen is the map of the level as you have
- explored it so far. Each symbol on the screen represents some-
- thing. You can set various graphics options to change some of
- the symbols the game uses; otherwise, the game will use default
+ The rest of the screen is the map of the level as you have
+ explored it so far. Each symbol on the screen represents some-
+ thing. You can set various graphics options to change some of
+ the symbols the game uses; otherwise, the game will use default
symbols. Here is a list of what the default symbols mean:
- - and |
- The walls of a room, or an open door. Or a grave (|).
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ - and |
+ The walls of a room, or an open door. Or a grave (|).
+
. The floor of a room, ice, or a doorless doorway.
- # A corridor, or iron bars, or a tree, or possibly a kitchen
+ # A corridor, or iron bars, or a tree, or possibly a kitchen
sink (if your dungeon has sinks), or a drawbridge.
> Stairs down: a way to the next level.
< Stairs up: a way to the previous level.
- + A closed door, or a spellbook containing a spell you may be
+ + A closed door, or a spellbook containing a spell you may be
able to learn.
@ Your character or a human.
\ An opulent throne.
- a-zA-Z and other symbols
- Letters and certain other symbols represent the various in-
- habitants of the Mazes of Menace. Watch out, they can be
- nasty and vicious. Sometimes, however, they can be helpful.
- NetHack 3.6 January 18, 2016
+
+ NetHack 3.6 February 22, 2016
+ a-zA-Z and other symbols
+ Letters and certain other symbols represent the various in-
+ habitants of the Mazes of Menace. Watch out, they can be
+ nasty and vicious. Sometimes, however, they can be helpful.
+
I This marks the last known location of an invisible or other-
- wise unseen monster. Note that the monster could have
+ wise unseen monster. Note that the monster could have
moved. The `F' and `m' commands may be useful here.
- You need not memorize all these symbols; you can ask the
- game what any symbol represents with the `/' command (see the
+ You need not memorize all these symbols; you can ask the
+ game what any symbol represents with the `/' command (see the
next section for more info).
4. Commands
- Commands are initiated by typing one or two characters.
- Some commands, like ``search'', do not require that any more in-
- formation be collected by NetHack. Other commands might require
- additional information, for example a direction, or an object to
+ Commands are initiated by typing one or two characters.
+ Some commands, like ``search'', do not require that any more in-
+ formation be collected by NetHack. Other commands might require
+ additional information, for example a direction, or an object to
be used. For those commands that require additional information,
- NetHack will present you with either a menu of choices or with a
- command line prompt requesting information. Which you are pre-
+ NetHack will present you with either a menu of choices or with a
+ command line prompt requesting information. Which you are pre-
sented with will depend chiefly on how you have set the menustyle
option.
- For example, a common question, in the form ``What do you
- want to use? [a-zA-Z ?*]'', asks you to choose an object you are
- carrying. Here, ``a-zA-Z'' are the inventory letters of your
- possible choices. Typing `?' gives you an inventory list of
- these items, so you can see what each letter refers to. In this
- example, there is also a `*' indicating that you may choose an
- object not on the list, if you wanted to use something unexpect-
+ For example, a common question, in the form ``What do you
+ want to use? [a-zA-Z ?*]'', asks you to choose an object you are
+ carrying. Here, ``a-zA-Z'' are the inventory letters of your
+ possible choices. Typing `?' gives you an inventory list of
+ these items, so you can see what each letter refers to. In this
+ example, there is also a `*' indicating that you may choose an
+ object not on the list, if you wanted to use something unexpect-
ed. Typing a `*' lists your entire inventory, so you can see the
- inventory letters of every object you're carrying. Finally, if
+ inventory letters of every object you're carrying. Finally, if
you change your mind and decide you don't want to do this command
after all, you can press the ESC key to abort the command.
- You can put a number before some commands to repeat them
- that many times; for example, ``10s'' will search ten times. If
+ You can put a number before some commands to repeat them
+ that many times; for example, ``10s'' will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
- count, so the example above would be typed ``n10s'' instead.
- Commands for which counts make no sense ignore them. In addi-
- tion, movement commands can be prefixed for greater control (see
+ count, so the example above would be typed ``n10s'' instead.
+ Commands for which counts make no sense ignore them. In addi-
+ tion, movement commands can be prefixed for greater control (see
below). To cancel a count or a prefix, press the ESC key.
- The list of commands is rather long, but it can be read at
- any time during the game through the `?' command, which accesses
- a menu of helpful texts. Here are the commands for your refer-
+ The list of commands is rather long, but it can be read at
+ any time during the game through the `?' command, which accesses
+ a menu of helpful texts. Here are the commands for your refer-
ence:
? Help menu: display one of several help texts available.
- / The ``what-is'' command, to tell what a symbol represents.
- You may choose to specify a location or type a symbol (or
- even a whole word) to explain. Specifying a location is
- done by moving the cursor to a particular spot on the map
- and then pressing one of `.', `,', `;', or `:'. `.' will
- explain the symbol at the chosen location, conditionally
- NetHack 3.6 January 18, 2016
+
+ NetHack 3.6 February 22, 2016
+ / The ``what-is'' command, to tell what a symbol represents.
+ You may choose to specify a location or type a symbol (or
+ even a whole word) to explain. Specifying a location is
+ done by moving the cursor to a particular spot on the map
+ and then pressing one of `.', `,', `;', or `:'. `.' will
+ explain the symbol at the chosen location, conditionally
check for ``More info?'' depending upon whether the help op-
tion is on, and then you will be asked to pick another loca-
- tion; `,' will explain the symbol but skip any additional
- information, then let you pick another location; `;' will
- skip additional info and also not bother asking you to
+ tion; `,' will explain the symbol but skip any additional
+ information, then let you pick another location; `;' will
+ skip additional info and also not bother asking you to
choose another location to examine; `:' will show additional
info, if any, without asking for confirmation. When picking
- a location, pressing the ESC key will terminate this com-
- mand, or pressing `?' will give a brief reminder about how
+ a location, pressing the ESC key will terminate this com-
+ mand, or pressing `?' will give a brief reminder about how
it works.
- If the autodescribe option is on, a short description of
- what you see at each location is shown as you move the cur-
- sor. Typing `#' while picking a location will toggle that
- option on or off. The whatis_coord option controls whether
+ If the autodescribe option is on, a short description of
+ what you see at each location is shown as you move the cur-
+ sor. Typing `#' while picking a location will toggle that
+ option on or off. The whatis_coord option controls whether
the short description includes map coordinates.
- Specifying a name rather than a location always gives any
+ Specifying a name rather than a location always gives any
additional information available about that name.
- You may also request a description of nearby monsters, all
- monsters currently displayed, nearby objects, or all ob-
+ You may also request a description of nearby monsters, all
+ monsters currently displayed, nearby objects, or all ob-
jects. The whatis_coord option controls which format of map
coordinate is included with their descriptions.
& Tell what a command does.
- < Go up to the previous level (if you are on a staircase or
+ < Go up to the previous level (if you are on a staircase or
ladder).
> Go down to the next level (if you are on a staircase or lad-
der).
[yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If
- you sense or remember a monster there, you will fight the
- monster instead. Only these one-step movement commands
- cause you to fight monsters; the others (below) are
+ Go one step in the direction indicated (see Figure 2). If
+ you sense or remember a monster there, you will fight the
+ monster instead. Only these one-step movement commands
+ cause you to fight monsters; the others (below) are
``safe.''
y k u 7 8 9
Figure 2
- [YUHJKLBN]
- Go in that direction until you hit a wall or run into some-
- thing.
-
-
-
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ [YUHJKLBN]
+ Go in that direction until you hit a wall or run into some-
+ thing.
+
m[yuhjklbn]
- Prefix: move without picking up objects or fighting (even
+ Prefix: move without picking up objects or fighting (even
if you remember a monster there)
F[yuhjklbn]
- Prefix: fight a monster (even if you only guess one is
+ Prefix: fight a monster (even if you only guess one is
there)
M[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <CONTROL->[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not con-
+ Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
_ Travel to a map location via a shortest-path algorithm.
- The shortest path is computed over map locations the hero
- knows about (e.g. seen or previously traversed). If there
+ The shortest path is computed over map locations the hero
+ knows about (e.g. seen or previously traversed). If there
is no known path, a guess is made instead. Stops on most of
- the same conditions as the `G' command, but without picking
- up objects, similar to the `M' command. For ports with
- mouse support, the command is also invoked when a mouse-
+ the same conditions as the `G' command, but without picking
+ up objects, similar to the `M' command. For ports with
+ mouse support, the command is also invoked when a mouse-
click takes place on a location other than the current posi-
tion.
A Remove one or more worn items, such as armor.
- Use `T' (take off) to take off only one piece of armor or
+ Use `T' (take off) to take off only one piece of armor or
`R' (remove) to take off only one accessory.
^A Redo the previous command.
c Close a door.
- C Call (name) a monster, an individual object, or a type of
+ C Call (name) a monster, an individual object, or a type of
object.
Same as extended command ``#name''.
^C Panic button. Quit the game.
- d Drop something.
- Ex. ``d7a'' means drop seven items of object a.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 12
- NetHack Guidebook 12
+ d Drop something.
+ Ex. ``d7a'' means drop seven items of object a.
D Drop several things.
``What kinds of things do you want to drop? [!%= BUCXaium]''
- you should type zero or more object symbols possibly fol-
+ you should type zero or more object symbols possibly fol-
lowed by `a' and/or `i' and/or `u' and/or `m'. In addition,
- one or more of the blessed/uncursed/cursed groups may be
+ one or more of the blessed/uncursed/cursed groups may be
typed.
DB - drop all objects known to be blessed.
E- - write in the dust with your fingers.
- Engraving the word ``Elbereth'' will cause most monsters to
+ Engraving the word ``Elbereth'' will cause most monsters to
not attack you hand-to-hand (but if you attack, you will rub
- it out); this is often useful to give yourself a breather.
- (This feature may be compiled out of the game, so your ver-
+ it out); this is often useful to give yourself a breather.
+ (This feature may be compiled out of the game, so your ver-
sion might not have it.)
- f Fire one of the objects placed in your quiver (or quiver
- sack, or that you have at the ready). You may select ammu-
+ f Fire one of the objects placed in your quiver (or quiver
+ sack, or that you have at the ready). You may select ammu-
nition with a previous `Q' command, or let the computer pick
something appropriate if autoquiver is true.
i List your inventory (everything you're carrying).
I List selected parts of your inventory, usually be specifying
- the character for a particular set of objects, like `[' for
+ the character for a particular set of objects, like `[' for
armor or `!' for potions.
- I* - list all gems in inventory;
- Iu - list all unpaid items;
- Ix - list all used up items that are on your shopping bill;
- IB - list all items known to be blessed;
- IU - list all items known to be uncursed;
- IC - list all items known to be cursed;
- IX - list all items whose bless/curse status is known;
- I$ - count your money.
- NetHack 3.6 January 18, 2016
+
+
+
+
+ NetHack 3.6 February 22, 2016
+ I* - list all gems in inventory;
+ Iu - list all unpaid items;
+ Ix - list all used up items that are on your shopping bill;
+ IB - list all items known to be blessed;
+ IU - list all items known to be uncursed;
+ IC - list all items known to be cursed;
+ IX - list all items whose bless/curse status is known;
+ I$ - count your money.
+
o Open a door.
O Set options.
- A menu showing the current option values will be displayed.
- You can change most values simply by selecting the menu en-
+ A menu showing the current option values will be displayed.
+ You can change most values simply by selecting the menu en-
try for the given option (ie, by typing its letter or click-
- ing upon it, depending on your user interface). For the
- non-boolean choices, a further menu or prompt will appear
- once you've closed this menu. The available options are
+ ing upon it, depending on your user interface). For the
+ non-boolean choices, a further menu or prompt will appear
+ once you've closed this menu. The available options are
listed later in this Guidebook. Options are usually set be-
fore the game rather than with the `O' command; see the sec-
tion on options below.
P Put on an accessory (ring, amulet, or blindfold).
This command may also be used to wear armor. The prompt for
- which inventory item to use will only list accessories, but
- choosing an unlisted item of armor will attempt to wear it.
+ which inventory item to use will only list accessories, but
+ choosing an unlisted item of armor will attempt to wear it.
(See the `W' command below. It lists armor as the inventory
choices but will accept an accessory and attempt to put that
on.)
^P Repeat previous message.
- Subsequent ^P's repeat earlier messages. The behavior can
+ Subsequent ^P's repeat earlier messages. The behavior can
be varied via the msg_window option.
q Quaff (drink) something (potion, water, etc).
- Q Select an object for your quiver, quiver sack, or just gen-
- erally at the ready (only one of these is available at a
- time). You can then throw this (or one of these) using the
+ Q Select an object for your quiver, quiver sack, or just gen-
+ erally at the ready (only one of these is available at a
+ time). You can then throw this (or one of these) using the
`f' command.
- (In versions prior to 3.3 this was the command to quit the
+ (In versions prior to 3.3 this was the command to quit the
game, which has been moved to ``#quit''.)
r Read a scroll or spellbook.
R Remove a worn accessory (ring, amulet, or blindfold).
- If you're wearing more than one, you'll be prompted for
- which one to remove. When you're only wearing one, then by
- default it will be removed without asking, but you can set
- the paranoid_confirmation option to require a prompt.
- This command may also be used to take off armor. The prompt
- for which inventory item to remove only lists worn acces-
- sories, but an item of worn armor can be chosen. (See the
- `T' command below. It lists armor as the inventory choices
- but will accept an accessory and attempt to remove it.)
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ If you're wearing more than one, you'll be prompted for
+ which one to remove. When you're only wearing one, then by
+ default it will be removed without asking, but you can set
+ the paranoid_confirmation option to require a prompt.
+
+ This command may also be used to take off armor. The prompt
+ for which inventory item to remove only lists worn acces-
+ sories, but an item of worn armor can be chosen. (See the
+ `T' command below. It lists armor as the inventory choices
+ but will accept an accessory and attempt to remove it.)
+
^R Redraw the screen.
- s Search for secret doors and traps around you. It usually
+ s Search for secret doors and traps around you. It usually
takes several tries to find something.
- S Save (and suspend) the game. The game will be restored au-
+ S Save (and suspend) the game. The game will be restored au-
tomatically the next time you play.
t Throw an object or shoot a projectile.
T Take off armor.
- If you're wearing more than one piece, you'll be prompted
- for which one to take off. (Note that this treats a cloak
- covering a suit and/or a shirt, or a suit covering a shirt,
+ If you're wearing more than one piece, you'll be prompted
+ for which one to take off. (Note that this treats a cloak
+ covering a suit and/or a shirt, or a suit covering a shirt,
as if the underlying items weren't there.) When you're only
- wearing one, then by default it will be taken off without
- asking, but you can set the paranoid_confirmation option to
+ wearing one, then by default it will be taken off without
+ asking, but you can set the paranoid_confirmation option to
require a prompt.
- This command may also be used to remove accessories. The
- prompt for which inventory item to take off only lists worn
- armor, but a worn accessory can be chosen. (See the `R'
+ This command may also be used to remove accessories. The
+ prompt for which inventory item to take off only lists worn
+ armor, but a worn accessory can be chosen. (See the `R'
command above. It lists accessories as the inventory choic-
- es but will accept an item of armor and attempt to take it
+ es but will accept an item of armor and attempt to take it
off.)
^T Teleport, if you have the ability.
w- - wield nothing, use your bare hands.
- Some characters can wield two weapons at once; use the `X'
+ Some characters can wield two weapons at once; use the `X'
command (or the ``#twoweapon'' extended command) to do so.
W Wear armor.
- This command may also be used to put on an accessory (ring,
- amulet, or blindfold). The prompt for which inventory item
- to use will only list armor, but choosing an unlisted acces-
- sory will attempt to put it on. (See the `P' command above.
- It lists accessories as the inventory choices but will ac-
- cept an item of armor and attempt to wear it.)
-
- x Exchange your wielded weapon with the item in your alternate
- weapon slot.
- The latter is used as your secondary weapon when engaging in
- two-weapon combat. Note that if one of these slots is
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- empty, the exchange still takes place.
+ This command may also be used to put on an accessory (ring,
+ amulet, or blindfold). The prompt for which inventory item
+ to use will only list armor, but choosing an unlisted acces-
+ sory will attempt to put it on. (See the `P' command above.
+ It lists accessories as the inventory choices but will ac-
+ cept an item of armor and attempt to wear it.)
+
+ x Exchange your wielded weapon with the item in your alternate
+ weapon slot.
+
+ The latter is used as your secondary weapon when engaging in
+ two-weapon combat. Note that if one of these slots is emp-
+ ty, the exchange still takes place.
X Toggle two-weapon combat, if your character can do it. Also
available via the ``#twoweapon'' extended command.
- (In versions prior to 3.6 this was the command to switch
+ (In versions prior to 3.6 this was the command to switch
from normal play to "explore mode", also known as "discovery
mode", which has now been moved to ``#explore''.)
^X Display basic information about your character.
- Displays name, role, race, gender (unless role name makes
- that redundant, such as Caveman or Priestess), and align-
- ment, along with your patron deity and his or her opposi-
- tion. It also shows most of the various items of informa-
+ Displays name, role, race, gender (unless role name makes
+ that redundant, such as Caveman or Priestess), and align-
+ ment, along with your patron deity and his or her opposi-
+ tion. It also shows most of the various items of informa-
tion from the status line(s) in a less terse form, including
- several additional things which don't appear in the normal
+ several additional things which don't appear in the normal
status display due to space considerations.
z Zap a wand.
@ Toggle the autopickup option on and off.
- ^ Ask for the type of a trap you found earlier.
- ) Tell what weapon you are wielding.
+ __________
+ (R)UNIX is a registered trademark of AT&T.
- [ Tell what armor you are wearing.
- = Tell what rings you are wearing.
+ NetHack 3.6 February 22, 2016
- " Tell what amulet you are wearing.
- ( Tell what tools you are using.
- __________
- (R)UNIX is a registered trademark of AT&T.
+ NetHack Guidebook 16
- NetHack 3.6 January 18, 2016
+ ^ Ask for the type of a trap you found earlier.
+ ) Tell what weapon you are wielding.
+ [ Tell what armor you are wearing.
- NetHack Guidebook 16
+ = Tell what rings you are wearing.
+ " Tell what amulet you are wearing.
+ ( Tell what tools you are using.
* Tell what equipment you are using.
+ List the spells you know.
- Using this command, you can also rearrange the order in
- which your spells are listed, either by sorting the entire
- list or by picking one spell from the menu then picking an-
- other to swap places with it. Swapping pairs of spells
+ Using this command, you can also rearrange the order in
+ which your spells are listed, either by sorting the entire
+ list or by picking one spell from the menu then picking an-
+ other to swap places with it. Swapping pairs of spells
changes their casting letters, so the change lasts after the
- current `+' command finishes. Sorting the whole list is
- temporary. To make the most recent sort order persist be-
- yond the current `+' command, choose the sort option again
- and then pick "reassign casting letters". (Any spells
- learned after that will be added to the end of the list
+ current `+' command finishes. Sorting the whole list is
+ temporary. To make the most recent sort order persist be-
+ yond the current `+' command, choose the sort option again
+ and then pick "reassign casting letters". (Any spells
+ learned after that will be added to the end of the list
rather than be inserted into the sorted ordering.)
\ Show what types of objects have been discovered.
# Perform an extended command.
- As you can see, the authors of NetHack used up all the let-
+ As you can see, the authors of NetHack used up all the let-
ters, so this is a way to introduce the less frequently used
- commands. What extended commands are available depends on
+ commands. What extended commands are available depends on
what features the game was compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option
is ``on'').
- This command allows you to move an item from one particular
- inventory slot to another so that it has a letter which is
+ This command allows you to move an item from one particular
+ inventory slot to another so that it has a letter which is
more meaningful for you or that it will appear in a particu-
- lar location when inventory listings are displayed. ``#ad-
- just'' can also be used to split a stack of objects; when
- choosing the item to adjust, enter a count prior to its let-
- ter.
-
- #annotate
- Allows you to specify one line of text to associate with the
- current dungeon level. All levels with annotations are dis-
- played by the ``#overview'' command.
+ lar location when inventory listings are displayed. ``#ad-
+ just'' can also be used to split a stack of objects; when
- #chat
- Talk to someone.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 17
- NetHack Guidebook 17
+ choosing the item to adjust, enter a count prior to its let-
+ ter.
+ #annotate
+ Allows you to specify one line of text to associate with the
+ current dungeon level. All levels with annotations are dis-
+ played by the ``#overview'' command.
+ #chat
+ Talk to someone.
#conduct
List voluntary challenges you have maintained.
Kick something.
#loot
- Loot a box or bag on the floor beneath you, or the saddle
+ Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you.
#monster
- Use a monster's special ability (when polymorphed into mon-
+ Use a monster's special ability (when polymorphed into mon-
ster form).
#name
- Name a monster, an individual object, or a type of object.
+ Name a monster, an individual object, or a type of object.
Same as `C'.
#offer
Offer a sacrifice to the gods.
- You'll need to find an altar to have any chance at success.
- Corpses of recently killed monsters are the fodder of
- choice.
+ You'll need to find an altar to have any chance at success.
+ Corpses of recently killed monsters are the fodder of
- #overview
- Display information you've discovered about the dungeon.
- Any visited level (unless forgotten due to amnesia) with an
- annotation is included, and many things (altars, thrones,
- fountains, and so on; extra stairs leading to another dun-
- geon branch) trigger an automatic annotation. If dungeon
- overview is chosen during end-of-game disclosure, every vis-
- ited level will be included regardless of annotations.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 18
- NetHack Guidebook 18
+ choice.
+ #overview
+ Display information you've discovered about the dungeon.
+ Any visited level (unless forgotten due to amnesia) with an
+ annotation is included, and many things (altars, thrones,
+ fountains, and so on; extra stairs leading to another dun-
+ geon branch) trigger an automatic annotation. If dungeon
+ overview is chosen during end-of-game disclosure, every vis-
+ ited level will be included regardless of annotations.
#pray
Pray to the gods for help.
- Praying too soon after receiving prior help is a bad idea.
- (Hint: entering the dungeon alive is treated as having re-
+ Praying too soon after receiving prior help is a bad idea.
+ (Hint: entering the dungeon alive is treated as having re-
ceived help. You probably shouldn't start off a new game by
- praying right away.) Since using this command by accident
- can cause trouble, there is an option to make you confirm
- your intent before praying. It is enabled by default, and
- you can reset the paranoid_confirmation option to disable
+ praying right away.) Since using this command by accident
+ can cause trouble, there is an option to make you confirm
+ your intent before praying. It is enabled by default, and
+ you can reset the paranoid_confirmation option to disable
it.
#quit
Quit the program without saving your game.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
- quitting. By default a response of 'y' acknowledges that
+ Since using this command by accident would throw away the
+ current game, you are asked to confirm your intent before
+ quitting. By default a response of 'y' acknowledges that
intent. You can set the paranoid_confirmation option to re-
quire a response of "yes" instead.
Sit down.
#terrain
- Show bare map without displaying monsters, objects, or
+ Show bare map without displaying monsters, objects, or
traps.
#tip
- Tip over a container (bag or box) to pour out its contents.
+ Tip over a container (bag or box) to pour out its contents.
#turn
Turn undead.
#twoweapon
Toggle two-weapon combat on or off.
- Note that you must use suitable weapons for this type of
- combat, or it will be automatically turned off.
- #untrap
- Untrap something (trap, door, or chest).
- In some circumstances it can also be used to rescue trapped
- monsters.
+ NetHack 3.6 February 22, 2016
- #version
- Print compile time options for this version of NetHack.
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 19
- NetHack Guidebook 19
+ Note that you must use suitable weapons for this type of
+ combat, or it will be automatically turned off.
+
+ #untrap
+ Untrap something (trap, door, or chest).
+ In some circumstances it can also be used to rescue trapped
+ monsters.
+ #version
+ Print compile time options for this version of NetHack.
#wipe
Wipe off your face.
Help menu: get the list of available extended commands.
If your keyboard has a meta key (which, when pressed in com-
- bination with another key, modifies it by setting the `meta'
- [8th, or `high'] bit), you can invoke many extended commands by
+ bination with another key, modifies it by setting the `meta'
+ [8th, or `high'] bit), you can invoke many extended commands by
meta-ing the first letter of the command. In NT, OS/2, PC and ST
NetHack, the `Alt' key can be used in this fashion; on the Amiga,
- set the altmeta option to get this behavior. On other systems,
- if typing `Alt' plus another key transmits a two character se-
+ set the altmeta option to get this behavior. On other systems,
+ if typing `Alt' plus another key transmits a two character se-
quence consisting of an Escape followed by the other key, you may
set the altmeta option to have nethack combine them into
meta+key.
M-l #loot
- M-m #monster
- M-n #name
- M-o #offer
- M-O #overview
+ NetHack 3.6 February 22, 2016
- M-p #pray
- M-q #quit
+ NetHack Guidebook 20
- NetHack 3.6 January 18, 2016
+ M-m #monster
+ M-n #name
+ M-o #offer
- NetHack Guidebook 20
+ M-O #overview
+ M-p #pray
+ M-q #quit
M-r #rub
M-w #wipe
- If the number_pad option is on, some additional letter com-
+ If the number_pad option is on, some additional letter com-
mands are available:
- h Help menu: display one of several help texts available,
+ h Help menu: display one of several help texts available,
like ``?''.
j Jump to another location. Same as ``#jump'' or ``M-j''.
k Kick something (usually a door). Same as `^D'.
- l Loot a box or bag on the floor beneath you, or the saddle
- from a steed standing next to you. Same as ``#loot'' or
+ l Loot a box or bag on the floor beneath you, or the saddle
+ from a steed standing next to you. Same as ``#loot'' or
``M-l''.
- N Name a monster, an individual object, or a type of object.
- Same as ``#name'' (or ``M-n'') which is the same as the `C'
+ N Name a monster, an individual object, or a type of object.
+ Same as ``#name'' (or ``M-n'') which is the same as the `C'
command.
- u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
+ u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
- Walls and corridors remain on the map as you explore them.
+ Rooms and corridors in the dungeon are either lit or dark.
+ Any lit areas within your line of sight will be displayed; dark
- Secret corridors are hidden. You can find them with the `s'
- (search) command.
- 5.1. Doorways
+ NetHack 3.6 February 22, 2016
- Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
- which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 21
- NetHack Guidebook 21
+ areas are only displayed if they are within one space of you.
+ Walls and corridors remain on the map as you explore them.
+ Secret corridors are hidden. You can find them with the `s'
+ (search) command.
+ 5.1. Doorways
+ Doorways connect rooms and corridors. Some doorways have no
+ doors; you can walk right through. Others have doors in them,
+ which may be open, closed, or locked. To open a closed door, use
+ the `o' (open) command; to close it again, use the `c' (close)
command.
- You can get through a locked door by using a tool to pick
+ You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
- Open doors cannot be entered diagonally; you must approach
- them straight on, horizontally or vertically. Doorways without
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
- Doors can be useful for shutting out monsters. Most mon-
+ Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
- Secret doors are hidden. You can find them with the `s'
- (search) command. Once found they are in all ways equivalent to
+ Secret doors are hidden. You can find them with the `s'
+ (search) command. Once found they are in all ways equivalent to
normal doors.
5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- delver. For example, you may suddenly fall into a pit and be
+ There are traps throughout the dungeon to snare the unwary
+ delver. For example, you may suddenly fall into a pit and be
stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
- mand. Monsters can fall prey to traps, too, which can be a very
+ mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
There is a special pre-mapped branch of the dungeon based on
- the classic computer game ``Sokoban.'' The goal is to push the
- boulders into the pits or holes. With careful foresight, it is
- possible to complete all of the levels according to the tradi-
- tional rules of Sokoban. Some allowances are permitted in case
+ the classic computer game ``Sokoban.'' The goal is to push the
+ boulders into the pits or holes. With careful foresight, it is
+ possible to complete all of the levels according to the tradi-
+ tional rules of Sokoban. Some allowances are permitted in case
the player gets stuck; however, they will lower your luck.
5.3. Stairs (`<', `>')
- In general, each level in the dungeon will have a staircase
+ In general, each level in the dungeon will have a staircase
going up (`<') to the previous level and another going down (`>')
- to the next level. There are some exceptions though. For in-
- stance, fairly early in the dungeon you will find a level with
- two down staircases, one continuing into the dungeon and the oth-
- er branching into an area known as the Gnomish Mines. Those
- mines eventually hit a dead end, so after exploring them (if you
- choose to do so), you'll need to climb back up to the main dun-
- geon.
-
- When you traverse a set of stairs, or trigger a trap which
- sends you to another level, the level you're leaving will be de-
- activated and stored in a file on disk. If you're moving to a
- previously visited level, it will be loaded from its file on disk
- and reactivated. If you're moving to a level which has not yet
- been visited, it will be created (from scratch for most random
- levels, from a template for some ``special'' levels, or loaded
+ 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
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- from the remains of an earlier game for a ``bones'' level as
- briefly described below). Monsters are only active on the cur-
- rent level; those on other levels are essentially placed into
+ other 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
+ previously visited level, it will be loaded from its file on disk
+ and reactivated. If you're moving to a level which has not yet
+ been visited, it will be created (from scratch for most random
+ levels, from a template for some ``special'' levels, or loaded
+ from the remains of an earlier game for a ``bones'' level as
+ briefly described below). Monsters are only active on the cur-
+ rent level; those on other levels are essentially placed into
stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
+ sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
5.4. Ladders (`<', `>')
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
5.5. Shops and shopping
- Occasionally you will run across a room with a shopkeeper
- near the door and many items lying on the floor. You can buy
+ Occasionally you will run across a room with a shopkeeper
+ near the door and many items lying on the floor. You can buy
items by picking them up and then using the `p' command. You can
- inquire about the price of an item prior to picking it up by us-
- ing the ``#chat'' command while standing on it. Using an item
- prior to paying for it will incur a charge, and the shopkeeper
- won't allow you to leave the shop until you have paid any debt
+ inquire about the price of an item prior to picking it up by us-
+ ing the ``#chat'' command while standing on it. Using an item
+ prior to paying for it will incur a charge, and the shopkeeper
+ won't allow you to leave the shop until you have paid any debt
you owe.
- You can sell items to a shopkeeper by dropping them to the
- floor while inside a shop. You will either be offered an amount
- of gold and asked whether you're willing to sell, or you'll be
- told that the shopkeeper isn't interested (generally, your item
- needs to be compatible with the type of merchandise carried by
+ 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 sometimes run out of money. When that happens,
- you'll be offered credit instead of gold when you try to sell
- something. Credit can be used to pay for purchases, but it is
- only good in the shop where it was obtained; other shopkeepers
- won't honor it. (If you happen to find a "credit card" in the
- dungeon, don't bother trying to use it in shops; shopkeepers will
- not accept it.)
- The `$' command, which reports the amount of gold you are
- carrying (in inventory, not inside bags or boxes), will also show
- current shop debt or credit, if any. The `Iu' command lists un-
- paid items (those which still belong to the shop) if you are car-
- rying any. The `Ix' command shows an inventory-like display of
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- any unpaid items which have been used up, along with other shop
+ Shopkeepers sometimes run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
+ dungeon, don't bother trying to use it in shops; shopkeepers will
+ not accept it.)
+
+ The `$' command, which reports the amount of gold you are
+ carrying (in inventory, not inside bags or boxes), will also show
+ current shop debt or credit, if any. The `Iu' command lists un-
+ paid items (those which still belong to the shop) if you are car-
+ rying any. The `Ix' command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
fees, if any.
5.5.1. Shop idiosyncracies
* 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
+ * A shopkeeper treats the spot immediately inside the door as if
it were outside the shop.
* While the shopkeeper watches you like a hawk, he will generally
ignore any other customers.
- * If a shop is "closed for inventory", it will not open of its
+ * 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-
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'', or its synonym `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
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand ``#name'', or its synonym `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
+ The extended command ``#chat'' can be used to interact with
+ an adjacent monster. There is no actual dialog (in other words,
+ you don't get to choose what you'll say), but chatting with some
monsters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
- 6.1. Fighting
-
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
- business unless you attack them. Some of them are very dangerous
- when angered. Remember: discretion is the better part of valor.
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of 'y' acknowledges that in-
- tent, which can be error prone if you're using 'y' to move. You
- can set the paranoid_confirmation option to require a response of
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 24
- NetHack Guidebook 24
+ 6.1. Fighting
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
+ business unless you attack them. Some of them are very dangerous
+ when angered. Remember: discretion is the better part of valor.
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of 'y' acknowledges that in-
+ tent, which can be error prone if you're using 'y' to move. You
+ can set the paranoid_confirmation option to require a response of
"yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ 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'), cat (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. It
+ You start the game with a little dog (`d'), cat (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. It
usually feeds itself on fresh carrion and other meats. If you're
- worried about it or want to train it, you can feed it, too, by
- throwing it food. A properly trained pet can be very useful un-
+ worried about it or want to train it, you can feed it, too, by
+ throwing it food. A properly trained pet can be very useful un-
der certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
+ 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
+ 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
+ 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-
- der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
- with the `#ride' command. Lead the beast around the dungeon when
- riding, in the same manner as you would move yourself. It is the
- beast that you will see displayed on the map.
-
- Riding skill is managed by the `#enhance' command. See the
- section on Weapon proficiency for more information about that.
-
-
+ 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
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 25
- NetHack Guidebook 25
+ order to forge the alliance. Once you do have the beast under
+ your control however, you can easily climb in and out of the sad-
+ dle with the `#ride' command. Lead the beast around the dungeon
+ when riding, in the same manner as you would move yourself. It
+ is the beast that you will see displayed on the map.
+ Riding skill is managed by the `#enhance' command. See the
+ section on Weapon proficiency for more information about that.
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.
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ 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 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 car-
- rying around with you through the dungeon will encumber you.
- Your reactions will get slower and you'll burn calories faster,
- requiring food more frequently to cope with it. Eventually,
- you'll be so overloaded that you'll either have to discard some
- of what you're carrying or collapse under its weight.
-
- NetHack will tell you how badly you have loaded yourself.
- The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
+ There comes a point, though, when the weight of all of that stuff
+ you are carrying around with you through the dungeon will encum-
+ ber you. Your reactions will get slower and you'll burn calories
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
+ some of what you're carrying or collapse under its weight.
+
+ NetHack will tell you how badly you have loaded yourself.
+ The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
`Overloaded' are displayed on the bottom line display to indicate
your condition.
When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
- mands, above).
-
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
- will vary from game to game.
+ sented with a list of inventory letters to choose from (see
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 26
- NetHack Guidebook 26
+ Commands, above).
+ Some objects, such as weapons, are easily differentiated.
+ Others, like scrolls and potions, are given descriptions which
+ vary according to type. During a game, any two objects with the
+ same description are the same type. However, the descriptions
+ will vary from game to game.
When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the ``#name'' command, or its synonym `C', for the same purpose
- at any time, to name all objects of a particular type or just an
+ 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, or its synonym `C', 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
+ already been named, specifying a space as the value will remove
the prior name instead of assigning a new one.
7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
+ 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-
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
- Objects can also be blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For ex-
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A ``glass half full versus glass half empty''
+ 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.
- 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
+ distinguished in your inventory by the presence of the word
``cursed'', ``uncursed'' or ``blessed'' in the description of the
item. In some cases ``uncursed'' will be omitted as being redun-
- dant when enough other information is displayed. The implic-
- it_uncursed option can be used to control this; toggle it off to
+ dant when enough other information is displayed. The implic-
+ it_uncursed option can be used to control this; toggle it off to
have ``uncursed'' be displayed even when that can be deduced from
- other attributes.
- 7.2. Weapons (`)')
- Given a chance, most monsters in the Mazes of Menace will
- gratuitously try to kill you. You need weapons for self-defense
- (killing them first). Without a weapon, you do only 1-2 hit
- points of damage (plus bonuses, if any). Monk characters are an
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 27
- NetHack Guidebook 27
+ other attributes.
+ 7.2. Weapons (`)')
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
exception; they normally do much more damage with bare hands than
they do with weapons.
There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ 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
+ 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 si-
- multaneously as primary and secondary; use the `#twoweapon' ex-
- tended command to engage or disengage that. Only some types of
- characters (barbarians, for instance) have the necessary skill
- available. Even with that skill, using two weapons at once in-
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the ``two weapon combat'' skill, you may wield both weapons si-
+ multaneously as primary and secondary; use the `#twoweapon' ex-
+ tended command to engage or disengage that. Only some types of
+ characters (barbarians, for instance) have the necessary skill
+ available. Even with that skill, using two weapons at once in-
curs a penalty in the chance to hit your target compared to using
just one weapon at a time.
- There might be times when you'd rather not wield any weapon
- at all. To accomplish that, wield `-', or else use the `A' com-
- mand which allows you to unwield the current weapon in addition
+ There might be times when you'd rather not wield any weapon
+ at all. To accomplish that, wield `-', or else use the `A' com-
+ mand which allows you to unwield the current weapon in addition
to taking off other worn items.
- Those of you in the audience who are AD&D players, be aware
- that each weapon which existed in AD&D does roughly the same dam-
- age to monsters in NetHack. Some of the more obscure weapons
- (such as the aklys, lucern hammer, and bec-de-corbin) are defined
- in an appendix to Unearthed Arcana, an AD&D supplement.
- The commands to use weapons are `w' (wield), `t' (throw),
- `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
- (exchange), `#twoweapon', and `#enhance' (see below).
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ Those of you in the audience who are AD&D players, be aware
+ that each weapon which existed in AD&D does roughly the same dam-
+ age to monsters in NetHack. Some of the more obscure weapons
+ (such as the aklys, lucern hammer, and bec-de-corbin) are defined
+ in an appendix to Unearthed Arcana, an AD&D supplement.
+
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
+ (exchange), `#twoweapon', and `#enhance' (see below).
+
7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
+ 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-
+ 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
+ be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
- You can simplify the throwing operation by using the `Q'
- command to select your preferred ``missile'', then using the `f'
- command to throw it. You'll be prompted for a direction as
- above, but you don't have to specify which item to throw each
+ 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
+ quiver sack, or have at the ready) when the inventory slot used
for `Q' runs out.
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
of ammunition at once -- or hold several missiles in your hand --
- and still hit a target is not an easy task. Rangers are among
- those who are adept at this task, as are those with a high level
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
+ and still hit a target is not an easy task. Rangers are among
+ those who are adept at this task, as are those with a high level
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
number_pad mode) would ensure that at most 2 arrows are shot even
- if you could have fired 3. If you specify a larger number than
+ if you could have fired 3. If you specify a larger number than
would have been shot (``4f'' in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
in the same direction; if the first ones kill a monster, the oth-
ers can still continue beyond that spot.
- 7.2.2. Weapon proficiency
- You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
- your role, your experience level, and use of the weapons.
- For the purposes of proficiency, weapons have been divided
- up into various groups such as daggers, broadswords, and
- polearms. Each role has a limit on what level of proficiency a
- character can achieve for each group. For instance, wizards can
- become highly skilled in daggers or staves but not in swords or
- NetHack 3.6 January 18, 2016
+
+ NetHack 3.6 February 22, 2016
+ 7.2.2. Weapon proficiency
+
+ You will have varying degrees of skill in the weapons avail-
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
+ your role, your experience level, and use of the weapons.
+
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
bows.
- The `#enhance' extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
+ The `#enhance' extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
become eligible to do so. The skill rankings are ``none'' (some-
- times also referred to as ``restricted'', because you won't be
- able to advance), ``unskilled'', ``basic'', ``skilled'', and
+ times also referred to as ``restricted'', because you won't be
+ able to advance), ``unskilled'', ``basic'', ``skilled'', and
``expert''. Restricted skills simply will not appear in the list
- shown by `#enhance'. (Divine intervention might unrestrict a
+ shown by `#enhance'. (Divine intervention might unrestrict a
particular skill, in which case it will start at unskilled and be
- limited to basic.) Some characters can enhance their barehanded
- combat or martial arts skill beyond expert to ``master'' or
+ limited to basic.) Some characters can enhance their barehanded
+ combat or martial arts skill beyond expert to ``master'' or
``grand master''.
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use `#enhance' to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use `#enhance' to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
- use. To wield two weapons, you need to use the ``#twoweapon''
- command. But first you need to have a weapon in each hand.
- (Note that your two weapons are not fully equal; the one in the
- hand you normally wield with is considered primary and the other
- one is considered secondary. The most noticeable difference is
- after you stop--or before you begin, for that matter--wielding
- two weapons at once. The primary is your wielded weapon and the
- secondary is just an item in your inventory that's been designat-
- ed as alternate weapon.)
+ up to do so can seem cumbersome but becomes second nature with
+ use. To wield two weapons, you need to use the ``#twoweapon''
+ command. But first you need to have a weapon in each hand.
+ (Note that your two weapons are not fully equal; the one in the
+ hand you normally wield with is considered primary and the other
+ one is considered secondary. The most noticeable difference is
+ after you stop--or before you begin, for that matter--wielding
+ two weapons at once. The primary is your wielded weapon and the
- 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.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 30
- NetHack Guidebook 30
+ secondary is just an item in your inventory that's been designat-
+ ed as alternate weapon.)
+ If your primary weapon is wielded but your off hand is empty
+ or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
+ hands. If your secondary or alternate weapon is correct but your
+ primary one is not, simply use 'w' to wield the primary. Lastly,
+ if neither hand holds the correct weapon, use 'w', 'x', 'w' to
+ first wield the intended secondary, swap it to off hand, and then
+ wield the primary.
- The whole process can be simplified via use of the push-
+ 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 ``#twoweapon''
+ When in two-weapon combat mode, using the ``#twoweapon''
command toggles back to single-weapon mode. Throwing or dropping
- either of the weapons or having one of them be stolen or de-
+ either of the weapons or having one of them be stolen or de-
stroyed will also make you revert to single-weapon combat.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
chain mail 5
orcish chain mail 6
scale mail 6
+ dragon scales 7
studded leather armor 7
ring mail 7
orcish ring mail 8
leather armor 8
- leather jacket 9
- no armor 10
-
- You can also wear other pieces of armor (ex. helmets, boots,
- shields, cloaks) to lower your armor class even further, but you
- can only wear one item of each category (one suit of armor, one
- cloak, one helmet, one shield, and so on) at a time.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its ``plus'' (or minus)
- will subtract from your armor class. For example, a +1 chain
- mail would give you better protection than normal chain mail,
- lowering your armor class one unit further to 4. When you put on
- a piece of armor, you immediately find out the armor class and
- any ``plusses'' it provides. Cursed pieces of armor usually have
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- negative enchantments (minuses) in addition to being unremovable.
+ leather jacket 9
+ no armor 10
- 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.
+ You can also wear other pieces of armor (ex. helmets, boots,
+ shields, cloaks) to lower your armor class even further, but you
+ can only wear one item of each category (one suit of armor, one
+ cloak, one helmet, one shield, and so on) at a time.
+
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its ``plus'' (or minus)
+ will subtract from your armor class. For example, a +1 chain
+ mail would give you better protection than normal chain mail,
+ lowering your armor class one unit further to 4. When you put on
+ a piece of armor, you immediately find out the armor class and
+ any ``plusses'' it provides. Cursed pieces of armor usually have
+ negative enchantments (minuses) in addition to being unremovable.
+
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
+ hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can also be used to take off armor as well as
+ The `A' command can also be used to take off armor as well as
other worn items.
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins (``cans'') will usu-
- ally stay fresh, but ice boxes are heavy, and tins take a while
+ ally stay fresh, but ice boxes are heavy, and tins take a while
to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
fects.
- You can name one food item after something you like to eat
+ You can name one food item after something you like to eat
with the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (ex. ``READ ME,'' or
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (ex. ``READ ME,'' or
``THANX MAUD'' backwards). Scrolls disappear after you read them
- (except for blank ones, without magic spells on them).
- One of the most useful of these is the scroll of identify,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
- A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
- NetHack know where to look for new mail by setting the ``MAIL''
- environment variable to the file name of your mailbox. You may
- also want to set the ``MAILREADER'' environment variable to the
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 32
- NetHack Guidebook 32
+ (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.
- file name of your favorite reader, so NetHack can shell to it
- when you read the scroll. On versions of NetHack where mail is
- randomly generated internal to the game, these environment vari-
- ables are ignored. You can disable the mail daemon by turning
+ A mail daemon may run up and deliver mail to you as a scroll
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
+ NetHack know where to look for new mail by setting the ``MAIL''
+ environment variable to the file name of your mailbox. You may
+ also want to set the ``MAILREADER'' environment variable to the
+ file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll. On versions of NetHack where mail is
+ randomly generated internal to the game, these environment vari-
+ ables are ignored. You can disable the mail daemon by turning
off the mail option.
The command to read a scroll is `r'.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip (``#dip'') an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Magic wands usually have multiple magical charges. Some
- wands are directional--you must give a direction in which to zap
- them. You can also zap them at yourself (just give a `.' or `s'
- for the direction). Be warned, however, for this is often unwise.
- Other wands are nondirectional--they don't require a direction.
- The number of charges in a wand is random and decreases by one
- whenever you use it.
+ Wands usually have multiple magical charges. Some types of
+ wands require a direction in which to zap them. You can also zap
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
+ don't require a direction. The number of charges in a wand is
+ random and decreases by one whenever you use it.
When the number of charges left in a wand becomes zero, at-
tempts to use the wand will usually result in nothing happening.
such an explosion starts out very small and increases each time
the wand is recharged.
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 33
+
+
+
In a truly desperate situation, when your back is up against
the wall, you might decide to go for broke and break your wand.
This is not for the faint of heart. Doing so will almost cer-
The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 33
-
-
-
7.8. Rings (`=')
Rings are very useful items, since they are relatively per-
Casting a spell calls forth magical energies and focuses
them with your naked mind. Some of the magical energy released
- comes from within you, and casting several spells in a row may
- tire you. Casting of spells also requires practice. With prac-
- tice, your skill in each category of spell casting will improve.
- Over time, however, your memory of each spell will dim, and you
- will need to relearn it.
-
- Some spells are directional--you must give a direction in
- which to cast them. You can also cast them at yourself (just
- give a `.' or `s' for the direction). Be warned, however, for
- this is often unwise. Other spells are nondirectional--they
- don't require a direction.
+ 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.
- Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
- grouped. Successfully casting a spell exercises its skill group;
- using the `#enhance' command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
- during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
- ``Weapon proficiency''.)
+ Some spells require a direction in which to cast them, simi-
+ lar to wands. To cast one at yourself, just give a `.' or `s'
-
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ for the direction. A few spells require you to pick a target lo-
+ cation rather than just specify a particular direction. Other
+ spells don't require any direction or target.
+
+ Just as weapons are divided into groups in which a character
+ can become proficient (to varying degrees), spells are similarly
+ grouped. Successfully casting a spell exercises its skill group;
+ using the `#enhance' command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
+ during casting attempts, and improve the accuracy of the estimate
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
+ ``Weapon proficiency''.)
+
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
+ 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.
The command to use tools is `a' (apply).
7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the ``#loot'' extended
- command when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the ``#loot'' extended
+ command when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
+ 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.
-
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove).
- 7.12. Gems (`*')
+ NetHack 3.6 February 22, 2016
- 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
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 35
+ Only one amulet may be worn at a time, around your neck.
- NetHack Guidebook 35
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove).
+ 7.12. Gems (`*')
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
+ Valuable gems increase your score if you bring them with you when
+ you exit.
- projectile weapons (if you have a sling). In the most desperate
- of cases, you can still throw them by hand.
+ Other small rocks are also categorized as gems, but they are
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
+ cases, you can still throw them by hand.
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Very large humanoids (giants and their ilk) have been known
+ Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
+ they depict instead.
+
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
+ 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
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
they win the game.
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
- creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
- violate any food challenges either.
-
- A strict vegan diet is one which avoids any food derived
- from animals. The primary source of nutrition is fruits and veg-
- etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
- while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
- counts against foodless conduct.
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 36
- NetHack Guidebook 36
+ creatures can survive long periods of time without food, there is
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
+ violate any food challenges either.
+ A strict vegan diet is one which avoids any food derived
+ from animals. The primary source of nutrition is fruits and veg-
+ etables. The corpses and tins of blobs (`b'), jellies (`j'), and
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
+ while polymorphed into a creature that can digest it is also con-
+ sidered vegan food. Note however that eating such items still
+ counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ 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
+ 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
+ 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
+ compatible with a vegan diet. Slime molds or player-defined
+ ``fruits'', although they could be anything from ``cherries'' to
``pork chops'', are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this con-
- duct; that is a choice left to the player. Offering the Amulet
- of Yendor to your god is necessary to win the game and is not
- counted against this conduct. You are also not penalized for be-
- ing spoken to by an angry god, priest(ess), or other religious
- figure; a true atheist would hear the words but attach no special
- meaning to them.
-
- Most players fight with a wielded weapon (or tool intended
- to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
- of item; or fight with your hands and feet.
+ 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
- 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.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 37
- NetHack Guidebook 37
+ counted against this conduct. You are also not penalized for be-
+ ing spoken to by an angry god, priest(ess), or other religious
+ figure; a true atheist would hear the words but attach no special
+ meaning to them.
+ Most players fight with a wielded weapon (or tool intended
+ to be wielded as a weapon). Another challenge is to win the game
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
+ of item; or fight with your hands and feet.
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
+ possible to gain experience by other means.
An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single ``x'' (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
- There are several other challenges tracked by the game. It
+ 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 de-
- cline. You can change the form of an item into another item of
- the same type (``polypiling'') or the form of your own body into
- another creature (``polyself'') by wand, spell, or potion of
+ may respond with the monster type ``none'' if you want to de-
+ cline. You can change the form of an item into another item of
+ the same type (``polypiling'') or the form of your own body into
+ another creature (``polyself'') by wand, spell, or potion of
polymorph; avoiding these effects are each considered challenges.
- Polymorphing monsters, including pets, does not break either of
- these challenges. Finally, you may sometimes receive wishes; a
- game without an attempt to wish for any items is a challenge, as
- is a game without wishing for an artifact (even if the artifact
+ Polymorphing monsters, including pets, does not break either of
+ these challenges. Finally, you may sometimes receive wishes; a
+ game without an attempt to wish for any items is a challenge, as
+ is a game without wishing for an artifact (even if the artifact
immediately disappears). When the game offers you an opportunity
- to make a wish for an item, you may choose ``nothing'' if you
+ to make a wish for an item, you may choose ``nothing'' if you
want to decline.
9. Options
- Due to variations in personal tastes and conceptions of how
+ 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
- the NETHACKOPTIONS environment variable or in a configuration
- file. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game or a global
- configuration for system administrators.
- 9.2. Using 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.
+ NetHack 3.6 February 22, 2016
+
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 38
- NetHack Guidebook 38
+ them. You can also set options automatically by placing them in
+ the NETHACKOPTIONS environment variable or in a configuration
+ file. Some versions of NetHack also have front-end programs that
+ allow you to set options before starting the game or a global
+ configuration for system administrators.
+ 9.2. Using 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.
For example, to set up an environment variable so that ``au-
- toquiver'' is on, ``autopickup'' is off, the name is set to
- ``Blue Meanie'', and the fruit is set to ``papaya'', you would
+ toquiver'' is on, ``autopickup'' is off, the name is set to
+ ``Blue Meanie'', and the fruit is set to ``papaya'', you would
enter the command
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
- in csh (note the need to escape the ! since it's special to the
+ in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
9.3. Using a configuration file
- Any line in the configuration file starting with `#' is
- treated as a comment. Any line in the configuration file start-
- ing with ``OPTIONS='' may be filled out with options in the same
+ Any line in the configuration file starting with `#' is
+ treated as a comment. Any line in the configuration file start-
+ ing with ``OPTIONS='' may be filled out with options in the same
syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS=''
is taken as defining the corresponding symbol in a different syn-
- tax, a sequence of decimal numbers giving the character position
- in the current font to be used in displaying each entry. Such a
- sequence can be continued to multiple lines by putting a `\' at
+ tax, a sequence of decimal numbers giving the character position
+ in the current font to be used in displaying each entry. Such a
+ sequence can be continued to multiple lines by putting a `\' at
the end of each line to be continued.
Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken as
- defining an exception to the pickup_types option. There is a
+ defining an exception to the pickup_types option. There is a
section of this Guidebook that discusses that.
The default name of the configuration file varies on differ-
- ent operating systems. On DOS and Windows, it is ``defaults.nh''
+ ent operating systems. On DOS and Windows, it is ``defaults.nh''
in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
- and Mac OS X it is ``.nethackrc'' in the user's home directory.
- NETHACKOPTIONS can also be set to the full name of a file you
+ and Mac OS X it is ``.nethackrc'' in the user's home directory.
+ NETHACKOPTIONS can also be set to the full name of a file you
want to use (possibly preceded by an `@').
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 39
+
+
+
Here is a short example of config file contents:
# Set your character's role, race, gender, and alignment.
# No startup splash screen. Windows GUI only.
OPTIONS=!splash_screen
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 39
-
-
-
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
- prefix a `!' or ``no'' to the value, you can exclude that
- alignment from being picked randomly. Cannot be set with the
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
+ prefix the value with `!' or ``no'', you will exclude that
+ alignment from being picked randomly. Cannot be set with the
`O' command. Persistent.
autodescribe
- Automatically describe the terrain under cursor when asked to
- get a location on the map. The whatis_coord option controls
+ Automatically describe the terrain under cursor when asked to
+ get a location on the map. The whatis_coord option controls
whether the description includes map coordinates.
autodig
tent.
autopickup
- Automatically pick up things onto which you move (default on).
+ Automatically pick up things onto which you move (default on).
Persistent. See pickup_types to refine the behavior.
- autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command with an empty quiver (or quiver sack or have
- nothing at the ready). When true, the computer will fill your
- quiver or quiver sack or make ready some suitable weapon. Note
- that it will not take into account the blessed/cursed status,
- enchantment, damage, or quality of the weapon; you are free to
- manually fill your quiver or quiver sack or make ready with the
- `Q' command instead. If no weapon is found or the option is
- false, the `t' (throw) command is executed instead. Persis-
- tent. (default false)
-
- blind
- Start the character permanently blind. Persistent. (default
-
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
+ autoquiver
+ This option controls what happens when you attempt the `f'
+ (fire) command with an empty quiver (or quiver sack or have
+ nothing at the ready). When true, the computer will fill your
+ quiver or quiver sack or make ready some suitable weapon. Note
+ that it will not take into account the blessed/cursed status,
+ enchantment, damage, or quality of the weapon; you are free to
+ manually fill your quiver or quiver sack or make ready with the
+ `Q' command instead. If no weapon is found or the option is
+ false, the `t' (throw) command is executed instead. Persis-
+ tent. (default false)
+
+ blind
+ Start the character permanently blind. Persistent. (default
false)
bones
- Allow saving and loading bones files. Persistent. (default
+ Allow saving and loading bones files. Persistent. (default
true)
boulder
- Set the character used to display boulders (default is rock
- class symbol).
+ Set the character used to display boulders (default is the
+ ``large rock'' class symbol, ``').
catname
Name your starting cat (ex. ``catname:Morris''). Cannot be set
with the `O' command.
character
- Pick your type of character (ex. ``character:Monk''); synonym
- for ``role''. See ``name'' for an alternate method of specify-
- ing your role. Normally only the first letter of the value is
- examined; the string ``random'' is an exception.
+ Synonym for ``role'' to pick the type of your character (ex.
+ ``character:Monk''). See role for more details.
checkpoint
- Save game state after each level change, for possible recovery
+ Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
checkspace
- Check free disk space before writing files to disk (default
- on). You may have to turn this off if you have more than 2 GB
- free space on the partition used for your save and level files.
- Only applies when MFLOPPY was defined during compilation.
+ Check free disk space before writing files to disk (default
+ on). You may have to turn this off if you have more than 2 GB
+ free space on the partition used for your save and level files
+ (because too much space might overflow the calculation and end
+ up looking like insufficient space). Only applies when MFLOPPY
+ was defined during compilation.
clicklook
- Allows looking at things on the screen by navigating the mouse
+ 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
- peaceable creatures (default on). Persistent.
- dark_room
- Show out-of-sight areas of lit rooms (default off). Persis-
- tent.
- disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is `ni na nv ng nc no', prompt with default re-
- sponse of `n' for each candidate). Persistent. The possibili-
- ties are:
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ confirm
+ Have user confirm attacks on pets, shopkeepers, and other
+ peaceable creatures (default on). Persistent.
+
+ dark_room
+ Show out-of-sight areas of lit rooms (default off). Persis-
+ tent.
+ disclose
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is `ni na nv ng nc no', prompt with default re-
+ sponse of `n' for each candidate). Persistent. The possibili-
+ ties are:
i - disclose your inventory;
a - disclose your attributes;
c - display your conduct;
o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
+ 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;
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.
- (ex. ``disclose:yi na +v -g o'') The example sets inventory to
- prompt and default to yes, attributes to prompt and default to
- no, vanquished to disclose without prompting, genocided to not
- disclose and not prompt, conduct to implicitly prompt and de-
+ (ex. ``disclose:yi na +v -g o'') The example sets inventory to
+ prompt and default to yes, attributes to prompt and default to
+ no, vanquished to disclose without prompting, genocided to not
+ disclose and not prompt, conduct to implicitly prompt and de-
fault to no, and overview to disclose without prompting.
- Note that the vanquished monsters list includes all monsters
+ Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be set
+ Name your starting dog (ex. ``dogname:Fang''). Cannot be set
with the `O' command.
extmenu
- Changes the extended commands interface to pop-up a menu of
- available commands. It is keystroke compatible with the tradi-
- tional interface except that it does not require that you hit
- Enter. It is implemented only by the tty port (default off),
- when the game has been compiled to support tty graphics.
+ Changes the extended commands interface to pop-up a menu of
+ available commands. It is keystroke compatible with the
- female
- An obsolete synonym for ``gender:female''. Cannot be set with
- the `O' command.
- fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
- the remaining inventory letters. Persistent.
+ NetHack 3.6 February 22, 2016
- fruit
- Name a fruit after something you enjoy eating (ex.
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 42
- NetHack Guidebook 42
+ traditional interface except that it does not require that you
+ hit Enter. It is implemented only by the tty port (default
+ off), when the game has been compiled to support tty graphics.
+ female
+ An obsolete synonym for ``gender:female''. Cannot be set with
+ the `O' command.
+ fixinv
+ An object's inventory letter sticks to it when it's dropped
+ (default on). If this is off, dropping an object shifts all
+ the remaining inventory letters. Persistent.
- ``fruit:mango'') (default ``slime mold''). Basically a nostal-
- gic 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.
+ fruit
+ Name a fruit after something you enjoy eating (ex. ``fruit:man-
+ go'') (default ``slime mold''). Basically a nostalgic whimsy
+ that NetHack uses from time to time. You should set this to
+ something you find more appetizing than slime mold. Apples,
+ oranges, pears, bananas, and melons already exist in NetHack,
+ so don't use those.
gender
Your starting gender (gender:male or gender:female). You may
specify just the first letter. Although you can still denote
your gender using the ``male'' and ``female'' options, the
``gender'' option will take precedence. The default is to ran-
- domly pick an appropriate gender. If you prefix a `!' or
- ``no'' to the value, you can exclude that gender from being
- picked randomly. Cannot be set with the `O' command. Persis-
- tent.
+ domly pick an appropriate gender. If you prefix the value with
+ `!' or ``no'', you will exclude that gender from being picked
+ randomly. Cannot be set with the `O' command. Persistent.
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
+ 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.
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.
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.
horsename
- Name your starting horse (ex. ``horsename:Trigger''). Cannot
- be set with the `O' command.
+ Name your starting horse (ex. ``horsename:Trigger''). Cannot
- ignintr
- Ignore interrupt signals, including breaks (default off). Per-
- sistent.
-
- implicit_uncursed
- Omit "uncursed" from inventory lists, if possible (default on).
- legacy
- Display an introductory message when starting the game (default
- on). Persistent.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 43
+ be set with the `O' command.
- NetHack Guidebook 43
+ ignintr
+ Ignore interrupt signals, including breaks (default off). Per-
+ sistent.
+ implicit_uncursed
+ Omit "uncursed" from inventory lists, if possible (default on).
+ legacy
+ Display an introductory message when starting the game (default
+ on). Persistent.
lit_corridor
- Show corridor squares seen by night vision or a light source
+ Show corridor squares seen by night vision or a light source
held by your character as lit (default off). Persistent.
lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when looting,
- rather than the mnemonics `o', `i', and `b' (default off).
+ Use the old `a', `b', and `c' keyboard shortcuts when looting,
+ rather than the mnemonics `o', `i', and `b' (default off).
Persistent.
mail
Enable mail delivery during the game (default on). Persistent.
male
- An obsolete synonym for ``gender:male''. Cannot be set with
+ An obsolete synonym for ``gender:male''. Cannot be set with
the `O' command.
mention_walls
Give feedback when walking against a wall (default off).
menucolors
- Enable coloring menu lines (default off). See ``Configuring
+ Enable coloring menu lines (default off). See ``Configuring
Menu Colors'' on how to configure the colors.
menustyle
Controls the interface used when you need to choose various ob-
- jects (in response to the Drop command, for instance). The
- value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Tradi-
- tional was the only interface available for early versions; it
- consists of a prompt for object class characters, followed by
- an object-by-object prompt for all items matching the selected
- object class(es). Combination starts with a prompt for object
+ jects (in response to the Drop command, for instance). The
+ value specified should be the first letter of one of the fol-
+ lowing: traditional, combination, full, or partial. Tradi-
+ tional was the only interface available for early versions; it
+ consists of a prompt for object class characters, followed by
+ an object-by-object prompt for all items matching the selected
+ object class(es). Combination starts with a prompt for object
class(es) of interest, but then displays a menu of matching ob-
- jects rather than prompting one-by-one. Full displays a menu
- of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the ob-
+ jects rather than prompting one-by-one. Full displays a menu
+ of object classes rather than a character prompt, and then a
+ menu of matching objects for selection. Partial skips the ob-
ject class filtering and immediately displays a menu of all ob-
jects. Persistent.
menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
+ Menu character accelerator to deselect all items in a menu.
- menu_deselect_page
- Menu character accelerator to deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports. De-
- fault '\'.
- menu_first_page
- Menu character accelerator to jump to the first page in a menu.
- Implemented by the Amiga, Gem and tty ports. Default '^'.
+ NetHack 3.6 February 22, 2016
- menu_headings
- Controls how the headings in a menu are highlighted. Values
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 44
- NetHack Guidebook 44
+ Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
+ menu_deselect_page
+ Menu character accelerator to deselect all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports. De-
+ fault '\'.
+ menu_first_page
+ Menu character accelerator to jump to the first page in a menu.
+ Implemented by the Amiga, Gem and tty ports. Default '^'.
- are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
+ menu_headings
+ Controls how the headings in a menu are highlighted. Values
+ are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
Not all ports can actually display all types.
menu_invert_all
- Menu character accelerator to invert all items in a menu. Im-
+ Menu character accelerator to invert all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
menu_invert_page
- Menu character accelerator to invert all items on this page of
- a menu. Implemented by the Amiga, Gem and tty ports. Default
+ Menu character accelerator to invert all items on this page of
+ a menu. Implemented by the Amiga, Gem and tty ports. Default
'~'.
menu_last_page
- Menu character accelerator to jump to the last page in a menu.
+ Menu character accelerator to jump to the last page in a menu.
Implemented by the Amiga, Gem and tty ports. Default '|'.
menu_next_page
- Menu character accelerator to goto the next menu page. Imple-
+ Menu character accelerator to goto the next menu page. Imple-
mented by the Amiga, Gem and tty ports. Default '>'.
menu_objsyms
- Show object symbols in menu headings in menus where the object
+ 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
plemented by the Amiga, Gem and tty ports. Default '<'.
menu_search
- Menu character accelerator to search for a menu item. Imple-
+ Menu character accelerator to search for a menu item. Imple-
mented by the Amiga, Gem, X11 and tty ports. Default ':'.
menu_select_all
- Menu character accelerator to select all items in a menu. Im-
+ Menu character accelerator to select all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
- menu_select_page
- Menu character accelerator to select all items on this page of
- a menu. Implemented by the Amiga, Gem and tty ports. Default
- ','.
- msghistory
- The number of top line messages to save (and recall with ^P)
- (default 20). Cannot be set with the `O' command.
- msg_window
- Allows you to change the way recalled messages are displayed.
- (It is currently implemented for tty only.) The possible val-
- ues are:
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 45
- NetHack Guidebook 45
+ menu_select_page
+ Menu character accelerator to select all items on this page of
+ a menu. Implemented by the Amiga, Gem and tty ports. Default
+ ','.
+
+ msghistory
+ The number of top line messages to save (and recall with ^P)
+ (default 20). Cannot be set with the `O' command.
+ msg_window
+ Allows you to change the way recalled messages are displayed.
+ (It is currently implemented for tty only.) The possible val-
+ ues are:
s - single message (default; only choice prior to 3.4.0);
c - combination, two messages as `single', then as `full';
f - full window, oldest message first;
r - full window reversed, newest message first.
- For backward compatibility, no value needs to be specified
- (which defaults to `full'), or it can be negated (which de-
+ For backward compatibility, no value needs to be specified
+ (which defaults to `full'), or it can be negated (which de-
faults to `single').
name
- Set your character's name (defaults to your user name). You
- can also set your character's role by appending a dash and one
+ 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
Send padding nulls to the terminal (default on). Persistent.
number_pad
- Use digit keys instead of letters to move (default 0 or off).
+ Use digit keys instead of letters to move (default 0 or off).
Valid settings are:
0 - move by letters; `yuhjklbn'
4 - combines 3 with 2; phone layout plus MSDOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
- For backward compatibility, omitting a value is the same as
- specifying 1 and negating number_pad is the same as specifying
- 0. (Settings 2 and 4 are for compatibility with MSDOS or old
- PC Hack; in addition to the different behavior for `5', `Alt-5'
- acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
- date some German keyboards which have the location of the `y'
- and `z' keys swapped.) When moving by numbers, to enter a
- count prefix for those commands which accept one (such as
- ``12s'' to search twelve times), precede it with the letter `n'
- (``n12s'').
-
- packorder
- Specify the order to list object types in (default
- ``")[%?+!=/(*`0_''). The value of this option should be a
- string containing the symbols for the various object types.
+ For backward compatibility, omitting a value is the same as
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- Any omitted types are filled in at the end from the previous
+ specifying 1 and negating number_pad is the same as specifying
+ 0. (Settings 2 and 4 are for compatibility with MSDOS or old
+ PC Hack; in addition to the different behavior for `5', `Alt-5'
+ acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
+ date some German keyboards which have the location of the `y'
+ and `z' keys swapped.) When moving by numbers, to enter a
+ count prefix for those commands which accept one (such as
+ ``12s'' to search twelve times), precede it with the letter `n'
+ (``n12s'').
+
+ packorder
+ Specify the order to list object types in (default
+ ``")[%?+!=/(*`0_''). The value of this option should be a
+ string containing the symbols for the various object types.
+ Any omitted types are filled in at the end from the previous
order.
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 instead of ac-
+ than 'y', also require "no" to reject instead of ac-
cepting any non-yes response as no
quit - require "yes" rather than 'y' to confirm quitting the
game or switching into non-scoring explore mode;
- die - require "yes" rather than 'y' to confirm dying (not
+ die - require "yes" rather than 'y' to confirm dying (not
useful in normal play; applies to explore mode);
bones - require "yes" rather than 'y' to confirm saving bones
data when dying in debug mode;
- attack - require "yes" rather than 'y' to confirm attacking a
+ attack - require "yes" rather than 'y' to confirm attacking a
peaceful monster;
pray - require 'y' to confirm an attempt to pray rather than
immediately praying; on by default;
- wand - require "yes" rather than 'y' to confirm breaking a
+ wand - require "yes" rather than 'y' to confirm breaking a
wand;
Remove - require selection from inventory for 'R' and 'T' com-
mands even when wearing just one applicable item.
- By default, the pray choice is enabled, the others disabled.
- To disable it without setting any of the other choices, use
- ``paranoid_confirmation:none''. To keep it enabled while set-
+ By default, the pray choice is enabled, the others disabled.
+ To disable it without setting any of the other choices, use
+ ``paranoid_confirmation:none''. To keep it enabled while set-
ting any of the others, include it in the list, such as ``para-
noid_confirmation:attack pray Remove''.
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that im-
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
plement this feature. Persistent.
pettype
- Specify the type of your initial pet, if you are playing a
- character class that uses multiple types of pets; or choose to
- have no initial pet at all. Possible values are ``cat'',
- ``dog'', ``horse'', and ``none''. If the choice is not allowed
- for the role you are currently playing, it will be silently ig-
- nored. For example, ``horse'' will only be honored when play-
- ing a knight. Cannot be set with the `O' command.
-
- pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
- (Default `S'). Persistent.
-
- pickup_thrown
- If this option is on and autopickup is also on, try to pick up
+ Specify the type of your initial pet, if you are playing a
+ character class that uses multiple types of pets; or choose to
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- things that you threw, even if they aren't in pickup_types or
- match an autopickup exception. Default is on. Persistent.
+ have no initial pet at all. Possible values are ``cat'',
+ ``dog'', ``horse'', and ``none''. If the choice is not allowed
+ for the role you are currently playing, it will be silently ig-
+ nored. For example, ``horse'' will only be honored when play-
+ ing a knight. Cannot be set with the `O' command.
+
+ pickup_burden
+ When you pick up an item that would exceed this encumbrance
+ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
+ (Default `S'). Persistent.
+
+ pickup_thrown
+ If this option is on and autopickup is also on, try to pick up
+ things that you threw, even if they aren't in pickup_types or
+ match an autopickup exception. Default is on. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on.
sistent.
pile_limit
- When walking across a pile of objects on the floor, threshold
- at which the message "there are few/several/many objects here"
- is given instead of showing a popup list of those objects. A
- value of 0 means "no limit" (always list the objects); a value
- of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
+ 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.
race
- Selects your race (for example, ``race:human''). Default is
- random. If you prefix a `!' or ``no'' to the value, you can
- exclude that race from being picked randomly. Cannot be set
+ Selects your race (for example, ``race:human''). Default is
+ random. If you prefix the value with `!' or ``no'', you will
+ exclude that race from being picked randomly. Cannot be set
with the `O' command. Persistent.
- rest_on_space
- Make the space bar a synonym for the `.' (rest) command (de-
- fault off). Persistent.
-
- role
- Pick your type of character (ex. ``role:Samurai''); synonym for
- ``character''. See ``name'' for an alternate method of speci-
- fying your role. Normally only the first letter of the value
- is examined; `r' is an exception with ``Rogue'', ``Ranger'',
- and ``random'' values. If you prefix a `!' or ``no'' to the
- value, you can exclude that role from being picked randomly.
- Persistent.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 48
- NetHack Guidebook 48
+ rest_on_space
+ Make the space bar a synonym for the `.' (rest) command (de-
+ fault off). Persistent.
+ role
+ Pick your type of character (ex. ``role:Samurai''); synonym for
+ ``character''. See ``name'' for an alternate method of speci-
+ fying your role. Normally only the first letter of the value
+ is examined; `r' is an exception with ``Rogue'', ``Ranger'',
+ and ``random'' values. If you prefix the value with `!' or
+ ``no'', you will exclude that role from being picked randomly.
+ Cannot be set with the `O' command. Persistent.
roguesymset
- This option may be used to select one of the named symbol sets
- found within ``symbols'' to alter the symbols displayed on the
+ 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).
+ Prevent you from (knowingly) attacking your pets (default on).
Persistent.
scores
- Control what parts of the score list you are shown at the end
- (ex. ``scores:5 top scores/4 around my score/own scores'').
- Only the first letter of each category (`t', `a', or `o') is
+ Control what parts of the score list you are shown at the end
+ (ex. ``scores:5 top scores/4 around my score/own scores'').
+ Only the first letter of each category (`t', `a', or `o') is
necessary. Persistent.
showexp
Show your accumulated experience points on bottom line (default
off). Persistent.
- showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting af-
- fects only the appearance of the display, not the way the game
- treats you. Persistent.
- showscore
- Show your approximate accumulated score on bottom line (default
- off). Persistent.
- silent
- Suppress terminal beeps (default on). Persistent.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 49
- NetHack Guidebook 49
+ showrace
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting af-
+ fects only the appearance of the display, not the way the game
+ treats you. Persistent.
+ showscore
+ Show your approximate accumulated score on bottom line (default
+ off). Persistent.
+ silent
+ Suppress terminal beeps (default on). Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory
- and #loot commands and some others. Persistent. The possible
+ 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.
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.
+ Boldface monsters and ``--More--'' (default off). Persistent.
statushilites
- Enable coloring of status fields (default off). See ``Config-
+ Enable coloring of status fields (default off). See ``Config-
uring Status Hilites'' for futher information.
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 (ex. ``suppress_alert:3.3.1'').
symset
- This option may be used to select one of the named symbol sets
- found within ``symbols'' to alter the symbols displayed on the
- screen. Use ``symset:default'' to explicitly select the de-
+ This option may be used to select one of the named symbol sets
+ found within ``symbols'' to alter the symbols displayed on the
+ screen. Use ``symset:default'' to explicitly select the de-
fault symbols.
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off). Persistent.
- timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to ``tty'' interface
- only; ``X11'' interface always uses a timer based delay. The
- default is on if configured into the program.) Persistent.
- tombstone
- Draw a tombstone graphic upon your death (default on). Persis-
- tent.
- toptenwin
- Put the ending display in a NetHack window instead of on stdout
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 50
- NetHack Guidebook 50
+ timed_delay
+ When pausing momentarily for display effect, such as with ex-
+ plosions and moving objects, use a timer rather than sending
+ extra characters to the screen. (Applies to ``tty'' interface
+ only; ``X11'' interface always uses a timer based delay. The
+ default is on if configured into the program.) Persistent.
+ tombstone
+ Draw a tombstone graphic upon your death (default on). Persis-
+ tent.
- (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
+ toptenwin
+ Put the ending display in a NetHack window instead of on stdout
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
travel
Allow the travel command (default on). Turning this option off
- will prevent the game from attempting unintended moves if you
+ will prevent the game from attempting unintended moves if you
make inadvertent mouse clicks on the map window. Persistent.
verbose
- Provide more commentary during the game (default on). Persis-
+ 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 possibile settings are:
ridden with `map'.
windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with the
+ Select which windowing system to use, such as ``tty'' or
+ ``X11'' (default depends on version). Cannot be set with the
`O' command.
zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
- 9.5. Window Port Customization options
-
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
- that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- config file, and if the window port is capable of adjusting to
- suit your preferences, it will attempt to do so. If it can't it
- will silently ignore it. You can find out if an option is sup-
- ported by the window port that you are currently using by check-
- ing to see if it shows up in the Options list. Some options are
- dynamic and can be specified during the game with the `O'
- NetHack 3.6 January 18, 2016
+ NetHack 3.6 February 22, 2016
- command.
+ 9.5. Window Port Customization options
+
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
+ that you have chosen. Character strings that are too long may be
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ config file, and if the window port is capable of adjusting to
+ suit your preferences, it will attempt to do so. If it can't it
+ will silently ignore it. You can find out if an option is sup-
+ ported by the window port that you are currently using by check-
+ ing to see if it shows up in the Options list. Some options are
+ dynamic and can be specified during the game with the `O' com-
+ mand.
align_message
- Where to align or place the message window (top, bottom, left,
+ 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,
+ Where to align or place the status window (top, bottom, left,
or right).
ascii_map
NetHack should display an ascii character map if it can.
color
- NetHack should display color if it can for different monsters,
+ NetHack should display color if it can for different monsters,
objects, and dungeon features
eight_bit_tty
- NetHack should pass eight-bit character values (for example,
- specified with the traps option) straight through to your ter-
+ NetHack should pass eight-bit character values (for example,
+ specified with the traps option) straight through to your ter-
minal (default off).
font_map
- NetHack should use a font by the chosen name for the map win-
+ NetHack should use a font by the chosen name for the map win-
dow.
font_menu
- NetHack should use a font by the chosen name for menu windows.
+ NetHack should use a font by the chosen name for menu windows.
font_message
- NetHack should use a font by the chosen name for the message
+ NetHack should use a font by the chosen name for the message
window.
font_status
- NetHack should use a font by the chosen name for the status
+ NetHack should use a font by the chosen name for the status
window.
font_text
- NetHack should use a font by the chosen name for text windows.
+ NetHack should use a font by the chosen name for text windows.
+
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 52
+
+
font_size_map
NetHack should use this size font for the map window.
font_size_text
NetHack should use this size font for text windows.
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
fullscreen
NetHack should try and display on the entire screen rather than
in a window.
Allow use of the mouse for input and travel.
player_selection
- NetHack should pop up dialog boxes, or use prompts for charac-
+ NetHack should pop up dialog boxes, or use prompts for charac-
ter selection.
popup_dialog
NetHack should pop up dialog boxes for input.
preload_tiles
- NetHack should preload tiles into memory. For example, in the
- protected mode MSDOS version, control whether tiles get pre-
- loaded into RAM at the start of the game. Doing so enhances
- performance of the tile graphics, but uses more memory. (de-
+ NetHack should preload tiles into memory. For example, in the
+ protected mode MSDOS version, control whether tiles get pre-
+ loaded into RAM at the start of the game. Doing so enhances
+ performance of the tile graphics, but uses more memory. (de-
fault on). Cannot be set with the `O' command.
scroll_amount
- NetHack should scroll the display by this number of cells when
+ NetHack should scroll the display by this number of cells when
the hero reaches the scroll_margin.
scroll_margin
- NetHack should scroll the display when the hero or cursor is
+ NetHack should scroll the display when the hero or cursor is
this number of cells away from the edge of the window.
selectsaved
- NetHack should display a menu of existing saved games for the
+ NetHack should display a menu of existing saved games for the
player to choose from at game startup, if it can. Not all ports
support this option.
- softkeyboard
- Display an onscreen keyboard. Handhelds are most likely to
- support this option.
- splash_screen
- NetHack should display an opening splash screen when it starts
- up (default yes).
+ NetHack 3.6 February 22, 2016
- tiled_map
- NetHack should display a tiled map if it can.
- tile_file
- Specify the name of an alternative tile file to override the
- default.
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 53
+ softkeyboard
+ Display an onscreen keyboard. Handhelds are most likely to
+ support this option.
- NetHack Guidebook 53
+ splash_screen
+ NetHack should display an opening splash screen when it starts
+ up (default yes).
+ tiled_map
+ NetHack should display a tiled map if it can.
+ tile_file
+ Specify the name of an alternative tile file to override the
+ default.
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
message window.
windowcolors
- NetHack should display windows with the specified fore-
+ NetHack should display windows with the specified fore-
ground/background colors if it can.
wraptext
- NetHack port should wrap long lines of text if they don't fit
+ NetHack port should wrap long lines of text if they don't fit
in the visible area of the window.
9.6. Platform-specific Customization options
- Here are explanations of options that are used by specific
+ Here are explanations of options that are used by specific
platforms or ports to customize and change the port behavior.
altkeyhandler
- Select an alternate keystroke handler dll to load (Win32 tty
- NetHack only). The name of the handler is specified without
+ Select an alternate keystroke handler dll to load (Win32 tty
+ NetHack only). The name of the handler is specified without
the .dll extension and without any path information. Cannot be
set with the `O' command.
On Amiga, this option controls whether typing `Alt' plus anoth-
er key functions as a meta-shift for that key (default on).
- altmeta
- On other (non-Amiga) systems where this option is available, it
- can be set to tell nethack to convert a two character sequence
- beginning with ESC into a meta-shifted version of the second
- character (default off).
- This conversion is only done for commands, not for other input
- prompts. Note that typing one or more digits as a count prefix
- prior to a command--preceded by n if the number_pad option is
- set--is also subject to this conversion, so attempting to abort
- the count by typing ESC will leave nethack waiting for another
- character to complete the two character sequence. Type a sec-
- ond ESC to finish cancelling such a count. At other prompts a
- single ESC suffices.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 54
- NetHack Guidebook 54
+ altmeta
+ On other (non-Amiga) systems where this option is available, it
+ can be set to tell nethack to convert a two character sequence
+ beginning with ESC into a meta-shifted version of the second
+ character (default off).
+ This conversion is only done for commands, not for other input
+ prompts. Note that typing one or more digits as a count prefix
+ prior to a command--preceded by n if the number_pad option is
+ set--is also subject to this conversion, so attempting to abort
+ the count by typing ESC will leave nethack waiting for another
+ character to complete the two character sequence. Type a sec-
+ ond ESC to finish cancelling such a count. At other prompts a
+ single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read
- the keyboard (allowing the use of arrow keys to move) on ma-
- chines with an IBM PC compatible BIOS ROM (default off, OS/2,
+ 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.
soundcard
mand.
subkeyvalue
- (Win32 tty NetHack only). May be used to alter the value of
+ (Win32 tty NetHack only). May be used to alter the value of
keystrokes that the operating system returns to NetHack to help
- compensate for international keyboard issues. OPTIONS=subkey-
- value:171/92 will return 92 to NetHack, if 171 was originally
- going to be returned. You can use multiple subkeyvalue state-
+ compensate for international keyboard issues. OPTIONS=subkey-
+ value:171/92 will return 92 to NetHack, if 171 was originally
+ going to be returned. You can use multiple subkeyvalue state-
ments in the config file if needed. Cannot be set with the `O'
command.
video
Set the video mode used (PC NetHack only). Values are `autode-
- tect', `default', or `vga'. Setting `vga' (or `autodetect'
- with vga hardware present) will cause the game to display
- tiles. Cannot be set with the `O' command.
+ tect', `default', or `vga'. Setting `vga' (or `autodetect'
+ with vga hardware present) will cause the game to display
- videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
- of colors is red, green, brown, blue, magenta, cyan,
- bright.white, bright.red, bright.green, yellow, bright.blue,
- bright.magenta, and bright.cyan. Cannot be set with the `O'
- command.
- videoshades
- Set the intensity level of the three gray scales available (de-
- fault dark normal light, PC NetHack only). If the game display
- is difficult to read, try adjusting these scales; if this does
- not correct the problem, try !color. Cannot be set with the
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 55
- NetHack Guidebook 55
+ tiles. Cannot be set with the `O' command.
+ videocolors
+ Set the color palette for PC systems using NO_TERMS (default
+ 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
+ of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan. Cannot be set with the `O'
+ command.
+ videoshades
+ Set the intensity level of the three gray scales available (de-
+ fault dark normal light, PC NetHack only). If the game display
+ is difficult to read, try adjusting these scales; if this does
+ not correct the problem, try !color. Cannot be set with the
`O' command.
9.7. Regular Expressions
- Regular expressions are normally POSIX extended regular ex-
- pressions. It is possible to compile NetHack without regular ex-
- pression support on a platform where there is no regular expres-
- sion library. While this is not true of any modern platform, if
- your NetHack was built this way, patterns are instead glob pat-
+ 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.
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
+ By placing autopickup_exception lines in your configuration
+ file, you can define patterns to be checked when the game is
about to autopickup something.
autopickup_exception
- Sets an exception to the pickup_types option. The autopick-
- up_exception option should be followed by a regular expression
- to be used as a pattern to match against the singular form of
+ 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.
- A `never pickup' rule takes precedence over an `always pickup'
+ A `never pickup' rule takes precedence over an `always pickup'
rule if both match.
- Exceptions can be set with the `O' command, but ones set that
+ Exceptions can be set with the `O' command, but ones set that
way will not be preserved across saves and restores.
- Here are some examples:
- autopickup_exception="<*arrow"
- autopickup_exception=">*corpse"
- autopickup_exception=">* cursed*"
- The first example above will result in autopickup of any
- type of arrow. The second example results in the exclusion of
- any corpse from autopickup. The last example results in the ex-
- clusion of items known to be cursed from autopickup.
+ NetHack 3.6 February 22, 2016
- 9.9. Configuring Message Types
- You can change the way the messages are shown in the message
- area, when the message matches a user-defined pattern.
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 56
+ Here are some examples:
- NetHack Guidebook 56
+ autopickup_exception="<*arrow"
+ autopickup_exception=">*corpse"
+ autopickup_exception=">* cursed*"
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
+ clusion of items known to be cursed from autopickup.
+ 9.9. Configuring Message Types
+
+ You can change the way the messages are shown in the message
+ area, when the message matches a user-defined pattern.
In general, the config file entries to configure the message
types look like this: MSGTYPE=type "pattern"
stop - wait for user with more-prompt.
norep - show the message once, but not again if no other message is shown in between.
- Here's an example of message types using NetHack's internal
+ 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
+ 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
+ The order of the defined MSGTYPE-lines is important; the last
+ matching rule is used. Put the general case first, exceptions
below them.
9.10. Configuring Menu Colors
Some platforms allow you to define colors used in menu lines
- when the line matches a user-defined pattern. At this time the
+ when the line matches a user-defined pattern. At this time the
tty, win32tty and win32gui support this.
- In general, the config file entries to configure the menu
+ In general, the config file entries to configure the menu
color mappings look like this:
- MENUCOLOR="pattern"=color&attribute
- pattern - the pattern to match;
- color - the color to use for lines matching the pat-
- tern;
- attribute - the attribute to use for lines matching the
- pattern. The attribute is optional, and if
- left out, you must also leave out the preced-
- ing ampersand. If no attribute is defined,
- no attribute is used.
- The pattern should be a regular expression.
+ NetHack 3.6 February 22, 2016
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
- ta, lightcyan, and white.
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 57
- NetHack Guidebook 57
+ MENUCOLOR="pattern"=color&attribute
+ pattern - the pattern to match;
+ color - the color to use for lines matching the pat-
+ tern;
+ attribute - the attribute to use for lines matching the
+ pattern. The attribute is optional, and if
+ left out, you must also leave out the preced-
+ ing ampersand. If no attribute is defined,
+ no attribute is used.
+
+ The pattern should be a regular expression.
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ ta, lightcyan, and white.
- Allowed attributes are none, bold, dim, underline, blink, and
- inverse. Note that the platform used may interpret the at-
+ Allowed attributes are none, bold, dim, underline, blink, and
+ inverse. Note that the platform used may interpret the at-
tributes any way it wants.
- Here's an example of menu colors using NetHack's internal pat-
+ Here's an example of menu colors using NetHack's internal pat-
tern matching facility:
MENUCOLOR="* blessed *"=green
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
- specifies that any menu line with " blessed " contained in it
- will be shown in green color, lines with " cursed " will be
- shown in red, and lines with " cursed " followed by "(being
- worn)" on the same line will be shown in red color and under-
- lined. You can have multiple MENUCOLOR entries in your config
- file, and the last MENUCOLOR-line in your config file that
+ specifies that any menu line with " blessed " contained in it
+ will be shown in green color, lines with " cursed " will be
+ shown in red, and lines with " cursed " followed by "(being
+ worn)" on the same line will be shown in red color and under-
+ lined. You can have multiple MENUCOLOR entries in your config
+ file, and the last MENUCOLOR-line in your config file that
matches a menu line will be used for the line.
Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
+ 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.
9.11. Configuring User Sounds
- Some platforms allow you to define sound files to be played
- when a message that matches a user-defined pattern is delivered
+ Some platforms allow you to define sound files to be played
+ when a message that matches a user-defined pattern is delivered
to the message window. At this time the Qt port and the win32tty
and win32gui ports support the use of user sounds.
- The following config file entries are relevant to mapping
+ The following config file entries are relevant to mapping
user sounds to messages:
SOUNDDIR
The directory that houses the sound files to be played.
- SOUND
- An entry that maps a sound file to a user-specified message
- pattern. Each SOUND entry is broken down into the following
- parts:
- MESG - message window mapping (the only one supported in
- 3.6);
- pattern - the pattern to match;
- sound file - the sound file to play;
- volume - the volume to be set while playing the sound file.
- The pattern should be a POSIX extended regular expression.
+ NetHack 3.6 February 22, 2016
- 9.12. Configuring Status Hilites
- Your copy of NetHack may have been compiled with support for
- ``Status Hilites''. If so, you can customize your game display
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 58
+ SOUND
+ An entry that maps a sound file to a user-specified message
+ pattern. Each SOUND entry is broken down into the following
+ parts:
- NetHack Guidebook 58
+ MESG - message window mapping (the only one supported in
+ 3.6);
+ pattern - the pattern to match;
+ sound file - the sound file to play;
+ volume - the volume to be set while playing the sound file.
+ The pattern should be a POSIX extended regular expression.
+ 9.12. Configuring Status Hilites
+ Your copy of NetHack may have been compiled with support for
+ ``Status Hilites''. If so, you can customize your game display
by setting thresholds to change the color or appearance of fields
in the status display.
- For example, the following line in your config file will
- cause the hitpoints field to display in the color red if your
+ For example, the following line in your config file will
+ cause the hitpoints field to display in the color red if your
hitpoints drop to or below a threshold of 30%:
OPTION=hilite_status: hitpoints/30%/red/normal
- For another example, the following line in your config file
+ For another example, the following line in your config file
will cause wisdom to be displayed red if it drops and green if it
rises.
hitpoints hitpoints-max dungeon-level
experience condition
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
ta, lightcyan, and white.
- Allowed attributes are bold, inverse, normal. Note that the
+ Allowed attributes are bold, inverse, normal. Note that the
platform used may interpret the attributes any way it wants.
Behaviours can occur based on percentage thresholds, updown, or
- absolute values. The in-game options menu can help you deter-
+ absolute values. The in-game options menu can help you deter-
mine the correct syntax for a config file.
- The whole feature can be disabled by setting option sta-
- tushilites off.
- 9.13. Modifying NetHack Symbols
- NetHack can load entire symbol sets from the symbol file.
- The options that are used to select a particular symbol set
- from the symbol file are:
+ NetHack 3.6 February 22, 2016
- symset
- Set the name of the symbol set that you want to load.
- roguesymset
- Set the name of the symbol set that you want to load for dis-
- play on the rogue level.
+ NetHack Guidebook 59
- NetHack 3.6 January 18, 2016
+ The whole feature can be disabled by setting option sta-
+ tushilites off.
+ 9.13. Modifying NetHack Symbols
+ NetHack can load entire symbol sets from the symbol file.
- NetHack Guidebook 59
+ The options that are used to select a particular symbol set
+ from the symbol file are:
+ symset
+ Set the name of the symbol set that you want to load.
+ roguesymset
+ Set the name of the symbol set that you want to load for dis-
+ play on the rogue level.
- You can also override one or more symbols using the SYMBOLS
- config file option. Symbols are specified as name:value pairs.
- Note that NetHack escape-processes the value string in conven-
+ You can also override one or more symbols using the SYMBOLS
+ config file option. Symbols are specified as name:value pairs.
+ Note that NetHack escape-processes the value string in conven-
tional C fashion. This means that \ is a prefix to take the fol-
lowing character literally. Thus \ needs to be represented as \\.
The special escape form \m switches on the meta bit in the symbol
- value, and the \^ prefix causes the following character to be
+ value, and the \^ prefix causes the following character to be
treated as a control character.
NetHack Symbols
_ S_chain (iron chain)
# S_cloud (cloud)
c S_cockatrice (cockatrice)
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 60
+
+
+
$ S_coin (pile of coins)
# S_corr (corridor)
- S_crwall (wall)
`\' S_explode3 (explosion top right)
| S_explode4 (explosion middle left)
S_explode5 (explosion middle center)
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 60
-
-
-
| S_explode6 (explosion middle right)
`\' S_explode7 (explosion bottom left)
- S_explode8 (explosion bottom center)
} S_lava (molten lava)
l S_leprechaun (leprechaun)
^ S_level_teleporter (level teleporter)
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 61
+
+
+
L S_lich (lich)
y S_light (light)
# S_litcorr (lit corridor)
p S_piercer (piercer)
^ S_pit (pit)
# S_poisoncloud (poison cloud)
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 61
-
-
-
^ S_polymorph_trap (polymorph trap)
} S_pool (water)
! S_potion (potion)
`\' S_sw_tr (swallow top right)
- S_tdwall (wall)
^ S_teleportation_trap (teleportation trap)
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 62
+
+
+
S_throne (opulent throne)
- S_tlcorn (top left corner)
| S_tlwall (wall)
< S_upstair (staircase up)
V S_vampire (vampire)
| S_vbeam (wall)
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 62
-
-
-
# S_vcdbridge (vertical raised drawbridge)
+ S_vcdoor (closed door)
^ S_vibrating_square (vibrating square)
9.14. Configuring NetHack for Play by the Blind
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- examine this Guidebook before playing so you have an idea what
- the screen layout is like. You'll also need to be able to locate
- the PC cursor. It is always where your character is located.
- Merely searching for an @-sign will not always find your charac-
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
- sense of the overall location of items on the screen.
-
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
- somewhat daunting. Included within the ``symbols'' file of all
- official distributions of NetHack is a symset called NHAccess.
- Selecting that symset in your configuration file will cause the
- game to run in a manner accessible to the blind. After you have
- gained some experience with the game and with editing files, you
- may want to alter settings via SYMBOLS= in your configuration
- file to better suit your preferences. The most crucial settings
- to make the game accessible are:
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
- symset:NHAccess
- Load a symbol set appropriate for use by blind players.
+ NetHack 3.6 February 22, 2016
- NetHack 3.6 January 18, 2016
+ NetHack Guidebook 63
- NetHack Guidebook 63
+ sense of the overall location of items on the screen.
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
+ somewhat daunting. Included within the ``symbols'' file of all
+ official distributions of NetHack is a symset called NHAccess.
+ Selecting that symset in your configuration file will cause the
+ game to run in a manner accessible to the blind. After you have
+ gained some experience with the game and with editing files, you
+ may want to alter settings via SYMBOLS= in your configuration
+ file to better suit your preferences. The most crucial settings
+ to make the game accessible are:
+ symset:NHAccess
+ Load a symbol set appropriate for use by blind players.
roguesymset:NHAccess
- Load a symbol set for the rogue level that is appropriate for
+ Load a symbol set for the rogue level that is appropriate for
use by blind players.
menustyle:traditional
This will assist in the interface to speech synthesizers.
number_pad
- A lot of speech access programs use the number-pad to review
+ 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.
9.15. Global Configuration for System Administrators
- If NetHack is compiled with the SYSCF option, a system ad-
- ministrator should set up a global configuration; this is a file
+ If NetHack is compiled with the SYSCF option, a system ad-
+ ministrator should set up a global configuration; this is a file
in the same format as the traditional per-user configuration file
(see above). This file should be named sysconf and placed in the
- same directory as the other NetHack support files. The options
+ same directory as the other NetHack support files. The options
recognized in this file are listed below. Any option not set us-
- es a compiled-in default (which may not be appropriate for your
+ es a compiled-in default (which may not be appropriate for your
system).
- WIZARDS A space-separated list of user names who are allowed to
- play in wizard mode (the debugging mode, not the magic-using
+ WIZARDS = A space-separated list of user names who are allowed
+ to play in wizard mode (the debugging mode, not the magic-using
role). A value of a single asterisk (*) allows anyone to start
a game in wizard mode.
- SHELLERS A list of users who are allowed to use the shell es-
+ 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
+ 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-
+ MAXPLAYERS = Limit the maximum number of games that can be run-
ning at the same time.
- SUPPORT A string explaining how to get local support (no de-
- fault value).
- RECOVER A string explaining how to recover a game on this sys-
- tem (no default value).
- SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE
- option (see the source for details on this function).
- CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the
- UID checking for savefiles.
+ NetHack 3.6 February 22, 2016
- The following options affect the score file:
- PERSMAX Maximum number of entries for one person.
+ NetHack Guidebook 64
- NetHack 3.6 January 18, 2016
+ SUPPORT = A string explaining how to get local support (no de-
+ fault value).
+ RECOVER = A string explaining how to recover a game on this
+ system (no default value).
+ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
+ option. When disabled, incubi and succubi behave like nymphs.
- NetHack Guidebook 64
+ CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
+ ARDS, and SHELLERS check for the player name instead of the us-
+ er's login name.
+
+ CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
+ UID (used identification number) checking for save files (to
+ verify that the user who is restoring is the same one who
+ saved).
+ The following options affect the score file:
+ PERSMAX = Maximum number of entries for one person.
- ENTRYMAX Maximum number of entries in the score file.
+ ENTRYMAX = Maximum number of entries in the score file.
- POINTSMIN Minimum number of points to get an entry in the score
- file.
+ POINTSMIN = Minimum number of points to get an entry in the
+ score file.
- PERS_IS_UID 0 or 1 to use user names or numeric userids, re-
+ 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).
+ MAX_STATUENAME_RANK = Maximum number of score file entries to
+ use for random statue names (default is 10).
10. Scoring
whatever you have. If you quit, you keep all your gold, but if
you swing and live, you might find more.
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 65
+
+
+
If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
other benefits of explore mode are left for the trepid reader to
discover.
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 65
-
-
-
11.1. Debug mode
Debug mode, also known as wizard mode, is undocumented aside
below:
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 66
+
+
+
Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
1.4. He then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 66
-
-
-
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 67
+
+
+
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
The 3.2 development team, comprised of Michael Allison, Ken
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 67
-
-
-
Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
The 3.3 development team, consisting of Michael Allison, Ken
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 68
+
+
+
Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
bug list, 3.3 proved stable enough to last for more than a year
and a half.
-
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 68
-
-
-
The 3.4 development team initially consisted of Michael Al-
lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
Christian ``Marvin'' Bressler maintained 3.4 for the Atari
after he resurrected it for 3.3.1.
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 69
+
+
+
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
Walz, and Paul Winner. Leading up to the release of 3.6.0 in
early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 69
-
-
-
Ray joined the NetHack development team.
In September 2014, an interim snapshot of the code under de-
Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released
3.6.1 as a bug fix release in January 2016.
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 70
+
+
+
The official NetHack web site is maintained by Ken Lorber at
http://www.nethack.org/.
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
-
-
- NetHack 3.6 January 18, 2016
-
-
-
-
-
- NetHack Guidebook 70
-
-
-
with the game. The Gods of the Dungeon sometimes make note of
the names of the worst of these miscreants in this, the list of
Dungeoneers:
Eric R. Smith Mark Modrall Steve Creps
Eric S. Raymond Marvin Bressler Steve Linhart
Erik Andersen Matthew Day Steve VanDevender
+
+
+
+ NetHack 3.6 February 22, 2016
+
+
+
+
+
+ NetHack Guidebook 71
+
+
+
Frederick Roeber Merlyn LeRoy Teemu Suikki
Gil Neiger Michael Allison Tim Lennan
Greg Laskin Michael Feir Timo Hakulinen
- NetHack 3.6 January 18, 2016
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ NetHack 3.6 February 22, 2016