Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
- November 30, 2020
+ December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
you have seen on the current dungeon level; as you explore more
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
you have available for spell casting. Again, resting will
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
scribe things that are impossible to represent visually. If you
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
Da - drop all objects, without asking for confirmation.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
an arrow while not wielding a bow, you are throwing it by
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
(R)UNIX is a registered trademark of The Open Group.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
Combines the preceding five type-specific commands into one.
- $ Count your gold pieces.
+ $ Report the gold you're carrying, possibly shop credit and/or
+ debt too.
+ 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.
- 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 com-
mands. What extended commands are available depends on what fea-
tures the game was compiled with.
Adjust inventory letters (most useful when the fixinv option
is "on"). Autocompletes. Default key is `M-a'.
- 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. You can
move to a currently empty slot, or if the destination is oc-
cupied--and won't merge--the item there will swap slots with
- the one being moved. "#adjust" can also be used to split a
- stack of objects; when choosing the item to adjust, enter a
+ the one being moved. "#adjust" can also be used to split a
+ stack of objects; when choosing the item to adjust, enter a
count prior to its letter.
- Adjusting without a count used to collect all compatible
- stacks when moving to the destination. That behavior has
+ Adjusting without a count used to collect all compatible
+ stacks when moving to the destination. That behavior has
been changed; to gather compatible stacks, "#adjust" a stack
- into its own inventory slot. If it has a name assigned,
- other stacks with the same name or with no name will merge
+ into its own inventory slot. If it has a name assigned,
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- provided that all their other attributes match. If it does
- not have a name, only other stacks with no name are eligi-
- ble. In either case, otherwise compatible stacks with a
- different name will not be merged. This contrasts with us-
+ other stacks with the same name or with no name will merge
+ provided that all their other attributes match. If it does
+ not have a name, only other stacks with no name are eligi-
+ ble. In either case, otherwise compatible stacks with a
+ different name will not be merged. This contrasts with us-
ing "#adjust" to move from one slot to a different slot. In
- that situation, moving (no count given) a compatible stack
+ that situation, moving (no count given) a compatible stack
will merge if either stack has a name when the other doesn't
- and give that name to the result, while splitting (count
- given) will ignore the source stack's name when deciding
+ and give that name to the result, while splitting (count
+ given) will ignore the source stack's name when deciding
whether to merge with the destination stack.
#annotate
Allows you to specify one line of text to associate with the
current dungeon level. All levels with annotations are dis-
- played by the "#overview" command. Autocompletes. Default
+ played by the "#overview" command. Autocompletes. Default
key is `M-A', and also `^N' if number_pad is on.
#apply
- Apply (use) a tool such as a pick-axe, a key, or a lamp.
+ Apply (use) a tool such as a pick-axe, a key, or a lamp.
Default key is `a'.
- If the tool used acts on items on the floor, using the `m'
+ If the tool used acts on items on the floor, using the `m'
prefix skips those items.
- If used on a wand, that wand will be broken, releasing its
+ If used on a wand, that wand will be broken, releasing its
magic in the process. Confirmation is required.
#attributes
Toggle the autopickup option on/off. Default key is `@'.
#call
- Call (name) a monster, or an object in inventory, on the
- floor, or in the discoveries list, or add an annotation for
- the current level (same as "#annotate"). Default key is
+ Call (name) a monster, or an object in inventory, on the
+ floor, or in the discoveries list, or add an annotation for
+ the current level (same as "#annotate"). Default key is
`C'.
#cast
Close a door. Default key is `c'.
#conduct
- List voluntary challenges you have maintained. Autocom-
+ List voluntary challenges you have maintained. Autocom-
pletes. Default key is `M-C'.
- See the section below entitled "Conduct" for details.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ See the section below entitled "Conduct" for details.
+
#dip
- Dip an object into something. Autocompletes. Default key
+ Dip an object into something. Autocompletes. Default key
is `M-d'.
#down
Drop specific item types. Default key is `D'.
#eat
- Eat something. Default key is `e'. The `m' prefix skips
+ Eat something. Default key is `e'. The `m' prefix skips
eating items on the floor.
#engrave
Engrave writing on the floor. Default key is `E'.
#enhance
- Advance or check weapon and spell skills. Autocompletes.
+ Advance or check weapon and spell skills. Autocompletes.
Default key is `M-e'.
#exploremode
Enter the explore mode.
Requires confirmation; default response is n (no). To real-
- ly switch to explore mode, respond with y. You can set the
- paranoid_confirmation:quit option to require a response of
+ ly switch to explore mode, respond with y. You can set the
+ paranoid_confirmation:quit option to require a response of
yes instead.
#fire
Force a lock. Autocompletes. Default key is `M-f'.
#glance
- Show what type of thing a map symbol corresponds to. De-
+ Show what type of thing a map symbol corresponds to. De-
fault key is `;'.
#help
- Show the help menu. Default key is `?', and also `h' if
+ Show the help menu. Default key is `?', and also `h' if
number_pad is on.
#herecmdmenu
#history
Show long version and game history. Default key is `V'.
- #inventory
- Show your inventory. Default key is `i'.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ #inventory
+ Show your inventory. Default key is `i'.
+
#inventtype
Inventory specific item types. Default key is `I'.
#invoke
- Invoke an object's special powers. Autocompletes. Default
+ Invoke an object's special powers. Autocompletes. Default
key is `M-i'.
#jump
- Jump to another location. Autocompletes. Default key is
+ Jump to another location. Autocompletes. Default key is
`M-j', and also `j' if number_pad is on.
#kick
- Kick something. Default key is `^D', and `k' if number_pad
+ Kick something. Default key is `^D', and `k' if number_pad
is on.
#known
is ``'.
#levelchange
- Change your experience level. Autocompletes. Debug mode
+ Change your experience level. Autocompletes. Debug mode
only.
#lightsources
Look at what is here, under you. Default key is `:'.
#loot
- Loot a box or bag on the floor beneath you, or the saddle
- from a steed standing next to you. Autocompletes. Precede
- with the `m' prefix to skip containers at your location and
+ Loot a box or bag on the floor beneath you, or the saddle
+ from a steed standing next to you. Autocompletes. Precede
+ with the `m' prefix to skip containers at your location and
go directly to removing a saddle. Default key is `M-l', and
also `l' if number_pad is on.
#monster
- Use a monster's special ability (when polymorphed into mon-
+ Use a monster's special ability (when polymorphed into mon-
ster form). Autocompletes. Default key is `M-m'.
#name
- Name a monster, an individual object, or a type of object.
- Same as "#call". Autocompletes. Default keys are `N', `M-
+ Name a monster, an individual object, or a type of object.
+ Same as "#call". Autocompletes. Default keys are `N', `M-
n', and `M-N'.
#offer
- Offer a sacrifice to the gods. Autocompletes. Default key
- is `M-o'.
-
-
+ Offer a sacrifice to the gods. Autocompletes. Default key
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- You'll need to find an altar to have any chance at success.
- Corpses of recently killed monsters are the fodder of
+ is `M-o'.
+
+ You'll need to find an altar to have any chance at success.
+ Corpses of recently killed monsters are the fodder of
choice.
The `m' prefix skips offering any items which are on the al-
Show and change option settings. Default key is `O'.
#overview
- Display information you've discovered about the dungeon.
- Any visited level (unless forgotten due to amnesia) with an
- annotation is included, and many things (altars, thrones,
- fountains, and so on; extra stairs leading to another dun-
- geon branch) trigger an automatic annotation. If dungeon
+ 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. Au-
+ ited level will be included regardless of annotations. Au-
tocompletes. Default keys are `^O', and `M-O'.
#panic
Test the panic routine. Terminates the current game. Auto-
completes. Debug mode only.
- Asks for confirmation; default is n (no); continue playing.
- To really panic, respond with y. You can set the para-
- noid_confirmation:quit option to require a response of yes
+ Asks for confirmation; default is n (no); continue playing.
+ To really panic, respond with y. You can set the para-
+ noid_confirmation:quit option to require a response of yes
instead.
#pay
Polymorph self. Autocompletes. Debug mode only.
#pray
- Pray to the gods for help. Autocompletes. Default key is
+ Pray to the gods for help. Autocompletes. Default key is
`M-p'.
- Praying too soon after receiving prior help is a bad idea.
- (Hint: entering the dungeon alive is treated as having re-
+ Praying too soon after receiving prior help is a bad idea.
+ (Hint: entering the dungeon alive is treated as having re-
ceived help. You probably shouldn't start off a new game by
- praying right away.) Since using this command by accident
- can cause trouble, there is an option to make you confirm
- your intent before praying. It is enabled by default, and
- you can reset the paranoid_confirmation option to disable
- it.
+ 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
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ you can reset the paranoid_confirmation option to disable
+ it.
+
#prevmsg
- Show previously displayed game messages. Default key is
+ Show previously displayed game messages. Default key is
`^P'.
#puton
- Put on an accessory (ring, amulet, etc). Default key is
+ Put on an accessory (ring, amulet, etc). Default key is
`P'.
#quaff
Quaff (drink) something. Default key is `q'.
#quit
- Quit the program without saving your game. Autocompletes.
+ Quit the program without saving your game. Autocompletes.
Default key is `M-q'.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
+ Since using this command by accident would throw away the
+ current game, you are asked to confirm your intent before
quitting. Default response is n (no); continue playing. To
- really quit, respond with y. You can set the paranoid_con-
+ really quit, respond with y. You can set the paranoid_con-
firmation:quit option to require a response of yes instead.
#quiver
Select ammunition for quiver. Default key is `Q'.
#read
- Read a scroll, a spellbook, or something else. Default key
+ Read a scroll, a spellbook, or something else. Default key
is `r'.
#redraw
- Redraw the screen. Default key is `^R', and also `^L' if
+ Redraw the screen. Default key is `^R', and also `^L' if
number_pad is on.
#remove
- Remove an accessory (ring, amulet, etc). Default key is
+ Remove an accessory (ring, amulet, etc). Default key is
`R'.
#ride
- Ride (or stop riding) a saddled creature. Autocompletes.
+ Ride (or stop riding) a saddled creature. Autocompletes.
Default key is `M-R'.
#rub
- Rub a lamp or a stone. Autocompletes. Default key is `M-
+ Rub a lamp or a stone. Autocompletes. Default key is `M-
r'.
#save
Save the game and exit the program. Default key is `S'.
#search
- Search for traps and secret doors around you. Default key
+ Search for traps and secret doors around you. Default key
is `s'.
- #seeall
- Show all equipment in use. Default key is `*'.
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ #seeall
+ Show all equipment in use. Default key is `*'.
+
#seeamulet
Show the amulet currently worn. Default key is `"'.
#seearmor
Show the armor currently worn. Default key is `['.
- #seegold
- Count your gold. Default key is `$'.
-
#seerings
Show the ring(s) currently worn. Default key is `='.
Show the weapon currently wielded. Default key is `)'.
#shell
- Do a shell escape, switching from NetHack to a subprocess.
- Can be disabled at the time the program is built. When en-
- abled, access for specific users can be controlled by the
- system configuration file. Use the shell command `exit' to
+ Do a shell escape, switching from NetHack to a subprocess.
+ Can be disabled at the time the program is built. When en-
+ abled, access for specific users can be controlled by the
+ system configuration file. Use the shell command `exit' to
return to the game. Default key is `!'.
+ #showgold
+ Report the gold in your inventory and if you are inside a
+ shop, report any credit or debt you have in that shop. Does
+ not report on any gold inside containers you're carrying.
+ Default key is `$'.
+
#showspells
List and reorder known spells. Default key is `+'.
#showtrap
- Show the type of an adjacent trap. Default key is `^'.
+ Describe an adjacent trap, possibly covered by objects or a
+ monster. To be eligible, the trap must already be discov-
+ ered. (The "#terrain" command can display your map with all
+ objects and monsters temporarily removed, making it possible
+ to see all discovered traps.) Default key is `^'.
#sit
Sit down. Autocompletes. Default key is `M-s'.
disabled at the time the program is built. When enabled,
mainly useful for tty and curses interfaces on UNIX. Use
the shell command `fg' to return to the game. Default key
- is `^Z'.
- #swap
- Swap wielded and secondary weapons. Default key is `x'.
- #takeoff
- Take off one piece of armor. Default key is `T'.
+ NetHack 3.7 December 9, 2020
- #takeoffall
- Remove all armor. Default key is `A'.
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 25
- NetHack Guidebook 25
+ is `^Z'.
+
+ #swap
+ Swap wielded and secondary weapons. Default key is `x'.
+ #takeoff
+ Take off one piece of armor. Default key is `T'.
+ #takeoffall
+ Remove all armor. Default key is `A'.
#teleport
Teleport around the level. Default key is `^T'.
Untrap something (trap, door, or chest). Default key is `M-
u', and `u' if number_pad is on.
- In some circumstances it can also be used to rescue trapped
- monsters.
- #up
- Go up a staircase. Default key is `<'.
- #vanquished
- List vanquished monsters. Autocompletes. Debug mode only.
+ NetHack 3.7 December 9, 2020
- #version
- Print compile time options for this version of NetHack.
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 26
- NetHack Guidebook 26
+ In some circumstances it can also be used to rescue trapped
+ monsters.
+
+ #up
+ Go up a staircase. Default key is `<'.
+ #vanquished
+ List vanquished monsters. Autocompletes. Debug mode only.
+
+ #version
+ Print compile time options for this version of NetHack.
+ The second paragraph lists the user interface(s) that are
+ included. If there are more than one, you can use the win-
+ dow_type option in your run-time configuration file to se-
+ lect the one you want.
Autocompletes. Default key is `M-v'.
#versionshort
- Show version string. Default key is `v'.
+ Show the program's version number, plus the date and time
+ that the running copy was built from sources (not the ver-
+ sion's release date). Default key is `v'.
#vision
Show vision array. Autocompletes. Debug mode only.
Bury objects under and around you. Autocompletes. Debug
mode only.
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 27
+
+
+
#wizdetect
Search for hidden things (secret doors or traps or unseen
monsters) within a modest radius. Autocompletes. Debug
Set one or more intrinsic attributes. Autocompletes. Debug
mode only.
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 27
-
-
-
#wizlevelport
Teleport to another level. Autocompletes. Debug mode only.
Default key is `^V'.
#wmode
Show wall modes. Autocompletes. Debug mode only.
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 28
+
+
+
#zap
Zap a wand. Default key is `z'.
followed by the other key, you may set the altmeta option to have
NetHack combine them into meta+key.
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 28
-
-
-
M-? #? (not supported by all platforms)
M-2 #twoweapon (unless the number_pad option is enabled)
M-p #pray
- M-q #quit
- M-r #rub
- M-R #ride
+ NetHack 3.7 December 9, 2020
- M-s #sit
- M-t #turn
- M-T #tip
- M-u #untrap
- M-v #version
+ NetHack Guidebook 29
- M-w #wipe
+ M-q #quit
+ M-r #rub
+ M-R #ride
- NetHack 3.7 November 30, 2020
+ M-s #sit
+ M-t #turn
+ M-T #tip
+ M-u #untrap
+ M-v #version
- NetHack Guidebook 29
+ M-w #wipe
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
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 30
+
+
+
the `o' (open) command; to close it again, use the `c' (close)
command. By default the autoopen option is enabled, so simply
attempting to walk onto a closed door's location will attempt to
carrying an unlocking tool, you'll be asked whether to use it on
the door's lock. Alternatively, you can break a closed door
(whether locked or not) down by kicking it via the `^D' (kick)
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 30
-
-
-
command. Kicking down a door destroys it and makes a lot of
noise which might wake sleeping monsters.
usually won't appear on your map until you trigger it by moving
onto it, you see someone else trigger it, or you discover it with
the `s' (search) command (multiple attempts are often needed; if
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 31
+
+
+
your luck is poor, many attempts might be needed). Wands of se-
cret door detection and spell of detect unseen also reveal traps
within a modest radius but only if the trap is also within line-
porters send you elsewhere on the same dungeon level. Level
teleporters send you to a random dungeon level, the destination
chosen from a few levels lower all the way to the top. Trap
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 31
-
-
-
doors and holes also send you to another level, but one which is
always below the current level. Usually that will be the next
level down but it can be farther. All of these traps choose a
to the same location as a boulder (and then presumably move past
it), or to destroy a boulder with magic or tools, or to create
new boulders with a scroll of earth. However, doing such things
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 32
+
+
+
will lower your luck without any specific message given about
that. See the Conduct section for information about getting
feedback for your actions in Sokoban.
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
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 32
-
-
-
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
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
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 33
+
+
+
the shop).
If you drop something in a shop by accident, the shopkeeper
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
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 33
-
-
-
fees, if any.
5.4.1. Shop idiosyncrasies
are objects here" instead of listing them. The default is 5.
Setting it to 1 would always give that message instead of listing
any objects. Setting it to 0 is a special case which will always
- list all objects no matter how big a pile is. Note that the num-
- ber refers to the count of separate stacks of objects present
+ list all objects no matter how big a pile is. Note that the
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 34
+
+
+
+ number refers to the count of separate stacks of objects present
rather than the sum of the quantities of those stacks (so 7 ar-
rows or 25 gold pieces will each count as 1 rather than as 7 and
25, respectively, and total to 2 when both are at the same loca-
The mention_decor option controls whether you get feedback
when walking on "furniture." Normally stepping onto stairs or a
- fountain or an altar or various other things doesn't elicit
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 34
-
-
-
- anything unless it is covered by one or more objects so is ob-
- scured on the map. Setting this option to true will describe
- such things even when they aren't obscured. Doorless doorways
- and open doors aren't considered worthy of mention; closed doors
- (if you can move onto their spots) and broken doors are. Assum-
- ing that you're able to do so, moving onto water or lava or ice
- will give feedback if not yet on that type of terrain but not re-
- peat it (unless there has been some intervening message) when
- moving from water to another water spot, or lava to lava, or ice
- to ice. Moving off of any of those back onto "normal" terrain
- will give one message too, unless there is feedback about one or
- more objects, in which case the back on land circumstance is im-
- plied.
-
- The confirm and safe_pet options control what happens when
- you try to move onto a peaceful monster's spot or a tame one's
+ fountain or an altar or various other things doesn't elicit any-
+ thing unless it is covered by one or more objects so is obscured
+ on the map. Setting this option to true will describe such
+ things even when they aren't obscured. Doorless doorways and
+ open doors aren't considered worthy of mention; closed doors (if
+ you can move onto their spots) and broken doors are. Assuming
+ that you're able to do so, moving onto water or lava or ice will
+ give feedback if not yet on that type of terrain but not repeat
+ it (unless there has been some intervening message) when moving
+ from water to another water spot, or lava to lava, or ice to ice.
+ Moving off of any of those back onto "normal" terrain will give
+ one message too, unless there is feedback about one or more ob-
+ jects, in which case the back on land circumstance is implied.
+
+ The confirm and safe_pet options control what happens when
+ you try to move onto a peaceful monster's spot or a tame one's
spot.
- The "nopickup" command prefix (default `m') is also the
+ The "nopickup" command prefix (default `m') is also the
move-without-attacking prefix and can be used to try to step onto
a visible monster's spot without the move being considered an at-
- tack (see the Fighting subsection of Monsters below). The
- "fight" command prefix (default `F'; also `-' if number_pad is
+ tack (see the Fighting subsection of Monsters below). The
+ "fight" command prefix (default `F'; also `-' if number_pad is
on) can be used to force an attack, when guessing where an unseen
- monster is or when deliberately attacking a peaceful or tame
+ monster is or when deliberately attacking a peaceful or tame
creature.
The run_mode option controls how frequently the map gets re-
5.6. Rogue level
- One dungeon level (occurring in mid to late teens of the
- main dungeon) is a tribute to the ancestor game hack's inspira-
- tion rogue.
+ One dungeon level (occurring in mid to late teens of the
+ main dungeon) is a tribute to the ancestor game hack's
- It is usually displayed differently from other levels: pos-
- sibly in characters instead of tiles, or without line-drawing
- symbols if already in characters; also, gold is shown as * rather
- than $ and stairs are shown as % rather than < and >. There are
- some minor differences in actual game play: doorways lack doors;
- a scroll, wand, or spell of light used in a room lights up the
- whole room rather than within a radius around your character.
- And monsters represented by lower-case letters aren't randomly
- generated on the rogue level.
- The slight strangeness of this level is a feature, not a
- bug....
+ NetHack 3.7 December 9, 2020
- 6. Monsters
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 35
+ inspiration rogue.
- NetHack Guidebook 35
+ It is usually displayed differently from other levels: pos-
+ sibly in characters instead of tiles, or without line-drawing
+ symbols if already in characters; also, gold is shown as * rather
+ than $ and stairs are shown as % rather than < and >. There are
+ some minor differences in actual game play: doorways lack doors;
+ a scroll, wand, or spell of light used in a room lights up the
+ whole room rather than within a radius around your character.
+ And monsters represented by lower-case letters aren't randomly
+ generated on the rogue level.
+ The slight strangeness of this level is a feature, not a
+ bug....
+ 6. Monsters
- magic items can help you locate them before they locate you
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
(which some monsters can do very well).
- The commands `/' and `;' may be used to obtain information
- about those monsters who are displayed on the screen. The com-
- mand "#name" (by default bound to `C'), allows you to assign a
- name to a monster, which may be useful to help distinguish one
- from another when multiple monsters are present. Assigning a
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand "#name" (by default bound to `C'), allows you to assign a
+ name to a monster, which may be useful to help distinguish one
+ from another when multiple monsters are present. Assigning a
name which is just a space will remove any prior name.
The extended command "#chat" can be used to interact with an
adjacent monster. There is no actual dialog (in other words, you
don't get to choose what you'll say), but chatting with some mon-
- sters such as a shopkeeper or the Oracle of Delphi can produce
+ sters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
6.1. Fighting
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
when angered. Remember: discretion is the better part of valor.
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of `y' acknowledges that in-
- tent, which can be error prone if you're using `y' to move. You
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of `y' acknowledges that in-
+ tent, which can be error prone if you're using `y' to move. You
can set the paranoid_confirmation option to require a response of
"yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
- member a monster but want to try fighting anyway, you can use the
- `F' command.
-
- 6.2. Your pet
- You start the game with a little dog (`d'), kitten (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. Dogs
- and cats usually feed themselves on fresh carrion and other
- meats; horses need vegetarian food which is harder to come by.
- If you're worried about your pet or want to train it, you can
- feed it, too, by throwing it food. A properly trained pet can be
- very useful under certain circumstances.
-
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- you, which makes pets useful for low-level characters.
+ 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.
- 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
+ 6.2. Your pet
+
+ You start the game with a little dog (`d'), kitten (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. Dogs
+ and cats usually feed themselves on fresh carrion and other
+ meats; horses need vegetarian food which is harder to come by.
+ If you're worried about your pet or want to train it, you can
+ feed it, too, by throwing it food. A properly trained pet can be
+ very useful under certain circumstances.
+
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
+ you, which makes pets useful for low-level characters.
+
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
+ pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
+ Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
+ control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
- Riding skill is managed by the "#enhance" command. See the
+ Riding skill is managed by the "#enhance" command. See the
section on Weapon proficiency for more information about that.
Use the `a' (apply) command and pick a saddle in your inven-
- tory to attempt to put that saddle on an adjacent creature. If
+ tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature
- to try to remove the saddle from that creature. If successful,
+ to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
- 6.4. Bones levels
- You may encounter the shades and corpses of other adventur-
- ers (or even former incarnations of yourself!) and their personal
- effects. Ghosts are hard to kill, but easy to avoid, since
- they're slow and do little damage. You can plunder the deceased
- adventurer's possessions; however, they are likely to be cursed.
- Beware of whatever killed the former player; it is probably still
- lurking around, gloating over its last victory.
- 6.5. Persistence of Monsters
- Monsters (a generic reference which also includes humans and
- pets) are only shown while they can be seen or otherwise sensed.
- Moving to a location where you can't see or sense a monster any
- more will result in it disappearing from your map, similarly if
- it is the one who moved rather than you.
+ NetHack 3.7 December 9, 2020
- However, if you encounter a monster which you can't see or
- sense--perhaps it is invisible and has just tapped you on the
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 37
- NetHack Guidebook 37
+ 6.4. Bones levels
+ You may encounter the shades and corpses of other adventur-
+ ers (or even former incarnations of yourself!) and their personal
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
+ Beware of whatever killed the former player; it is probably still
+ lurking around, gloating over its last victory.
+ 6.5. Persistence of Monsters
- noggin--a special "remembered, unseen monster" marker will be
- displayed at the location where you think it is. That will per-
- sist until you have proven that there is no monster there, even
- if the unseen monster moves to another location or you move to a
- spot where the marker's location ordinarily wouldn't be seen any
+ Monsters (a generic reference which also includes humans and
+ pets) are only shown while they can be seen or otherwise sensed.
+ Moving to a location where you can't see or sense a monster any
+ more will result in it disappearing from your map, similarly if
+ it is the one who moved rather than you.
+
+ However, if you encounter a monster which you can't see or
+ sense--perhaps it is invisible and has just tapped you on the
+ noggin--a special "remembered, unseen monster" marker will be
+ displayed at the location where you think it is. That will per-
+ sist until you have proven that there is no monster there, even
+ if the unseen monster moves to another location or you move to a
+ spot where the marker's location ordinarily wouldn't be seen any
more.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ 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 and
- sturdier you are, the less the additional load will affect you.
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
There comes a point, though, when the weight of all of that stuff
- you are carrying around with you through the dungeon will encum-
+ you are carrying around with you through the dungeon will encum-
ber you. Your reactions will get slower and you'll burn calories
- faster, requiring food more frequently to cope with it. Eventu-
- ally, you'll be so overloaded that you'll either have to discard
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
some of what you're carrying or collapse under its weight.
- NetHack will tell you how badly you have loaded yourself.
- If you are encumbered, one of the conditions Burdened, Stressed,
- Strained, Overtaxed, or Overloaded will be shown on the bottom
- line status display.
+ NetHack will tell you how badly you have loaded yourself.
+ If you are encumbered, one of the conditions Burdened, Stressed,
+ Strained, Overtaxed, or Overloaded will be shown on the bottom
- When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
- choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
- mands, above).
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
- will vary from game to game.
+ NetHack 3.7 December 9, 2020
- When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the "#name" command, for the same purpose at any time, to name
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 38
- NetHack Guidebook 38
+ line status display.
+ When you pick up an object, it is assigned an inventory let-
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
+ 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.
- all objects of a particular type or just an individual object.
- When you use "#name" on an object which has already been named,
- specifying a space as the value will remove the prior name in-
+ When you use one of these objects, if its effect is obvious,
+ NetHack will remember what it is for you. If its effect isn't
+ extremely obvious, you will be asked what you want to call this
+ type of object so you will recognize it later. You can also use
+ the "#name" command, for the same purpose at any time, to name
+ all objects of a particular type or just an individual object.
+ When you use "#name" on an object which has already been named,
+ specifying a space as the value will remove the prior name in-
stead of assigning a new one.
7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
+ 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 instead. Blessed items usually
+ Objects can also be blessed instead. Blessed items usually
work better or more beneficially than normal uncursed items. For
- example, a blessed weapon will do slightly more damage against
+ example, a blessed weapon will do slightly more damage against
demons.
Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A "glass half full versus glass half empty"
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A "glass half full versus glass half empty"
situation; make of that what you will.
There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
roles. Dropping objects onto an altar will reveal their bless or
curse state provided that you can see them land.
- An item with unknown status will be reported in your inven-
- tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
- cursed, uncursed, or blessed in the description of the item. In
- some cases uncursed will be omitted as being redundant when
- enough other information is displayed. The implicit_uncursed op-
- tion can be used to control this; toggle it off to have uncursed
- be displayed even when that can be deduced from other attributes.
-
- Sometimes the bless or curse state of objects is referred to
- as their "BUC" attribute, for Blessed, Uncursed, or Cursed state,
- or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
- beatitude is occasionally used as well.)
- 7.2. Weapons (`)')
+ NetHack 3.7 December 9, 2020
- 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
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 39
- NetHack Guidebook 39
+ An item with unknown status will be reported in your inven-
+ tory with no prefix. An item which you know the state of will be
+ distinguished in your inventory by the presence of the word
+ cursed, uncursed, or blessed in the description of the item. In
+ some cases uncursed will be omitted as being redundant when
+ enough other information is displayed. The implicit_uncursed op-
+ tion can be used to control this; toggle it off to have uncursed
+ be displayed even when that can be deduced from other attributes.
+ Sometimes the bless or curse state of objects is referred to
+ as their "BUC" attribute, for Blessed, Uncursed, or Cursed state,
+ or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
+ beatitude is occasionally used as well.)
+ 7.2. Weapons (`)')
- points of damage (plus bonuses, if any). Monk characters are an
- exception; they normally do more damage with bare (or gloved)
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
+ exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ 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
+ Enchanted weapons have a "plus" (or "to hit enhancement"
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
+ tified somehow. Most weapons are subject to some type of damage
like rust. Such "erosion" damage can be repaired.
- The chance that an attack will successfully hit a monster,
- and the amount of damage such a hit will do, depends upon many
- factors. Among them are: type of weapon, quality of weapon (en-
+ The chance that an attack will successfully hit a monster,
+ and the amount of damage such a hit will do, depends upon many
+ factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
- encumbrance, and proficiency (see below). The monster's armor
- class--a general defense rating, not necessarily due to wearing
- of armor--is a factor too; also, some monsters are particularly
+ encumbrance, and proficiency (see below). The monster's armor
+ class--a general defense rating, not necessarily due to wearing
+ of armor--is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and alternate weapons. And if you have proficiency in
- the "two weapon combat" skill, you may wield both weapons simul-
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the "two weapon combat" skill, you may wield both weapons simul-
taneously as primary and secondary; use the `X' command to engage
- or disengage that. Only some types of characters (barbarians,
- for instance) have the necessary skill available. Even with that
- skill, using two weapons at once incurs a penalty in the chance
- to hit your target compared to using just one weapon at a time.
- There might be times when you'd rather not wield any weapon
- at all. To accomplish that, wield `-', or else use the `A' com-
- mand which allows you to unwield the current weapon in addition
- 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.
+ NetHack 3.7 December 9, 2020
- The commands to use weapons are `w' (wield), `t' (throw),
- `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
- change), `X' (twoweapon), and "#enhance" (see below).
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 40
- NetHack Guidebook 40
+ or disengage that. Only some types of characters (barbarians,
+ for instance) have the necessary skill available. Even with that
+ skill, using two weapons at once incurs a penalty in the chance
+ to hit your target compared to using just one weapon at a time.
+ There might be times when you'd rather not wield any weapon
+ at all. To accomplish that, wield `-', or else use the `A' com-
+ mand which allows you to unwield the current weapon in addition
+ to taking off other worn items.
+ Those of you in the audience who are AD&D players, be aware
+ that each weapon which existed in AD&D does roughly the same dam-
+ age to monsters in NetHack. Some of the more obscure weapons
+ (such as the aklys, lucern hammer, and bec-de-corbin) are defined
+ in an appendix to Unearthed Arcana, an AD&D supplement.
+
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
+ change), `X' (twoweapon), and "#enhance" (see below).
7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
+ 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 wield-
- ing 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
+ 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 wield-
+ ing 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 lim-
- it the number of shots by using a numeric prefix before the `t'
- or `f' command. For example, "2f" (or "n2f" if using number_pad
- mode) would ensure that at most 2 arrows are shot even if you
- could have fired 3. If you specify a larger number than would
- have been shot ("4f" in this example), you'll just end up shoot-
- ing the same number (3, here) as if no limit had been specified.
- Once the volley is in motion, all of the items will travel in the
- same direction; if the first ones kill a monster, the others can
- still continue beyond that spot.
+ it 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
- 7.2.2. Weapon proficiency
- You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
- your role, your experience level, and use of the weapons.
+ NetHack 3.7 December 9, 2020
- 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 3.7 November 30, 2020
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ could have fired 3. If you specify a larger number than would
+ have been shot ("4f" in this example), you'll just end up shoot-
+ ing the same number (3, here) as if no limit had been specified.
+ Once the volley is in motion, all of the items will travel in the
+ same direction; if the first ones kill a monster, the others can
+ still continue beyond that spot.
+ 7.2.2. Weapon proficiency
+ You will have varying degrees of skill in the weapons avail-
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
+ your role, your experience level, and use of the weapons.
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
bows.
- The "#enhance" extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
+ The "#enhance" extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
- become eligible to do so. The skill rankings are "none" (some-
+ become eligible to do so. The skill rankings are "none" (some-
times also referred to as "restricted", because you won't be able
- to advance), "unskilled", "basic", "skilled", and "expert". Re-
+ to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (Divine intervention might unrestrict a particular
skill, in which case it will start at unskilled and be limited to
- basic.) Some characters can enhance their barehanded combat or
+ basic.) Some characters can enhance their barehanded combat or
martial arts skill beyond expert to "master" or "grand master".
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use "#enhance" to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use "#enhance" to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
- use. To wield two weapons, you need to use the "#twoweapon" com-
- mand. But first you need to have a weapon in each hand. (Note
- that your two weapons are not fully equal; the one in the hand
- you normally wield with is considered primary and the other one
- 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 sec-
- ondary is just an item in your inventory that's been designated
- as alternate weapon.)
-
- If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence `x', `w', `x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
- hands. If your secondary or alternate weapon is correct but your
- primary one is not, simply use `w' to wield the primary. Lastly,
- 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.
+ up to do so can seem cumbersome but becomes second nature with
+ use. To wield two weapons, you need to use the "#twoweapon"
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 42
- NetHack Guidebook 42
+ command. But first you need to have a weapon in each hand.
+ (Note that your two weapons are not fully equal; the one in the
+ hand you normally wield with is considered primary and the other
+ one is considered secondary. The most noticeable difference is
+ after you stop--or before you begin, for that matter--wielding
+ two weapons at once. The primary is your wielded weapon and the
+ secondary is just an item in your inventory that's been designat-
+ ed as alternate weapon.)
+ If your primary weapon is wielded but your off hand is empty
+ or has the wrong weapon, use the sequence `x', `w', `x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
+ hands. If your secondary or alternate weapon is correct but your
+ primary one is not, simply use `w' to wield the primary. Lastly,
+ if neither hand holds the correct weapon, use `w', `x', `w' to
+ first wield the intended secondary, swap it to off hand, and then
+ wield the primary.
- The whole process can be simplified via use of the push-
+ The whole process can be simplified via use of the push-
weapon option. When it is enabled, then using `w' to wield some-
- thing causes the currently wielded weapon to become your alter-
+ thing causes the currently wielded weapon to become your alter-
nate weapon. So the sequence `w', `w' can be used to first wield
the weapon you intend to be secondary, and then wield the one you
- want as primary which will push the first into secondary posi-
+ want as primary which will push the first into secondary posi-
tion.
- When in two-weapon combat mode, using the `X' command tog-
- gles back to single-weapon mode. Throwing or dropping either of
+ When in two-weapon combat mode, using the `X' command tog-
+ gles back to single-weapon mode. Throwing or dropping either of
the weapons or having one of them be stolen or destroyed will al-
so make you revert to single-weapon combat.
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack.
- Here is a list of the armor class values provided by suits
+ Here is a list of the armor class values provided by suits
of armor:
Dragon scale mail 1
Plate mail, Crystal plate mail 3
Ring mail, Studded leather armor,
Dragon scales 7
Leather armor, Orcish ring mail 8
- Leather jacket 9
- none 10
-
- You can also wear other pieces of armor (cloak over suit,
- shirt under suit, helmet, gloves, boots, shield) to lower your
- armor class even further. Most of these provide a one or two
- point improvement to AC (making the overall value smaller and
- eventually negative) but can also be enchanted. Shirts are an
- exception; they don't provide any protection unless enchanted.
- Some cloaks also don't improve AC when unenchanted but all cloaks
- offer some protection against rust or corrosion to suits worn un-
- der them and against some monster touch attacks.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its "plus" (or minus) will
- subtract from your armor class. For example, a +1 chain mail
- 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 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- negative enchantments (minuses) in addition to being unremovable.
+ Leather jacket 9
+ none 10
+
+ You can also wear other pieces of armor (cloak over suit,
+ shirt under suit, helmet, gloves, boots, shield) to lower your
+ armor class even further. Most of these provide a one or two
+ point improvement to AC (making the overall value smaller and
+ eventually negative) but can also be enchanted. Shirts are an
+ exception; they don't provide any protection unless enchanted.
+ Some cloaks also don't improve AC when unenchanted but all cloaks
+ offer some protection against rust or corrosion to suits worn un-
+ der them and against some monster touch attacks.
+
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its "plus" (or minus) will
+ subtract from your armor class. For example, a +1 chain mail
+ 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 nega-
+ tive enchantments (minuses) in addition to being unremovable.
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
- The nudist option can be set (prior to game start) to at-
- tempt to play the entire game without wearing any armor (a self-
+ The nudist option can be set (prior to game start) to at-
+ tempt to play the entire game without wearing any armor (a self-
imposed challenge which is extremely difficult to accomplish).
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can be used to take off armor as well as other
- worn items. Also, `P' (put on) and `R' (remove) which are nor-
- mally for accessories can be used for armor, but pieces of armor
+ The `A' command can be used to take off armor as well as other
+ worn items. Also, `P' (put on) and `R' (remove) which are nor-
+ mally for accessories can be used for armor, but pieces of armor
won't be shown as likely candidates in a prompt for choosing what
to put on or remove.
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins ("cans") will usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
+ ly stay fresh, but ice boxes are heavy, and tins take a while to
open.
When you kill monsters, they usually leave corpses which are
- also "food." Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ also "food." Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
- fects.
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-
- You can name one food item after something you like to eat
- with the fruit option.
- The command to eat food is `e'.
+ NetHack 3.7 December 9, 2020
- 7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (for example "READ ME,"
- or "THANX MAUD" backwards). Scrolls disappear after you read
- them (except for blank ones, without magic spells on them).
- One of the most useful of these is the scroll of identify,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
+ NetHack Guidebook 44
- NetHack 3.7 November 30, 2020
+ effects.
+ You can name one food item after something you like to eat
+ with the fruit option.
+ The command to eat food is `e'.
- NetHack Guidebook 44
+ 7.5. Scrolls (`?')
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (for example "READ ME,"
+ or "THANX MAUD" backwards). Scrolls disappear after you read
+ them (except for blank ones, without magic spells on them).
+ One of the most useful of these is the scroll of identify,
+ which can be used to determine what another object is, whether it
+ is cursed or blessed, and how many uses it has left. Some ob-
+ jects of subtle enchantment are difficult to identify without
+ these.
A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the "MAIL" en-
vironment variable to the file name of your mailbox. You may al-
- so want to set the "MAILREADER" environment variable to the file
+ so want to set the "MAILREADER" environment variable to the file
name of your favorite reader, so NetHack can shell to it when you
- read the scroll. On versions of NetHack where mail is randomly
- generated internal to the game, these environment variables are
+ read the scroll. On versions of NetHack where mail is randomly
+ generated internal to the game, these environment variables are
ignored. You can disable the mail daemon by turning off the mail
option.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Wands usually have multiple magical charges. Some types of
+ Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
- them at yourself (just give a `.' or `s' for the direction). Be
- warned, however, for this is often unwise. Other types of wands
- don't require a direction. The number of charges in a wand is
- random and decreases by one whenever you use it.
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
- Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
- the wand is recharged.
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
+ NetHack 3.7 December 9, 2020
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 45
- NetHack Guidebook 45
+ don't require a direction. The number of charges in a wand is
+ random and decreases by one whenever you use it.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
+ Occasionally, however, it may be possible to squeeze the last few
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
+ The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
7.8. Rings (`=')
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
Putting on a ring activates its magic. You can wear at most
two rings at any time, one on the ring finger of each hand.
- Most worn rings also cause you to grow hungry more rapidly,
+ Most worn rings also cause you to grow hungry more rapidly,
the rate varying with the type of ring.
- When wearing gloves, rings are worn underneath. If the
- gloves are cursed, rings cannot be put on and any already being
- worn cannot be removed. When worn gloves aren't cursed, you
- don't have to manually take them off before putting on or remov-
- ing a ring and then re-wear them after. That's done implicitly
+ When wearing gloves, rings are worn underneath. If the
+ gloves are cursed, rings cannot be put on and any already being
+ worn cannot be removed. When worn gloves aren't cursed, you
+ don't have to manually take them off before putting on or remov-
+ ing a ring and then re-wear them after. That's done implicitly
to avoid unnecessary tedium.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable)--unless the
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable)--unless the
attempt backfires. Reading a cursed spellbook or one with mystic
- runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
- casting.
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you. Casting temporarily drains your magical
- power, which will slowly be recovered, and causes you to need ad-
- ditional food. Casting of spells also requires practice. With
- practice, your skill in each category of spell casting will im-
- prove. Over time, however, your memory of each spell will dim,
- and you will need to relearn it.
+ NetHack 3.7 December 9, 2020
- 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 3.7 November 30, 2020
+ NetHack Guidebook 46
- NetHack Guidebook 46
+ runes beyond your ken can be harmful to your health!
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
+ casting.
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
+ power, which will slowly be recovered, and causes you to need ad-
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
+ and you will need to relearn it.
+ Some spells require a direction in which to cast them, simi-
+ lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
- cation rather than just specify a particular direction. Other
+ cation rather than just specify a particular direction. Other
spells don't require any direction or target.
Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
+ can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
- using the "#enhance" command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
+ using the "#enhance" command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
+ The command to read a spellbook is the same as for scrolls,
`r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
- estimate of how strongly it is remembered. The `Z' (cast) com-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
- Some tools (such as a blindfold) can be worn and can be put
- on and removed like other accessories (rings, amulets); see
- Amulets. Other tools (such as pick-axe) can be wielded as
- weapons in addition to being applied for their usual purpose, and
- in some cases (again, pick-axe) become wielded as a weapon even
- when applied.
+ Some tools (such as a blindfold) can be worn and can be put
+ on and removed like other accessories (rings, amulets); see
+ Amulets. Other tools (such as pick-axe) can be wielded as
- The blind option can be set (prior to game start) to attempt
- to play the entire game without being able to see (a self-imposed
- challenge which is very difficult to accomplish).
- The command to use a tool is `a' (apply).
+ NetHack 3.7 December 9, 2020
- 7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the "#loot" extended com-
- mand when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
- using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 47
+ weapons in addition to being applied for their usual purpose, and
+ in some cases (again, pick-axe) become wielded as a weapon even
+ when applied.
- NetHack Guidebook 47
+ The blind option can be set (prior to game start) to attempt
+ to play the entire game without being able to see (a self-imposed
+ challenge which is very difficult to accomplish).
+ The command to use a tool is `a' (apply).
+ 7.10.1. Containers
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the "#loot" extended com-
+ mand when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
+ using a key or lock-picking tool with the `a' (apply) command, by
+ kicking it with the `^D' command, or by using a weapon to force
the lock with the "#force" extended command.
Some chests are trapped, causing nasty things to happen when
7.11. Amulets (`"')
- Amulets are very similar to rings, and often more powerful.
+ Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
- Only one amulet may be worn at a time, around your neck.
- Like wearing rings, wearing an amulet affects your metabolism,
+ Only one amulet may be worn at a time, around your neck.
+ Like wearing rings, wearing an amulet affects your metabolism,
causing you to grow hungry more rapidly.
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove). `A' can be used to remove various
- worn items including amulets. Also, `W' (wear) and `T' (take
- off) which are normally for armor can be used for amulets and
- other accessories (rings and eyewear), but accessories won't be
- shown as likely candidates in a prompt for choosing what to wear
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove). `A' can be used to remove various
+ worn items including amulets. Also, `W' (wear) and `T' (take
+ off) which are normally for armor can be used for amulets and
+ other accessories (rings and eyewear), but accessories won't be
+ shown as likely candidates in a prompt for choosing what to wear
or take off.
7.12. Gems (`*')
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
- much less valuable. All rocks, however, can be used as projec-
- tile weapons (if you have a sling). In the most desperate of
- cases, you can still throw them by hand.
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
- 7.13. Large rocks (``')
-
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
- they seem.
- Boulders occasionally block your path. You can push one
- forward (by attempting to walk onto its spot) when nothing blocks
- its path, or you can smash it into a pile of small rocks with
- breaking magic or a pick-axe. Very large humanoids (giants and
- their ilk) have been known to pick up boulders and use them as
- missile weapons.
+ NetHack 3.7 December 9, 2020
- Unlike boulders, statues can't be pushed, but don't need to
- be because they don't block movement. They can be smashed into
- rocks though.
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 48
+ cases, you can still throw them by hand.
+ 7.13. Large rocks (``')
- NetHack Guidebook 48
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
+ they seem.
+ Boulders occasionally block your path. You can push one
+ forward (by attempting to walk onto its spot) when nothing blocks
+ its path, or you can smash it into a pile of small rocks with
+ breaking magic or a pick-axe. Very large humanoids (giants and
+ their ilk) have been known to pick up boulders and use them as
+ missile weapons.
+ Unlike boulders, statues can't be pushed, but don't need to
+ be because they don't block movement. They can be smashed into
+ rocks though.
- For some configurations of the program, statues are no
- longer shown as ``' but by the letter representing the monster
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
they depict instead.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
- Gold pieces are the only type of object where bless/curse
- state does not apply. They're always uncursed but never de-
- scribed as uncursed even if you turn off the implicit_uncursed
- option. You can set the goldX option if you prefer to have gold
- pieces be treated as bless/curse state unknown rather than as
- known to be uncursed. Only matters when you're using an object
+ Gold pieces are the only type of object where bless/curse
+ state does not apply. They're always uncursed but never de-
+ scribed as uncursed even if you turn off the implicit_uncursed
+ option. You can set the goldX option if you prefer to have gold
+ pieces be treated as bless/curse state unknown rather than as
+ known to be uncursed. Only matters when you're using an object
selection prompt that can filter by "BUCX" state.
7.15. Persistence of Objects
Normally, if you have seen an object at a particular map lo-
- cation and move to another location where you can't directly see
- that object any more, it will continue to be displayed on your
- map. That remains the case even if it is not actually there any
- more--perhaps a monster has picked it up or it has rotted away--
- until you can see or feel that location again. One notable ex-
- ception is that if the object gets covered by the "remembered,
- unseen monster" marker. When that marker is later removed after
+ cation and move to another location where you can't directly see
+ that object any more, it will continue to be displayed on your
+ map. That remains the case even if it is not actually there any
+ more--perhaps a monster has picked it up or it has rotted away--
+ until you can see or feel that location again. One notable ex-
+ ception is that if the object gets covered by the "remembered,
+ unseen monster" marker. When that marker is later removed after
you've verified that no monster is there, you will have forgotten
- that there was any object there regardless of whether the unseen
- monster actually took the object. If the object is still there,
+ that there was any object there regardless of whether the unseen
+ monster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
- The situation is the same for a pile of objects, except that
- only the top item of the pile is displayed. The hilite_pile op-
- tion can be enabled in order to show an item differently when it
- is the top one of a pile.
- 8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
- This gives players extra "bragging rights" for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
- they win the game.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 49
- NetHack Guidebook 49
+ The situation is the same for a pile of objects, except that
+ only the top item of the pile is displayed. The hilite_pile op-
+ tion can be enabled in order to show an item differently when it
+ is the top one of a pile.
+ 8. Conduct
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra "bragging rights" for winning the game
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
+ they win the game.
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
+ sidered vegan food. Note however that eating such items still
counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
- an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
- swallow-and-digest attack against a monster is equivalent to eat-
- ing the monster's corpse. Please note that the term "vegan" is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
- keep track of this for you. Also note that "milky" potions may
- be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- "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
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 50
- NetHack Guidebook 50
+ an animal, although wax is only an animal byproduct.
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
+ swallow-and-digest attack against a monster is equivalent to eat-
+ ing the monster's corpse. Please note that the term "vegan" is
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
+ keep track of this for you. Also note that "milky" potions may
+ be a translucent white, but they do not contain milk, so they are
+ compatible with a vegan diet. Slime molds or player-defined
+ "fruits", although they could be anything from "cherries" to
+ "pork chops", are also assumed to be vegan.
- conduct; 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
- being spoken to by an angry god, priest(ess), or other religious
+ 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
+ Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
- An illiterate character does not read or write. This in-
+ An illiterate character does not read or write. This in-
cludes reading a scroll, spellbook, fortune cookie message, or t-
shirt; writing a scroll; or making an engraving of anything other
- than a single "X" (the traditional signature of an illiterate
- person). Reading an engraving, or any item that is absolutely
- necessary to win the game, is not counted against this conduct.
- The identity of scrolls and spellbooks (and knowledge of spells)
- in your starting inventory is assumed to be learned from your
+ than a single "X" (the traditional signature of an illiterate
+ person). Reading an engraving, or any item that is absolutely
+ necessary to win the game, is not counted against this conduct.
+ The identity of scrolls and spellbooks (and knowledge of spells)
+ in your starting inventory is assumed to be learned from your
teachers prior to the start of the game and isn't counted.
There is a side-branch to the main dungeon called "Sokoban,"
- briefly described in the earlier section about Traps. As men-
+ briefly described in the earlier section about Traps. As men-
tioned there, the goal is to push boulders into pits and/or holes
- to plug those in order to both get the boulders out of the way
+ to plug those in order to both get the boulders out of the way
and be able to go past the traps. There are some special "rules"
- that are active when in that branch of the dungeon. Some rules
- can't be bypassed, such as being unable to push a boulder diago-
- nally. Other rules can, such as not smashing boulders with magic
- or tools, but doing so causes you to receive a luck penalty. No
- message about that is given at the time, but it is tracked as a
- conduct. The #conduct command and end of game disclosure will
- report whether you have abided by the special rules of Sokoban,
- and if not, how many times you violated them, providing you with
- a way to discover which actions incur bad luck so that you can be
- better informed about whether or not to avoid repeating those ac-
- tions in the future. (Note: the Sokoban conduct will only be
- displayed if you have entered the Sokoban branch of the dungeon
- during the current game. Once that has happened, it becomes part
- of disclosed conduct even if you haven't done anything interest-
- ing there. Ending the game with "never broke the Sokoban rules"
- conduct is most meaningful if you also manage to perform the "ob-
- tained the Sokoban prize" achievement (see Achievements below).)
+ that are active when in that branch of the dungeon. Some rules
+ can't be bypassed, such as being unable to push a boulder
- 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.
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ diagonally. Other rules can, such as not smashing boulders with
+ magic or tools, but doing so causes you to receive a luck penal-
+ ty. No message about that is given at the time, but it is
+ tracked as a conduct. The #conduct command and end of game dis-
+ closure will report whether you have abided by the special rules
+ of Sokoban, and if not, how many times you violated them, provid-
+ ing you with a way to discover which actions incur bad luck so
+ that you can be better informed about whether or not to avoid re-
+ peating those actions in the future. (Note: the Sokoban conduct
+ will only be displayed if you have entered the Sokoban branch of
+ the dungeon during the current game. Once that has happened, it
+ becomes part of disclosed conduct even if you haven't done any-
+ thing interesting there. Ending the game with "never broke the
+ Sokoban rules" conduct is most meaningful if you also manage to
+ perform the "obtained the Sokoban prize" achievement (see
+ Achievements below).)
+
+ There are several other challenges tracked by the game. It
+ is possible to eliminate one or more species of monsters by geno-
+ cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
may respond with the monster type "none" if you want to decline.
You can change the form of an item into another item of the same
Sokoban - Entered Sokoban.
Big Room - Entered the Big Room.
Soko-Prize - Explored to the top of Sokoban
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 52
+
+
+
and found a special item there.
Mines' End - Explored to the bottom of the Gnomish Mines
and found a special item there.
Achievements are recorded and subsequently reported in the
order in which they happen during your current game rather than
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
the order listed here.
There are nine <Rank> titles for each role, bestowed at ex-
Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 53
+
+
+
how NetHack behaves.
9.1. Setting the options
er's home directory. The file may not exist, but it is a normal
ASCII text file and can be created with any text editor.
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 53
-
-
-
On Windows, it is ".nethackrc" in the folder "\%USERPRO-
FILE%\NetHack\3.6". The file may not exist, but it is a normal
ASCII text file can can be created with any text editor. After
Here is a list of allowed directives:
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 54
+
+
+
OPTIONS
There are two types of options, boolean and compound options.
Boolean options toggle a setting on or off, while compound op-
file so setting HACKDIR to override that is not usually neces-
sary or recommended.
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 54
-
-
-
LEVELDIR
The location that in-progress level files are stored. Defaults
to HACKDIR, must be writable.
extended command. Prefix the command with "!" to disable the
autocompletion for that command.
- Example:
+ Example:
+
+ AUTOCOMPLETE=zap,!annotate
+
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 55
+
- AUTOCOMPLETE=zap,!annotate
AUTOPICKUP_EXCEPTION
Set exceptions to the pickup_types option. See the "Configur-
Example:
-
-
-
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 55
-
-
-
OPTIONS=color
CHOOSE=char A,char B
[char A]
Define the directory that contains the sound files. See the
"Configuring User Sounds" section.
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 56
+
+
+
SYMBOLS
Override one or more symbols in the symbol set used for all
dungeon levels except for the special rogue level. See the
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 56
-
-
-
-
-
Here is an example of configuration file contents:
# Set your character's role, race, gender, and alignment.
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 57
+
+
+
For example, to set up an environment variable so that color
is on, legacy is off, character name is set to "Blue Meanie", and
named fruit is set to "lime", you would enter the command
to left. Other types of configuration directives such as BIND or
MSGTYPE are not allowed.
-
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 57
-
-
-
Instead of a comma-separated list of options, NETHACKOPTIONS
can be set to the full name of a configuration file you want to
use. If that full name doesn't start with a slash, precede it
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 58
+
+
+
autodig
Automatically dig if you are wielding a digging tool and moving
into a place that can be dug (default false). Persistent.
false). When true, the computer will fill your quiver or
quiver sack or make ready some suitable weapon. Note that it
will not take into account the blessed/cursed status, enchant-
- ment, damage, or quality of the weapon; you are free to
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 58
-
-
-
- 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.
+ ment, damage, or quality of the weapon; you are free to manual-
+ ly fill your quiver or quiver sack or make ready with the `Q'
+ command instead. If no weapon is found or the option is false,
+ the `t' (throw) command is executed instead. Persistent.
autounlock
- Walking into a locked door or looting a locked container while
- carrying an unlocking tool (such as a key) will ask whether to
- use that tool to unlock the door or container (default true).
+ Walking into a locked door or looting a locked container while
+ carrying an unlocking tool (such as a key) will ask whether to
+ use that tool to unlock the door or container (default true).
Persistent.
blind
tent.
bones
- Allow saving and loading bones files (default true). Persis-
+ Allow saving and loading bones files (default true). Persis-
tent.
boulder
- Set the character used to display boulders (default is the
+ Set the character used to display boulders (default is the
"large rock" class symbol, ``').
catname
- Name your starting cat (for example "catname:Morris"). Cannot
+ Name your starting cat (for example "catname:Morris"). Cannot
be set with the `O' command.
character
- Synonym for "role" to pick the type of your character (for ex-
+ Synonym for "role" to pick the type of your character (for ex-
ample "character:Monk"). See role for more details.
checkpoint
- Save game state after each level change, for possible recovery
+ Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
- clicklook
- Allows looking at things on the screen by navigating the mouse
- over them and clicking the right mouse button (default off).
- cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
- on).
- confirm
- Have user confirm attacks on pets, shopkeepers, and other
- peaceable creatures (default on). Persistent.
- dark_room
- Show out-of-sight areas of lit rooms (default on). Persistent.
+ NetHack 3.7 December 9, 2020
- disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 59
- NetHack Guidebook 59
+ clicklook
+ Allows looking at things on the screen by navigating the mouse
+ over them and clicking the right mouse button (default off).
+
+ cmdassist
+ Have the game provide some additional command assistance for
+ new players if it detects some anticipated mistakes (default
+ on).
+ confirm
+ Have user confirm attacks on pets, shopkeepers, and other
+ peaceable creatures (default on). Persistent.
+ dark_room
+ Show out-of-sight areas of lit rooms (default on). Persistent.
- pairs (default is "ni na nv ng nc no", prompt with default re-
+ 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:
c - display your conduct; also achievements, if any;
o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
+ Each disclosure possibility can optionally be preceded by a
+ prefix which lets you refine how it behaves. Here are the
valid prefixes:
y - prompt you and default to yes on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
- The listing of vanquished monsters can be sorted, so there are
+ The listing of vanquished monsters can be sorted, so there are
two additional choices for `v':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The
- `+' disclose without prompting choice, or being prompted and
+ `+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
Omitted categories are implicitly added with `n' prefix. Spec-
ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
+ Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
- (for example "disclose:yi na +v -g o") The example sets inven-
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 60
+
+
+
+ (for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
and default to no, and overview to disclose without prompting.
- Note that the vanquished monsters list includes all monsters
+ Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
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
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 60
-
-
-
- traditional interface except that it does not require that you
- hit Enter. It is implemented for the tty interface (default
- off).
+ Changes the extended commands interface to pop-up a menu of
+ available commands. It is keystroke compatible with the tradi-
+ tional interface except that it does not require that you hit
+ Enter. It is implemented for the tty interface (default off).
For the X11 interface, which always uses a menu for choosing an
extended command, it controls whether the menu shows all avail-
option will take precedence. The default is to randomly pick
an appropriate gender. If you prefix the value with `!' or
"no", you will exclude that gender from being picked randomly.
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 61
+
+
+
Cannot be set with the `O' command. Persistent.
goldX
means that you might miss some interesting and/or important in-
formation. Persistent.
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 61
-
-
-
herecmd_menu
When using a windowport that supports mouse and clicking on
yourself or next to you, show a menu of possible actions for
Ignore interrupt signals, including breaks (default off). Per-
sistent.
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 62
+
+
+
implicit_uncursed
Omit "uncursed" from object descriptions when it can be deduced
from other aspects of the description (default on). Persis-
lootabc
When using a menu to interact with a container, use the old
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 62
-
-
-
`a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
class(es) of interest, but then displays a menu of matching ob-
jects rather than prompting one-by-one. Full displays a menu
of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the ob-
- ject class filtering and immediately displays a menu of all ob-
- jects. Persistent.
-
- menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
+ menu of matching objects for selection. Partial skips the
- 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 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 63
+ object class filtering and immediately displays a menu of all
+ objects. Persistent.
- NetHack Guidebook 63
+ menu_deselect_all
+ Menu character accelerator to deselect all items in a menu.
+ Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
+ menu_deselect_page
+ Menu character accelerator to deselect all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports. De-
+ fault `\'.
+ menu_first_page
+ Menu character accelerator to jump to the first page in a menu.
+ Implemented by the Amiga, Gem and tty ports. Default `^'.
menu_headings
Controls how the headings in a menu are highlighted. Values
Menu character accelerator to search for a menu item. Imple-
mented by the Amiga, Gem, X11 and tty ports. Default `:'.
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 64
+
+
+
menu_select_all
Menu character accelerator to select all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `.'.
mouse_support
Allow use of the mouse for input and travel. Valid settings
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 64
-
-
-
are:
0 - disabled
news
Read the NetHack news file, if present (default on). Since the
news is shown at the beginning of the game, there's no point in
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 65
+
+
+
setting this with the `O' command.
nudist
0 - move by letters; "yuhjklbn"
1 - move by numbers; digit `5' acts as `G' movement prefix
2 - like 1 but `5' works as `g' prefix instead of as `G'
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 65
-
-
-
3 - by numbers using phone key layout; 123 above, 789 below
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
bones data when dying in debug mode;
attack - require "yes" rather than `y' to confirm attack-
ing a peaceful monster;
- wand-break - require "yes" rather than `y' to confirm breaking
- a wand;
- eating - require "yes" rather than `y' to confirm whether
- to continue eating;
- Were-change - require "yes" rather than `y' to confirm changing
- form due to lycanthropy when hero has polymorph
- control;
- pray - require `y' to confirm an attempt to pray rather
- than immediately praying; on by default;
- Remove - require selection from inventory for `R' and `T'
- commands even when wearing just one applicable
- item.
- all - turn on all of the above.
-
- By default, the pray choice is enabled, the others disabled.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ wand-break - require "yes" rather than `y' to confirm breaking
+ a wand;
+ eating - require "yes" rather than `y' to confirm whether
+ to continue eating;
+ Were-change - require "yes" rather than `y' to confirm changing
+ form due to lycanthropy when hero has polymorph
+ control;
+ pray - require `y' to confirm an attempt to pray rather
+ than immediately praying; on by default;
+ Remove - require selection from inventory for `R' and `T'
+ commands even when wearing just one applicable
+ item.
+ all - turn on all of the above.
+
+ By default, the pray choice is enabled, the others disabled.
To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
any of the others, include it in the list, such as "para-
pettype
Specify the type of your initial pet, if you are playing a
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 67
+
+
+
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
pickup_thrown
If this option is on and autopickup is also on, try to pick up
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 67
-
-
-
things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
message where play pauses to allow you to browse the map when-
ever clairvoyance randomly activates. Some situations, such as
being underwater or engulfed, ignore this option. It does not
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 68
+
+
+
affect the clairvoyance spell where pausing to examine revealed
objects or monsters is less intrusive. Default is off. Per-
sistent.
Make the space bar a synonym for the `.' (#wait) command (de-
fault off). Persistent.
-
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 68
-
-
-
role
Pick your type of character (for example "role:Samurai"); syn-
onym for "character". See "name" for an alternate method of
Prevent you from (knowingly) attacking your pets (default on).
Persistent.
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 69
+
+
+
safe_wait
Prevents you from waiting or searching when next to a hostile
monster (default on). Persistent.
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 69
-
-
-
showexp
Show your accumulated experience points on bottom line (default
off). Persistent.
standout
Boldface monsters and "--More--" (default off). Persistent.
- statushilites
- Controls how many turns status hilite behaviors highlight the
- field. If negated or set to zero, disables status hiliting.
- See "Configuring Status Hilites" for further information.
- status_updates
- Allow updates to the status lines at the bottom of the screen
- (default true).
- suppress_alert
- This option may be set to a NetHack version level to suppress
- alert notification messages about feature changes for that and
- prior versions (for example "suppress_alert:3.3.1").
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 70
- NetHack Guidebook 70
+ statushilites
+ Controls how many turns status hilite behaviors highlight the
+ field. If negated or set to zero, disables status hiliting.
+ See "Configuring Status Hilites" for further information.
+ status_updates
+ Allow updates to the status lines at the bottom of the screen
+ (default true).
+ suppress_alert
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that and
+ prior versions (for example "suppress_alert:3.3.1").
symset
This option may be used to select one of the named symbol sets
Provide more commentary during the game (default on). Persis-
tent.
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 71
+
+
+
whatis_coord
When using the `/' or `;' commands to look around on the map
with autodescribe on, display coordinates after the descrip-
n - none (no coordinates shown) [default].
The whatis_coord option is also used with the "/m", "/M", "/o",
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 71
-
-
-
and "/O" sub-commands of `/', where the "none" setting is over-
ridden with "map".
might enable or disable the availability of various other op-
tions. For multiple lines in a configuration file, that would
be the first non-comment line. For a comma-separated list in
- NETHACKOPTIONS or an OPTIONS line in a configuration file, that
- would be the rightmost option in the list.
-
- wizweight
- Augment object descriptions with their objects' weight (default
- off). Debug mode only.
-
- zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
- has no effect on reading an existing save file.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
-
+ NetHack Guidebook 72
- NetHack Guidebook 72
+ NETHACKOPTIONS or an OPTIONS line in a configuration file, that
+ would be the rightmost option in the list.
+ wizweight
+ Augment object descriptions with their objects' weight (default
+ off). Debug mode only.
+ zerocomp
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
+ has no effect on reading an existing save file.
9.5. Window Port Customization options
font_map
if NetHack can, it should use a font by the chosen name for the
- map window.
- font_menu
- If NetHack can, it should use a font by the chosen name for
- menu windows.
- font_message
- If NetHack can, it should use a font by the chosen name for the
- message window.
+ NetHack 3.7 December 9, 2020
- font_status
- If NetHack can, it should use a font by the chosen name for the
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 73
- NetHack Guidebook 73
+ map window.
+ font_menu
+ If NetHack can, it should use a font by the chosen name for
+ menu windows.
+ font_message
+ If NetHack can, it should use a font by the chosen name for the
+ message window.
+ font_status
+ If NetHack can, it should use a font by the chosen name for the
status window.
font_text
player_selection
If NetHack can, it should pop up dialog boxes, or use prompts
- for character selection.
- popup_dialog
- If NetHack can, it should pop up dialog boxes for input.
- preload_tiles
- If NetHack can, it should preload tiles into memory. For exam-
- ple, in the protected mode MS-DOS version, control whether
- tiles get pre-loaded into RAM at the start of the game. Doing
- so enhances performance of the tile graphics, but uses more
- memory. (default on). Cannot be set with the `O' command.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 74
- NetHack Guidebook 74
+ for character selection.
+ popup_dialog
+ If NetHack can, it should pop up dialog boxes for input.
+ preload_tiles
+ If NetHack can, it should preload tiles into memory. For exam-
+ ple, in the protected mode MS-DOS version, control whether
+ tiles get pre-loaded into RAM at the start of the game. Doing
+ so enhances performance of the tile graphics, but uses more
+ memory. (default on). Cannot be set with the `O' command.
scroll_amount
If NetHack can, it should scroll the display by this number of
be slightly condensed, moving some fields to different lines to
eliminate one whole line, reducing the height needed. For Qt,
statuslines can only be set in the configuration file or via
- NETHACKOPTIONS, not with the `O' command.
- term_cols and
- term_rows
- Curses interface only. Number of columns and rows to use for
- the display. Curses will attempt to resize to the values spec-
- ified but will settle for smaller sizes if they are too big.
- Default is the current window size.
+ NetHack 3.7 December 9, 2020
- tile_file
- Specify the name of an alternative tile file to override the
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 75
- NetHack Guidebook 75
+ NETHACKOPTIONS, not with the `O' command.
+ term_cols and
+ term_rows
+ Curses interface only. Number of columns and rows to use for
+ the display. Curses will attempt to resize to the values spec-
+ ified but will settle for smaller sizes if they are too big.
+ Default is the current window size.
+ tile_file
+ Specify the name of an alternative tile file to override the
default.
tile_height
If NetHack can, it should display windows with the specified
foreground/background colors. Windows GUI only. The format is
- OPTION=windowcolors:wintype foreground/background
-
- where wintype is one of "menu", "message", "status", or
- "text", and foreground and background are colors, either a hexa-
- decimal \'#rrggbb', one of the named colors (black, red, green,
- brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
- blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
- silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
- of Windows UI colors (activeborder, activecaption, appworkspace,
- background, btnface, btnshadow, btntext, captiontext, graytext,
- greytext, highlight, highlighttext, inactiveborder,
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- inactivecaption, menu, menutext, scrollbar, window, windowframe,
- windowtext).
+ OPTION=windowcolors:wintype foreground/background
+
+ where wintype is one of "menu", "message", "status", or
+ "text", and foreground and background are colors, either a hexa-
+ decimal \'#rrggbb', one of the named colors (black, red, green,
+ brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
+ blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
+ silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
+ of Windows UI colors (activeborder, activecaption, appworkspace,
+ background, btnface, btnshadow, btntext, captiontext, graytext,
+ greytext, highlight, highlighttext, inactiveborder, inactivecap-
+ tion, menu, menutext, scrollbar, window, windowframe, window-
+ text).
wraptext
If NetHack can, it should wrap long lines of text if they don't
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
PC, and ST NetHack only).
- flush
- (default off, Amiga NetHack only).
- MACgraphics
- (default on, Mac NetHack only).
- page_wait
- (default on, Mac NetHack only).
+ NetHack 3.7 December 9, 2020
- rawio
- Force raw (non-cbreak) mode for faster output and more
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 77
- NetHack Guidebook 77
+ flush
+ (default off, Amiga NetHack only).
+ MACgraphics
+ (default on, Mac NetHack only).
+ page_wait
+ (default on, Mac NetHack only).
- bulletproof input (MS-DOS sometimes treats `^P' as a printer
- toggle without it) (default off, OS/2, PC, and ST NetHack on-
- ly). Note: DEC Rainbows hang if this is turned on. Cannot be
- set with the `O' command.
+ rawio
+ Force raw (non-cbreak) mode for faster output and more bullet-
+ proof input (MS-DOS sometimes treats `^P' as a printer toggle
+ without it) (default off, OS/2, PC, and ST NetHack only).
+ Note: DEC Rainbows hang if this is turned on. Cannot be set
+ with the `O' command.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of
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.
+ Set the intensity level of the three gray scales available
- 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
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 78
- NetHack Guidebook 78
+ (default dark normal light, PC NetHack only). If the game dis-
+ play is difficult to read, try adjusting these scales; if this
+ does not correct the problem, try !color. Cannot be set with
+ the `O' command.
+ 9.7. Regular Expressions
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
your NetHack was built this way, patterns are instead glob pat-
terns. This applies to Autopickup exceptions, Message types, Menu
colors, and User sounds.
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.
+ any corpse from autopickup. The last example results in the
- 9.9. Changing Key Bindings
- It is possible to change the default key bindings of some
- special commands, menu accelerator keys, and extended commands,
- by using BIND stanzas in the configuration file. Format is key,
- followed by the command to bind to, separated by a colon. The
- key can be a single character ("x"), a control key ("^X", "C-x"),
- a meta key ("M-x"), or a three-digit decimal ASCII code.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 79
- NetHack Guidebook 79
+ exclusion of items known to be cursed from autopickup.
+ 9.9. Changing Key Bindings
+ It is possible to change the default key bindings of some
+ special commands, menu accelerator keys, and extended commands,
+ by using BIND stanzas in the configuration file. Format is key,
+ followed by the command to bind to, separated by a colon. The
+ key can be a single character ("x"), a control key ("^X", "C-x"),
+ a meta key ("M-x"), or a three-digit decimal ASCII code.
For example:
When asked for a direction, the key to show the help. Default
is `?'.
- getdir.self
- When asked for a direction, the key to target yourself. De-
- fault is `.'.
- getdir.self2
- When asked for a direction, the key to target yourself. De-
- fault is `s'.
- getpos.autodescribe
- When asked for a location, the key to toggle autodescribe. De-
- fault is `#'.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 80
- NetHack Guidebook 80
+ getdir.self
+ When asked for a direction, the key to target yourself. De-
+ fault is `.'.
+
+ getdir.self2
+ When asked for a direction, the key to target yourself. De-
+ fault is `s'.
+ getpos.autodescribe
+ When asked for a location, the key to toggle autodescribe. De-
+ fault is `#'.
getpos.all.next
When asked for a location, the key to go to next closest inter-
ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
+
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 81
+
+
+
getpos.moveskip
When asked for a location, and using the shifted movement keys
or meta-digit keys to fast-move around, move by skipping the
getpos.pick
When asked for a location, the key to choose the location, and
-
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 81
-
-
-
possibly ask for more info. Default is `.'.
getpos.pick.once
nopickup
Prefix key to move without picking up items. Default is `m'.
- redraw
- Key to redraw the screen. Default is `^R'.
- redraw.numpad
- Key to redraw the screen. With number_pad only. Default is
- `^L'.
+ NetHack 3.7 December 9, 2020
- repeat
- Key to repeat previous command. Default is `^A'.
- reqmenu
- Prefix key to request menu from some commands. Default is `m'.
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 82
+ redraw
+ Key to redraw the screen. Default is `^R'.
- NetHack Guidebook 82
+ redraw.numpad
+ Key to redraw the screen. With number_pad only. Default is
+ `^L'.
+ repeat
+ Key to repeat previous command. Default is `^A'.
+ reqmenu
+ Prefix key to request menu from some commands. Default is `m'.
run
Prefix key to run towards a direction. Default is `G'.
MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
+
+
+ NetHack 3.7 December 9, 2020
+
+
+
+
+
+ NetHack Guidebook 83
+
+
+
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.
when the line matches a user-defined pattern. At this time the
tty, curses, win32tty and win32gui interfaces support this.
-
- NetHack 3.7 November 30, 2020
-
-
-
-
-
- NetHack Guidebook 83
-
-
-
In general, the configuration file entries to describe the
menu color mappings look like this:
uration file, and the last MENUCOLOR line that matches a menu
line will be used for the line.
- Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
- plicit_uncursed option off so that all items known to be uncursed
- are actually displayed with the "uncursed" description.
-
- 9.12. Configuring User Sounds
-
- Some platforms allow you to define sound files to be played
- when a message that matches a user-defined pattern is delivered
- to the message window. At this time the Qt port and the win32tty
- and win32gui ports support the use of user sounds.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 84
- NetHack Guidebook 84
+ Note that if you intend to have one or more color specifica-
+ tions match " uncursed ", you will probably want to turn the im-
+ plicit_uncursed option off so that all items known to be uncursed
+ are actually displayed with the "uncursed" description.
+ 9.12. Configuring User Sounds
+ Some platforms allow you to define sound files to be played
+ when a message that matches a user-defined pattern is delivered
+ to the message window. At this time the Qt port and the win32tty
+ and win32gui ports support the use of user sounds.
The following configuration file entries are relevant to
mapping user sounds to messages:
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
- For another example, the following line in your configura-
- tion file will cause wisdom to be displayed red if it drops and
- green if it rises:
- OPTION=hilite_status:wisdom/down/red/up/green
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, light-green, yellow, light-blue, light-magen-
- ta, light-cyan, and white. And "no-color", the default fore-
- ground color on the display, which is not necessarily the same as
- black or white or any of the other colors.
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 85
- NetHack Guidebook 85
+ For another example, the following line in your configura-
+ tion file will cause wisdom to be displayed red if it drops and
+ green if it rises:
+ OPTION=hilite_status:wisdom/down/red/up/green
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, light-green, yellow, light-blue, light-magen-
+ ta, light-cyan, and white. And "no-color", the default fore-
+ ground color on the display, which is not necessarily the same as
+ black or white or any of the other colors.
Allowed attributes are none, bold, dim, underline, blink,
and inverse. "Normal" is a synonym for "none"; they should not
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
- Allowed behaviors are "always", "up", "down", "changed", a per-
- centage or absolute number threshold, or text to match against.
-
- * "always" will set the default attributes for that field.
- * "up", "down" set the field attributes for when the field
- value changes upwards or downwards. This attribute times
- out after statushilites turns.
+ NetHack 3.7 December 9, 2020
- * "changed" sets the field attribute for when the field val-
- ue changes. This attribute times out after statushilites
- NetHack 3.7 November 30, 2020
+ NetHack Guidebook 86
- NetHack Guidebook 86
+ Allowed behaviors are "always", "up", "down", "changed", a per-
+ centage or absolute number threshold, or text to match against.
+ * "always" will set the default attributes for that field.
+ * "up", "down" set the field attributes for when the field
+ value changes upwards or downwards. This attribute times
+ out after statushilites turns.
+ * "changed" sets the field attribute for when the field val-
+ ue changes. This attribute times out after statushilites
turns. (If a field has both a "changed" rule and an "up"
or "down" rule which matches a change in the field's val-
ue, the "up" or "down" one takes precedence.)
The in-game options menu can help you determine the correct
syntax for a configuration file.
- The whole feature can be disabled by setting option sta-
- tushilites to 0.
-
- Example hilites:
-
-
-
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
-
-
+ NetHack Guidebook 87
- NetHack Guidebook 87
+ The whole feature can be disabled by setting option sta-
+ tushilites to 0.
+ Example hilites:
OPTION=hilite_status: gold/up/yellow/down/brown
OPTION=hilite_status: characteristics/up/green/down/red
^ S_arrow_trap (arrow trap)
0 S_ball (iron ball)
# S_bars (iron bars)
- B S_bat (bat or bird)
- ^ S_bear_trap (bear trap)
- - S_blcorn (bottom left corner)
- b S_blob (blob)
- + S_book (spellbook)
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ B S_bat (bat or bird)
+ ^ S_bear_trap (bear trap)
+ - S_blcorn (bottom left corner)
+ b S_blob (blob)
+ + S_book (spellbook)
) S_boomleft (boomerang open left)
( S_boomright (boomerang open right)
` S_boulder (boulder)
- S_hbeam (horizontal beam [zap animation])
# S_hcdbridge (horizontal raised drawbridge)
+ S_hcdoor (closed door in horizontal wall)
- . S_hodbridge (horizontal lowered drawbridge)
- | S_hodoor (open door in horizontal wall)
- ^ S_hole (hole)
- @ S_human (human or elf)
- h S_humanoid (humanoid)
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ . S_hodbridge (horizontal lowered drawbridge)
+ | S_hodoor (open door in horizontal wall)
+ ^ S_hole (hole)
+ @ S_human (human or elf)
+ h S_humanoid (humanoid)
- S_hwall (horizontal wall)
. S_ice (ice)
i S_imp (imp or minor demon)
# S_sink (sink)
^ S_sleeping_gas_trap (sleeping gas trap)
S S_snake (snake)
- s S_spider (arachnid or centipede)
- ^ S_spiked_pit (spiked pit)
- ^ S_squeaky_board (squeaky board)
- 0 S_ss1 (magic shield 1 of 4)
- # S_ss2 (magic shield 2 of 4)
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ s S_spider (arachnid or centipede)
+ ^ S_spiked_pit (spiked pit)
+ ^ S_squeaky_board (squeaky board)
+ 0 S_ss1 (magic shield 1 of 4)
+ # S_ss2 (magic shield 2 of 4)
@ S_ss3 (magic shield 3 of 4)
* S_ss4 (magic shield 4 of 4)
^ S_statue_trap (statue trap)
w S_worm (worm)
~ S_worm_tail (long worm tail)
W S_wraith (wraith)
- x S_xan (xan or other extraordinary insect)
- X S_xorn (xorn)
- Y S_yeti (apelike creature)
- Z S_zombie (zombie)
- z S_zruty (zruty)
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ x S_xan (xan or other extraordinary insect)
+ X S_xorn (xorn)
+ Y S_yeti (apelike creature)
+ Z S_zombie (zombie)
+ z S_zruty (zruty)
S_pet_override (any pet if ACCESSIBILITY=1 is set)
S_hero_override (hero if ACCESSIBILITY=1 is set)
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 of-
- ficial distributions of NetHack is a symset called NHAccess. Se-
- lecting 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= and ROGUESYMBOLS= in your
+ somewhat daunting. Included within the "symbols" file of all
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ 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= and ROGUESYMBOLS= in your
configuration file to better suit your preferences. See the pre-
vious section for the special symbols S_pet_override to force a
consistent symbol for all pets and S_hero_override to force a
When targeting with cursor and using fast-move, skip the same
glyphs instead of moving 8 units at a time.
- nostatus_updates
- Prevent updates to the status lines at the bottom of the
- screen, if your screen-reader reads those lines. The same in-
- formation can be seen via the "#attributes" command.
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ nostatus_updates
+ Prevent updates to the status lines at the bottom of the
+ screen, if your screen-reader reads those lines. The same in-
+ formation can be seen via the "#attributes" command.
+
9.16. Global Configuration for System Administrators
If NetHack is compiled with the SYSCF option, a system ad-
SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
option. When disabled, incubi and succubi behave like nymphs.
- CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
- ARDS, and SHELLERS check for the player name instead of the us-
- er's login name.
-
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ 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
your machine, depending on how it is set up. In the latter case,
each account on the machine can post only one non-winning score
on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- proper place under your current name. How many scores are kept
- can also be set up when NetHack is compiled.
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
+ list, or better your previous score, you will be inserted in the
+ proper place under your current name. How many scores are kept
+ can also be set up when NetHack is compiled.
+
Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
mode instead.
-
-
-
-
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
dows CE port for 3.4.1.
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
beloved community patches. Many bugs were fixed and some code was
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020
- NetHack 3.7 November 30, 2020
+ NetHack 3.7 December 9, 2020