- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
thing (including other orcs). Above all others, Orcs hate Elves
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
Intelligence affects your ability to cast spells and read
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
ical attacks. Many dungeons show only your experience level
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
additional information, for example a direction, or an object to
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
? Help menu: display one of several help texts available.
- / Tell what a symbol represents. You may choose to specify a
- location or type a symbol (or even a whole word) to explain.
- Specifying a location is done by moving the cursor to a par-
- ticular spot on the map and then pressing one of `.', `,',
- `;', or `:'. `.' will explain the symbol at the chosen lo-
- cation, conditionally check for ``More info?'' depending up-
- on whether the help option is on, and then you will be asked
- to pick another location; `,' will explain the symbol but
- skip any additional information; `;' will skip additional
- info and also not bother asking you to choose another loca-
- tion to examine; `:' will show additional info, if any,
- without asking for confirmation. When picking a location,
- pressing the ESC key will terminate this command, or press-
- ing `?' will give a brief reminder about how it works.
+ / The ``what-is'' command, to tell what a symbol represents.
+ You may choose to specify a location or type a symbol (or
+ even a whole word) to explain. Specifying a location is
+ done by moving the cursor to a particular spot on the map
+ and then pressing one of `.', `,', `;', or `:'. `.' will
+ explain the symbol at the chosen location, conditionally
+ check for ``More info?'' depending upon whether the help op-
+ tion is on, and then you will be asked to pick another loca-
+ tion; `,' will explain the symbol but skip any additional
+ information, then let you pick another location; `;' will
+ skip additional info and also not bother asking you to
+ choose another location to examine; `:' will show additional
+ info, if any, without asking for confirmation. When picking
+ a location, pressing the ESC key will terminate this com-
+ mand, or pressing `?' will give a brief reminder about how
+ it works.
- Specifying a name rather than a location always gives any
- additional information available about that name.
+ If the autodescribe option is on, a short description of
+ what you see at each location is shown as you move the cur-
+ sor. Typing `#' while picking a location will toggle that
+ option on or off. The whatis_coord option controls whether
- & Tell what a command does.
+ NetHack 3.6 January 18, 2016
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 10
- NetHack Guidebook 10
+ the short description includes map coordinates.
+ Specifying a name rather than a location always gives any
+ additional information available about that name.
+
+ You may also request a description of nearby monsters, all
+ monsters currently displayed, nearby objects, or all ob-
+ jects. The whatis_coord option controls which format of map
+ coordinate is included with their descriptions.
+ & Tell what a command does.
- < Go up to the previous level (if you are on a staircase or
+ < Go up to the previous level (if you are on a staircase or
ladder).
> Go down to the next level (if you are on a staircase or lad-
der).
[yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If
- you sense or remember a monster there, you will fight the
- monster instead. Only these one-step movement commands
- cause you to fight monsters; the others (below) are
+ Go one step in the direction indicated (see Figure 2). If
+ you sense or remember a monster there, you will fight the
+ monster instead. Only these one-step movement commands
+ cause you to fight monsters; the others (below) are
``safe.''
y k u 7 8 9
[YUHJKLBN]
- Go in that direction until you hit a wall or run into some-
+ Go in that direction until you hit a wall or run into some-
thing.
m[yuhjklbn]
- Prefix: move without picking up objects or fighting (even
+ Prefix: move without picking up objects or fighting (even
if you remember a monster there)
F[yuhjklbn]
- Prefix: fight a monster (even if you only guess one is
+ Prefix: fight a monster (even if you only guess one is
there)
M[yuhjklbn]
g[yuhjklbn]
Prefix: move until something interesting is found.
- G[yuhjklbn] or <CONTROL->[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not con-
- sidered interesting.
-
- _ Travel to a map location via a shortest-path algorithm.
- The shortest path is computed over map locations the hero
- knows about (e.g. seen or previously traversed). If there
- is no known path, a guess is made instead. Stops on most of
- the same conditions as the `G' command, but without picking
- up objects, similar to the `M' command. For ports with
- mouse support, the command is also invoked when a mouse-
- click takes place on a location other than the current
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- position.
+ G[yuhjklbn] or <CONTROL->[yuhjklbn]
+ Prefix: same as `g', but forking of corridors is not con-
+ sidered interesting.
+
+ _ Travel to a map location via a shortest-path algorithm.
+
+ The shortest path is computed over map locations the hero
+ knows about (e.g. seen or previously traversed). If there
+ is no known path, a guess is made instead. Stops on most of
+ the same conditions as the `G' command, but without picking
+ up objects, similar to the `M' command. For ports with
+ mouse support, the command is also invoked when a mouse-
+ click takes place on a location other than the current posi-
+ tion.
. Rest, do nothing for one turn.
A Remove one or more worn items, such as armor.
- Use `T' (take off) to take off only one piece of armor or
+ Use `T' (take off) to take off only one piece of armor or
`R' (remove) to take off only one accessory.
^A Redo the previous command.
c Close a door.
- C Call (name) a monster, an individual object, or a type of
+ C Call (name) a monster, an individual object, or a type of
object.
Same as extended command ``#name''.
``What kinds of things do you want to drop? [!%= BUCXaium]''
- you should type zero or more object symbols possibly fol-
+ you should type zero or more object symbols possibly fol-
lowed by `a' and/or `i' and/or `u' and/or `m'. In addition,
- one or more of the blessed/uncursed/cursed groups may be
+ one or more of the blessed/uncursed/cursed groups may be
typed.
+
+
+
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 12
+
+
+
DB - drop all objects known to be blessed.
DU - drop all objects known to be uncursed.
DC - drop all objects known to be cursed.
E- - write in the dust with your fingers.
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 12
-
-
-
- Engraving the word ``Elbereth'' will cause most monsters to
+ Engraving the word ``Elbereth'' will cause most monsters to
not attack you hand-to-hand (but if you attack, you will rub
- it out); this is often useful to give yourself a breather.
- (This feature may be compiled out of the game, so your ver-
+ it out); this is often useful to give yourself a breather.
+ (This feature may be compiled out of the game, so your ver-
sion might not have it.)
- f Fire one of the objects placed in your quiver (or quiver
- sack, or that you have at the ready). You may select ammu-
+ f Fire one of the objects placed in your quiver (or quiver
+ sack, or that you have at the ready). You may select ammu-
nition with a previous `Q' command, or let the computer pick
something appropriate if autoquiver is true.
i List your inventory (everything you're carrying).
I List selected parts of your inventory, usually be specifying
- the character for a particular set of objects, like `[' for
+ the character for a particular set of objects, like `[' for
armor or `!' for potions.
I* - list all gems in inventory;
O Set options.
- A menu showing the current option values will be displayed.
- You can change most values simply by selecting the menu en-
+ A menu showing the current option values will be displayed.
+ You can change most values simply by selecting the menu en-
try for the given option (ie, by typing its letter or click-
- ing upon it, depending on your user interface). For the
- non-boolean choices, a further menu or prompt will appear
- once you've closed this menu. The available options are
- listed later in this Guidebook. Options are usually set be-
- fore the game rather than with the `O' command; see the sec-
- tion on options below.
-
- p Pay your shopping bill.
+ ing upon it, depending on your user interface). For the
+ non-boolean choices, a further menu or prompt will appear
+ once you've closed this menu. The available options are
- P Put on an accessory (ring, amulet, or blindfold).
- This command may also be used to wear armor. The prompt for
- which inventory item to use will only list accessories, but
- choosing an unlisted item of armor will attempt to wear it.
- (See the `W' command below. It lists armor as the inventory
- choices but will accept an accessory and attempt to put that
- on.)
+ NetHack 3.6 January 18, 2016
- ^P Repeat previous message.
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 13
+ listed later in this Guidebook. Options are usually set be-
+ fore the game rather than with the `O' command; see the sec-
+ tion on options below.
+ p Pay your shopping bill.
- NetHack Guidebook 13
+ P Put on an accessory (ring, amulet, or blindfold).
+ This command may also be used to wear armor. The prompt for
+ which inventory item to use will only list accessories, but
+ choosing an unlisted item of armor will attempt to wear it.
+ (See the `W' command below. It lists armor as the inventory
+ choices but will accept an accessory and attempt to put that
+ on.)
+ ^P Repeat previous message.
- Subsequent ^P's repeat earlier messages. The behavior can
+ Subsequent ^P's repeat earlier messages. The behavior can
be varied via the msg_window option.
q Quaff (drink) something (potion, water, etc).
- Q Select an object for your quiver, quiver sack, or just gen-
- erally at the ready (only one of these is available at a
- time). You can then throw this (or one of these) using the
+ Q Select an object for your quiver, quiver sack, or just gen-
+ erally at the ready (only one of these is available at a
+ time). You can then throw this (or one of these) using the
`f' command.
- (In versions prior to 3.3 this was the command to quit the
+ (In versions prior to 3.3 this was the command to quit the
game, which has been moved to ``#quit''.)
r Read a scroll or spellbook.
R Remove a worn accessory (ring, amulet, or blindfold).
- If you're wearing more than one, you'll be prompted for
- which one to remove. When you're only wearing one, then by
- default it will be removed without asking, but you can set
+ If you're wearing more than one, you'll be prompted for
+ which one to remove. When you're only wearing one, then by
+ default it will be removed without asking, but you can set
the paranoid_confirmation option to require a prompt.
This command may also be used to take off armor. The prompt
- for which inventory item to remove only lists worn acces-
- sories, but an item of worn armor can be chosen. (See the
- `T' command below. It lists armor as the inventory choices
+ for which inventory item to remove only lists worn acces-
+ sories, but an item of worn armor can be chosen. (See the
+ `T' command below. It lists armor as the inventory choices
but will accept an accessory and attempt to remove it.)
^R Redraw the screen.
- s Search for secret doors and traps around you. It usually
+ s Search for secret doors and traps around you. It usually
takes several tries to find something.
- S Save (and suspend) the game. The game will be restored au-
+ S Save (and suspend) the game. The game will be restored au-
tomatically the next time you play.
- t Throw an object or shoot a projectile.
- T Take off armor.
- If you're wearing more than one piece, you'll be prompted
- for which one to take off. (Note that this treats a cloak
- covering a suit and/or a shirt, or a suit covering a shirt,
- as if the underlying items weren't there.) When you're only
- wearing one, then by default it will be taken off without
- asking, but you can set the paranoid_confirmation option to
- require a prompt.
- This command may also be used to remove accessories. The
- prompt for which inventory item to take off only lists worn
- armor, but a worn accessory can be chosen. (See the `R'
- command above. It lists accessories as the inventory choic-
- es but will accept an item of armor and attempt to take it
- off.)
+ NetHack 3.6 January 18, 2016
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 14
- NetHack Guidebook 14
+ t Throw an object or shoot a projectile.
+
+ T Take off armor.
+
+ If you're wearing more than one piece, you'll be prompted
+ for which one to take off. (Note that this treats a cloak
+ covering a suit and/or a shirt, or a suit covering a shirt,
+ as if the underlying items weren't there.) When you're only
+ wearing one, then by default it will be taken off without
+ asking, but you can set the paranoid_confirmation option to
+ require a prompt.
+ This command may also be used to remove accessories. The
+ prompt for which inventory item to take off only lists worn
+ armor, but a worn accessory can be chosen. (See the `R'
+ command above. It lists accessories as the inventory choic-
+ es but will accept an item of armor and attempt to take it
+ off.)
^T Teleport, if you have the ability.
w- - wield nothing, use your bare hands.
- Some characters can wield two weapons at once; use the `X'
+ Some characters can wield two weapons at once; use the `X'
command (or the ``#twoweapon'' extended command) to do so.
W Wear armor.
- This command may also be used to put on an accessory (ring,
- amulet, or blindfold). The prompt for which inventory item
+ This command may also be used to put on an accessory (ring,
+ amulet, or blindfold). The prompt for which inventory item
to use will only list armor, but choosing an unlisted acces-
sory will attempt to put it on. (See the `P' command above.
- It lists accessories as the inventory choices but will ac-
+ It lists accessories as the inventory choices but will ac-
cept an item of armor and attempt to wear it.)
x Exchange your wielded weapon with the item in your alternate
weapon slot.
The latter is used as your secondary weapon when engaging in
- two-weapon combat. Note that if one of these slots is emp-
+ two-weapon combat. Note that if one of these slots is emp-
ty, the exchange still takes place.
X Toggle two-weapon combat, if your character can do it. Also
available via the ``#twoweapon'' extended command.
- (In versions prior to 3.6 this was the command to switch
+ (In versions prior to 3.6 this was the command to switch
from normal play to "explore mode", also known as "discovery
mode", which has now been moved to ``#explore''.)
- ^X Display basic information about your character.
-
- Displays name, role, race, gender (unless role name makes
- that redundant, such as Caveman or Priestess), and align-
- ment, along with your patron deity and his or her opposi-
- tion. It also shows most of the various items of informa-
- tion from the status line(s) in a less terse form, including
- several additional things which don't appear in the normal
- status display due to space considerations.
- z Zap a wand.
+ NetHack 3.6 January 18, 2016
- z. - to aim at yourself, use `.' for the direction.
- Z Zap (cast) a spell.
- Z. - to cast at yourself, use `.' for the direction.
+ NetHack Guidebook 15
- NetHack 3.6 December 7, 2015
+ ^X Display basic information about your character.
+ Displays name, role, race, gender (unless role name makes
+ that redundant, such as Caveman or Priestess), and align-
+ ment, along with your patron deity and his or her opposi-
+ tion. It also shows most of the various items of informa-
+ tion from the status line(s) in a less terse form, including
+ several additional things which don't appear in the normal
+ status display due to space considerations.
+ z Zap a wand.
- NetHack Guidebook 15
+ z. - to aim at yourself, use `.' for the direction.
+ Z Zap (cast) a spell.
+ Z. - to cast at yourself, use `.' for the direction.
^Z Suspend the game (UNIX(R) versions with job control only).
+ 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
- changes their casting letters, so the change lasts after the
- current `+' command finishes. Sorting the whole list is
- temporary. To make the most recent sort order persist be-
- yond the current `+' command, choose the sort option again
- and then pick "reassign casting letters". (Any spells
- learned after that will be added to the end of the list
- rather than be inserted into the sorted ordering.)
- \ Show what types of objects have been discovered.
- ` Show discovered types for one class of objects.
+ __________
+ (R)UNIX is a registered trademark of AT&T.
- ! Escape to a shell.
+ NetHack 3.6 January 18, 2016
- __________
- (R)UNIX is a registered trademark of AT&T.
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 16
+ Using this command, you can also rearrange the order in
+ which your spells are listed, either by sorting the entire
+ list or by picking one spell from the menu then picking an-
+ other to swap places with it. Swapping pairs of spells
+ changes their casting letters, so the change lasts after the
+ current `+' command finishes. Sorting the whole list is
+ temporary. To make the most recent sort order persist be-
+ yond the current `+' command, choose the sort option again
+ and then pick "reassign casting letters". (Any spells
+ learned after that will be added to the end of the list
+ rather than be inserted into the sorted ordering.)
- NetHack Guidebook 16
+ \ Show what types of objects have been discovered.
+ ` Show discovered types for one class of objects.
+ ! Escape to a shell.
# Perform an extended command.
- As you can see, the authors of NetHack used up all the let-
+ As you can see, the authors of NetHack used up all the let-
ters, so this is a way to introduce the less frequently used
- commands. What extended commands are available depends on
+ commands. What extended commands are available depends on
what features the game was compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option
is ``on'').
- This command allows you to move an item from one particular
- inventory slot to another so that it has a letter which is
+ This command allows you to move an item from one particular
+ inventory slot to another so that it has a letter which is
more meaningful for you or that it will appear in a particu-
- lar location when inventory listings are displayed. ``#ad-
- just'' can also be used to split a stack of objects; when
+ lar location when inventory listings are displayed. ``#ad-
+ just'' can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its let-
ter.
#dip
Dip an object into something.
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 17
+
+
+
#enhance
Advance or check weapon and spell skills.
+ #exploremode
+ Enter the explore mode.
+
#force
Force a lock.
#jump
Jump to another location.
+ #kick
+ Kick something.
+
#loot
- Loot a box or bag on the floor beneath you, or the saddle
+ Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you.
#monster
- Use a monster's special ability (when polymorphed into mon-
+ Use a monster's special ability (when polymorphed into mon-
ster form).
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 17
-
-
-
#name
- Name a monster, an individual object, or a type of object.
+ Name a monster, an individual object, or a type of object.
Same as `C'.
#offer
Offer a sacrifice to the gods.
- You'll need to find an altar to have any chance at success.
- Corpses of recently killed monsters are the fodder of
+ You'll need to find an altar to have any chance at success.
+ Corpses of recently killed monsters are the fodder of
choice.
#overview
- Display information you've discovered about the dungeon.
- Any visited level (unless forgotten due to amnesia) with an
- annotation is included, and many things (altars, thrones,
- fountains, and so on; extra stairs leading to another dun-
- geon branch) trigger an automatic annotation. If dungeon
+ Display information you've discovered about the dungeon.
+ Any visited level (unless forgotten due to amnesia) with an
+ annotation is included, and many things (altars, thrones,
+ fountains, and so on; extra stairs leading to another dun-
+ geon branch) trigger an automatic annotation. If dungeon
overview is chosen during end-of-game disclosure, every vis-
ited level will be included regardless of annotations.
#pray
Pray to the gods for help.
- Praying too soon after receiving prior help is a bad idea.
- (Hint: entering the dungeon alive is treated as having re-
+ Praying too soon after receiving prior help is a bad idea.
+ (Hint: entering the dungeon alive is treated as having re-
ceived help. You probably shouldn't start off a new game by
- praying right away.) Since using this command by accident
- can cause trouble, there is an option to make you confirm
- your intent before praying. It is enabled by default, and
- you can reset the paranoid_confirmation option to disable
+ praying right away.) Since using this command by accident
+ can cause trouble, there is an option to make you confirm
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 18
+
+
+
+ your intent before praying. It is enabled by default, and
+ you can reset the paranoid_confirmation option to disable
it.
#quit
Quit the program without saving your game.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
- quitting. By default a response of 'y' acknowledges that
+ Since using this command by accident would throw away the
+ current game, you are asked to confirm your intent before
+ quitting. By default a response of 'y' acknowledges that
intent. You can set the paranoid_confirmation option to re-
quire a response of "yes" instead.
Sit down.
#terrain
- Show bare map without displaying monsters, objects, or
+ Show bare map without displaying monsters, objects, or
traps.
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 18
-
-
-
#tip
- Tip over a container (bag or box) to pour out its contents.
+ Tip over a container (bag or box) to pour out its contents.
#turn
Turn undead.
#twoweapon
Toggle two-weapon combat on or off.
- Note that you must use suitable weapons for this type of
+ Note that you must use suitable weapons for this type of
combat, or it will be automatically turned off.
#untrap
Untrap something (trap, door, or chest).
- In some circumstances it can also be used to rescue trapped
+ In some circumstances it can also be used to rescue trapped
monsters.
#version
#?
Help menu: get the list of available extended commands.
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 19
+
+
+
If your keyboard has a meta key (which, when pressed in com-
- bination with another key, modifies it by setting the `meta'
- [8th, or `high'] bit), you can invoke many extended commands by
+ bination with another key, modifies it by setting the `meta'
+ [8th, or `high'] bit), you can invoke many extended commands by
meta-ing the first letter of the command. In NT, OS/2, PC and ST
NetHack, the `Alt' key can be used in this fashion; on the Amiga,
- set the altmeta option to get this behavior. On other systems,
- if typing `Alt' plus another key transmits a two character se-
+ set the altmeta option to get this behavior. On other systems,
+ if typing `Alt' plus another key transmits a two character se-
quence consisting of an Escape followed by the other key, you may
set the altmeta option to have nethack combine them into
meta+key.
M-e #enhance
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 19
-
-
-
M-f #force
M-i #invoke
M-s #sit
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 20
+
+
+
M-t #turn
M-T #tip
M-w #wipe
- If the number_pad option is on, some additional letter com-
+ If the number_pad option is on, some additional letter com-
mands are available:
- h Help menu: display one of several help texts available,
+ h Help menu: display one of several help texts available,
like ``?''.
j Jump to another location. Same as ``#jump'' or ``M-j''.
k Kick something (usually a door). Same as `^D'.
- l Loot a box or bag on the floor beneath you, or the saddle
- from a steed standing next to you. Same as ``#loot'' or
+ l Loot a box or bag on the floor beneath you, or the saddle
+ from a steed standing next to you. Same as ``#loot'' or
``M-l''.
- N Name a monster, an individual object, or a type of object.
- Same as ``#name'' (or ``M-n'') which is the same as the `C'
+ N Name a monster, an individual object, or a type of object.
+ Same as ``#name'' (or ``M-n'') which is the same as the `C'
command.
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 20
-
-
-
- u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
+ u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
+ Rooms and corridors in the dungeon are either lit or dark.
+ Any lit areas within your line of sight will be displayed; dark
+ areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
+ doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
+ the `o' (open) command; to close it again, use the `c' (close)
command.
- You can get through a locked door by using a tool to pick
+ You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
- Open doors cannot be entered diagonally; you must approach
- them straight on, horizontally or vertically. Doorways without
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 21
+
+
+
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
- Doors can be useful for shutting out monsters. Most mon-
+ Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
- Secret doors are hidden. You can find them with the `s'
- (search) command. Once found they are in all ways equivalent to
+ Secret doors are hidden. You can find them with the `s'
+ (search) command. Once found they are in all ways equivalent to
normal doors.
5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- delver. For example, you may suddenly fall into a pit and be
+ There are traps throughout the dungeon to snare the unwary
+ delver. For example, you may suddenly fall into a pit and be
stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
- mand. Monsters can fall prey to traps, too, which can be a very
+ mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
There is a special pre-mapped branch of the dungeon based on
- the classic computer game ``Sokoban.'' The goal is to push the
- boulders into the pits or holes. With careful foresight, it is
- possible to complete all of the levels according to the tradi-
- tional rules of Sokoban. Some allowances are permitted in case
+ the classic computer game ``Sokoban.'' The goal is to push the
+ boulders into the pits or holes. With careful foresight, it is
+ possible to complete all of the levels according to the tradi-
+ tional rules of Sokoban. Some allowances are permitted in case
the player gets stuck; however, they will lower your luck.
+ 5.3. Stairs (`<', `>')
+
+ In general, each level in the dungeon will have a staircase
+ going up (`<') to the previous level and another going down (`>')
+ to the next level. There are some exceptions though. For in-
+ stance, fairly early in the dungeon you will find a level with
+ two down staircases, one continuing into the dungeon and the oth-
+ er branching into an area known as the Gnomish Mines. Those
+ mines eventually hit a dead end, so after exploring them (if you
+ choose to do so), you'll need to climb back up to the main dun-
+ geon.
+
+ When you traverse a set of stairs, or trigger a trap which
+ sends you to another level, the level you're leaving will be de-
+ activated and stored in a file on disk. If you're moving to a
+ previously visited level, it will be loaded from its file on disk
+ and reactivated. If you're moving to a level which has not yet
+ been visited, it will be created (from scratch for most random
+ levels, from a template for some ``special'' levels, or loaded
+ from the remains of an earlier game for a ``bones'' level as
+ briefly described below). Monsters are only active on the cur-
+ rent level; those on other levels are essentially placed into
+ stasis.
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 21
- 5.3. Stairs (`<', `>')
+ NetHack Guidebook 22
- In general, each level in the dungeon will have a staircase
- going up (`<') to the previous level and another going down (`>')
- to the next level. There are some exceptions though. For in-
- stance, fairly early in the dungeon you will find a level with
- two down staircases, one continuing into the dungeon and the oth-
- er branching into an area known as the Gnomish Mines. Those
- mines eventually hit a dead end, so after exploring them (if you
- choose to do so), you'll need to climb back up to the main dun-
- geon.
- When you traverse a set of stairs, or trigger a trap which
- sends you to another level, the level you're leaving will be de-
- activated and stored in a file on disk. If you're moving to a
- previously visited level, it will be loaded from its file on disk
- and reactivated. If you're moving to a level which has not yet
- been visited, it will be created (from scratch for most random
- levels, from a template for some ``special'' levels, or loaded
- from the remains of an earlier game for a ``bones'' level as
- briefly described below). Monsters are only active on the cur-
- rent level; those on other levels are essentially placed into
- stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
+ sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
5.4. Ladders (`<', `>')
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
5.5. Shops and shopping
- Occasionally you will run across a room with a shopkeeper
- near the door and many items lying on the floor. You can buy
+ Occasionally you will run across a room with a shopkeeper
+ near the door and many items lying on the floor. You can buy
items by picking them up and then using the `p' command. You can
- inquire about the price of an item prior to picking it up by us-
- ing the ``#chat'' command while standing on it. Using an item
- prior to paying for it will incur a charge, and the shopkeeper
- won't allow you to leave the shop until you have paid any debt
+ inquire about the price of an item prior to picking it up by us-
+ ing the ``#chat'' command while standing on it. Using an item
+ prior to paying for it will incur a charge, and the shopkeeper
+ won't allow you to leave the shop until you have paid any debt
you owe.
- You can sell items to a shopkeeper by dropping them to the
- floor while inside a shop. You will either be offered an amount
- of gold and asked whether you're willing to sell, or you'll be
- told that the shopkeeper isn't interested (generally, your item
- needs to be compatible with the type of merchandise carried by
+ You can sell items to a shopkeeper by dropping them to the
+ floor while inside a shop. You will either be offered an amount
+ of gold and asked whether you're willing to sell, or you'll be
+ told that the shopkeeper isn't interested (generally, your item
+ needs to be compatible with the type of merchandise carried by
+ the shop).
+
+ If you drop something in a shop by accident, the shopkeeper
+ will usually claim ownership without offering any compensation.
+ You'll have to buy it back if you want to reclaim it.
+
+ Shopkeepers sometimes run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
+ dungeon, don't bother trying to use it in shops; shopkeepers will
+ not accept it.)
+ The `$' command, which reports the amount of gold you are
+ carrying (in inventory, not inside bags or boxes), will also show
+ current shop debt or credit, if any. The `Iu' command lists un-
+ paid items (those which still belong to the shop) if you are car-
+ rying any. The `Ix' command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
+ fees, if any.
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 22
- the shop).
- If you drop something in a shop by accident, the shopkeeper
- will usually claim ownership without offering any compensation.
- You'll have to buy it back if you want to reclaim it.
+ NetHack Guidebook 23
- Shopkeepers sometimes run out of money. When that happens,
- you'll be offered credit instead of gold when you try to sell
- something. Credit can be used to pay for purchases, but it is
- only good in the shop where it was obtained; other shopkeepers
- won't honor it. (If you happen to find a "credit card" in the
- dungeon, don't bother trying to use it in shops; shopkeepers will
- not accept it.)
- The `$' command, which reports the amount of gold you are
- carrying (in inventory, not inside bags or boxes), will also show
- current shop debt or credit, if any. The `Iu' command lists un-
- paid items (those which still belong to the shop) if you are car-
- rying any. The `Ix' command shows an inventory-like display of
- any unpaid items which have been used up, along with other shop
- fees, if any.
5.5.1. Shop idiosyncracies
* The price of a given item can vary due to a variety of factors.
- * A shopkeeper treats the spot immediately inside the door as if
+ * A shopkeeper treats the spot immediately inside the door as if
it were outside the shop.
* While the shopkeeper watches you like a hawk, he will generally
ignore any other customers.
- * If a shop is "closed for inventory", it will not open of its
+ * If a shop is "closed for inventory", it will not open of its
own accord.
* Shops do not get restocked with new items, regardless of inven-
6. Monsters
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- magic items can help you locate them before they locate you
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
(which some monsters can do very well).
- The commands `/' and `;' may be used to obtain information
- about those monsters who are displayed on the screen. The com-
- mand ``#name'', or its synonym `C', allows you to assign a name
- to a monster, which may be useful to help distinguish one from
- another when multiple monsters are present. Assigning a name
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand ``#name'', or its synonym `C', allows you to assign a name
+ to a monster, which may be useful to help distinguish one from
+ another when multiple monsters are present. Assigning a name
which is just a space will remove any prior name.
+ The extended command ``#chat'' can be used to interact with
+ an adjacent monster. There is no actual dialog (in other words,
+ you don't get to choose what you'll say), but chatting with some
+ monsters such as a shopkeeper or the Oracle of Delphi can produce
+ useful results.
- NetHack 3.6 December 7, 2015
-
+ 6.1. Fighting
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
+ business unless you attack them. Some of them are very dangerous
+ when angered. Remember: discretion is the better part of valor.
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of 'y' acknowledges that in-
+ tent, which can be error prone if you're using 'y' to move. You
+ can set the paranoid_confirmation option to require a response of
+ "yes" instead.
- NetHack Guidebook 23
+ NetHack 3.6 January 18, 2016
- The extended command ``#chat'' can be used to interact with
- an adjacent monster. There is no actual dialog (in other words,
- you don't get to choose what you'll say), but chatting with some
- monsters such as a shopkeeper or the Oracle of Delphi can produce
- useful results.
- 6.1. Fighting
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
- business unless you attack them. Some of them are very dangerous
- when angered. Remember: discretion is the better part of valor.
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of 'y' acknowledges that in-
- tent, which can be error prone if you're using 'y' to move. You
- can set the paranoid_confirmation option to require a response of
- "yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ NetHack Guidebook 24
+
+
+
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
member a monster but want to try fighting anyway, you can use the
`F' command.
6.2. Your pet
- You start the game with a little dog (`d'), cat (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. It
+ You start the game with a little dog (`d'), cat (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. It
usually feeds itself on fresh carrion and other meats. If you're
- worried about it or want to train it, you can feed it, too, by
- throwing it food. A properly trained pet can be very useful un-
+ worried about it or want to train it, you can feed it, too, by
+ throwing it food. A properly trained pet can be very useful un-
der certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
+ pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
+ 6.3. Steeds
+ Some types of creatures in the dungeon can actually be rid-
+ den if you have the right equipment and skill. Convincing a wild
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
+ der to forge the alliance. Once you do have the beast under your
+ control however, you can easily climb in and out of the saddle
+ with the `#ride' command. Lead the beast around the dungeon when
+ riding, in the same manner as you would move yourself. It is the
+ beast that you will see displayed on the map.
- NetHack 3.6 December 7, 2015
+ Riding skill is managed by the `#enhance' command. See the
+ section on Weapon proficiency for more information about that.
+ 6.4. Bones levels
+ You may encounter the shades and corpses of other adventur-
+ ers (or even former incarnations of yourself!) and their personal
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 24
- 6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
- den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
- der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
- with the `#ride' command. Lead the beast around the dungeon when
- riding, in the same manner as you would move yourself. It is the
- beast that you will see displayed on the map.
+ NetHack Guidebook 25
- Riding skill is managed by the `#enhance' command. See the
- section on Weapon proficiency for more information about that.
- 6.4. Bones levels
- You may encounter the shades and corpses of other adventur-
- ers (or even former incarnations of yourself!) and their personal
- effects. Ghosts are hard to kill, but easy to avoid, since
- they're slow and do little damage. You can plunder the deceased
- adventurer's possessions; however, they are likely to be cursed.
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger you
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger you
are, the less the additional load will affect you. There comes a
- point, though, when the weight of all of that stuff you are car-
- rying around with you through the dungeon will encumber you.
- Your reactions will get slower and you'll burn calories faster,
- requiring food more frequently to cope with it. Eventually,
- you'll be so overloaded that you'll either have to discard some
+ point, though, when the weight of all of that stuff you are car-
+ rying around with you through the dungeon will encumber you.
+ Your reactions will get slower and you'll burn calories faster,
+ requiring food more frequently to cope with it. Eventually,
+ you'll be so overloaded that you'll either have to discard some
of what you're carrying or collapse under its weight.
- NetHack will tell you how badly you have loaded yourself.
- The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
+ NetHack will tell you how badly you have loaded yourself.
+ The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
`Overloaded' are displayed on the bottom line display to indicate
your condition.
+ When you pick up an object, it is assigned an inventory let-
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
+ choose a particular object you are carrying, you are usually pre-
+ sented with a list of inventory letters to choose from (see Com-
+ mands, above).
+
+ Some objects, such as weapons, are easily differentiated.
+ Others, like scrolls and potions, are given descriptions which
+ vary according to type. During a game, any two objects with the
+ same description are the same type. However, the descriptions
+ will vary from game to game.
- NetHack 3.6 December 7, 2015
+ When you use one of these objects, if its effect is obvious,
+ NetHack will remember what it is for you. If its effect isn't
+ extremely obvious, you will be asked what you want to call this
+ type of object so you will recognize it later. You can also use
+ the ``#name'' command, or its synonym `C', for the same purpose
+ at any time, to name all objects of a particular type or just an
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 25
+ NetHack Guidebook 26
- When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
- choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
- mands, above).
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
- will vary from game to game.
- When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the ``#name'' command, or its synonym `C', for the same purpose
- at any time, to name all objects of a particular type or just an
individual object. When you use ``#name'' on an object which has
- already been named, specifying a space as the value will remove
+ already been named, specifying a space as the value will remove
the prior name instead of assigning a new one.
7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
+ Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
- stuck with (and to) the item. Cursed weapons weld themselves to
- your hand when wielded, so you cannot unwield them. Any cursed
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
- Objects can also be blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For ex-
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A ``glass half full versus glass half empty''
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A ``glass half full versus glass half empty''
situation; make of that what you will.
There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
roles.
- An item with unknown status will be reported in your inven-
+ An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
+ distinguished in your inventory by the presence of the word
+ ``cursed'', ``uncursed'' or ``blessed'' in the description of the
+ item. In some cases ``uncursed'' will be omitted as being redun-
+ dant when enough other information is displayed. The implic-
+ it_uncursed option can be used to control this; toggle it off to
+ have ``uncursed'' be displayed even when that can be deduced from
+ other attributes.
+ 7.2. Weapons (`)')
- NetHack 3.6 December 7, 2015
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
+ exception; they normally do much more damage with bare hands than
+ they do with weapons.
+ There are wielded weapons, like maces and swords, and thrown
+ weapons, like arrows and spears. To hit monsters with a weapon,
+ you must wield it and attack them, or throw it at them. You can
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 26
- ``cursed'', ``uncursed'' or ``blessed'' in the description of the
- item. In some cases ``uncursed'' will be omitted as being redun-
- dant when enough other information is displayed. The implic-
- it_uncursed option can be used to control this; toggle it off to
- have ``uncursed'' be displayed even when that can be deduced from
- other attributes.
+ NetHack Guidebook 27
- 7.2. Weapons (`)')
- Given a chance, most monsters in the Mazes of Menace will
- gratuitously try to kill you. You need weapons for self-defense
- (killing them first). Without a weapon, you do only 1-2 hit
- points of damage (plus bonuses, if any). Monk characters are an
- exception; they normally do much more damage with bare hands than
- they do with weapons.
- There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ simply elect to throw a spear. To shoot an arrow, you should
+ first wield a bow, then throw the arrow. Crossbows shoot cross-
bow bolts. Slings hurl rocks and (other) stones (like gems).
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
- which can be either positive or negative) that adds to your
- chance to hit and the damage you do to a monster. The only way
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
+ tified somehow. Most weapons are subject to some type of damage
like rust. Such ``erosion'' damage can be repaired.
- The chance that an attack will successfully hit a monster,
- and the amount of damage such a hit will do, depends upon many
- factors. Among them are: type of weapon, quality of weapon (en-
+ The chance that an attack will successfully hit a monster,
+ and the amount of damage such a hit will do, depends upon many
+ factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
- encumbrance, and proficiency (see below). The monster's armor
- class - a general defense rating, not necessarily due to wearing
- of armor - is a factor too; also, some monsters are particularly
+ encumbrance, and proficiency (see below). The monster's armor
+ class - a general defense rating, not necessarily due to wearing
+ of armor - is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and alternate weapons. And if you have proficiency in
- the ``two weapon combat'' skill, you may wield both weapons si-
- multaneously as primary and secondary; use the `#twoweapon' ex-
- tended command to engage or disengage that. Only some types of
- characters (barbarians, for instance) have the necessary skill
- available. Even with that skill, using two weapons at once in-
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the ``two weapon combat'' skill, you may wield both weapons si-
+ multaneously as primary and secondary; use the `#twoweapon' ex-
+ tended command to engage or disengage that. Only some types of
+ characters (barbarians, for instance) have the necessary skill
+ available. Even with that skill, using two weapons at once in-
curs a penalty in the chance to hit your target compared to using
just one weapon at a time.
+ There might be times when you'd rather not wield any weapon
+ at all. To accomplish that, wield `-', or else use the `A' com-
+ mand which allows you to unwield the current weapon in addition
+ to taking off other worn items.
+ Those of you in the audience who are AD&D players, be aware
+ that each weapon which existed in AD&D does roughly the same dam-
+ age to monsters in NetHack. Some of the more obscure weapons
+ (such as the aklys, lucern hammer, and bec-de-corbin) are defined
+ in an appendix to Unearthed Arcana, an AD&D supplement.
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
+ (exchange), `#twoweapon', and `#enhance' (see below).
- NetHack 3.6 December 7, 2015
-
+ 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
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 27
- 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 Guidebook 28
- The commands to use weapons are `w' (wield), `t' (throw),
- `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
- (exchange), `#twoweapon', and `#enhance' (see below).
- 7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- for a specific target. The distance something can be thrown de-
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
+ be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
- You can simplify the throwing operation by using the `Q'
- command to select your preferred ``missile'', then using the `f'
- command to throw it. You'll be prompted for a direction as
- above, but you don't have to specify which item to throw each
+ You can simplify the throwing operation by using the `Q'
+ command to select your preferred ``missile'', then using the `f'
+ command to throw it. You'll be prompted for a direction as
+ above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver (or
- quiver sack, or have at the ready) when the inventory slot used
+ quiver sack, or have at the ready) when the inventory slot used
for `Q' runs out.
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
of ammunition at once -- or hold several missiles in your hand --
- and still hit a target is not an easy task. Rangers are among
- those who are adept at this task, as are those with a high level
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
+ and still hit a target is not an easy task. Rangers are among
+ those who are adept at this task, as are those with a high level
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
number_pad mode) would ensure that at most 2 arrows are shot even
- if you could have fired 3. If you specify a larger number than
+ if you could have fired 3. If you specify a larger number than
would have been shot (``4f'' in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
- in the same direction; if the first ones kill a monster, the
+ in the same direction; if the first ones kill a monster, the oth-
+ ers can still continue beyond that spot.
+ 7.2.2. Weapon proficiency
- NetHack 3.6 December 7, 2015
+ You will have varying degrees of skill in the weapons avail-
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
+ your role, your experience level, and use of the weapons.
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
+ bows.
+ The `#enhance' extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
+ skill(s) to improve when you've used one or more skills enough to
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 28
- others can still continue beyond that spot.
- 7.2.2. Weapon proficiency
+ NetHack Guidebook 29
- You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
- your role, your experience level, and use of the weapons.
- For the purposes of proficiency, weapons have been divided
- up into various groups such as daggers, broadswords, and
- polearms. Each role has a limit on what level of proficiency a
- character can achieve for each group. For instance, wizards can
- become highly skilled in daggers or staves but not in swords or
- bows.
- The `#enhance' extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
- skill(s) to improve when you've used one or more skills enough to
become eligible to do so. The skill rankings are ``none'' (some-
- times also referred to as ``restricted'', because you won't be
- able to advance), ``unskilled'', ``basic'', ``skilled'', and
+ times also referred to as ``restricted'', because you won't be
+ able to advance), ``unskilled'', ``basic'', ``skilled'', and
``expert''. Restricted skills simply will not appear in the list
- shown by `#enhance'. (Divine intervention might unrestrict a
+ shown by `#enhance'. (Divine intervention might unrestrict a
particular skill, in which case it will start at unskilled and be
- limited to basic.) Some characters can enhance their barehanded
- combat or martial arts skill beyond expert to ``master'' or
+ limited to basic.) Some characters can enhance their barehanded
+ combat or martial arts skill beyond expert to ``master'' or
``grand master''.
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use `#enhance' to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use `#enhance' to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
- use. To wield two weapons, you need to use the ``#twoweapon''
- command. But first you need to have a weapon in each hand.
- (Note that your two weapons are not fully equal; the one in the
- hand you normally wield with is considered primary and the other
- one is considered secondary. The most noticeable difference is
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 29
-
-
-
- after you stop--or before you begin, for that matter--wielding
- two weapons at once. The primary is your wielded weapon and the
+ up to do so can seem cumbersome but becomes second nature with
+ use. To wield two weapons, you need to use the ``#twoweapon''
+ command. But first you need to have a weapon in each hand.
+ (Note that your two weapons are not fully equal; the one in the
+ hand you normally wield with is considered primary and the other
+ one is considered secondary. The most noticeable difference is
+ after you stop--or before you begin, for that matter--wielding
+ two weapons at once. The primary is your wielded weapon and the
secondary is just an item in your inventory that's been designat-
ed as alternate weapon.)
If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
+ 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
+ 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-
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 30
+
+
+
+ want as primary which will push the first into secondary posi-
tion.
- When in two-weapon combat mode, using the ``#twoweapon''
+ When in two-weapon combat mode, using the ``#twoweapon''
command toggles back to single-weapon mode. Throwing or dropping
- either of the weapons or having one of them be stolen or de-
+ either of the weapons or having one of them be stolen or de-
stroyed will also make you revert to single-weapon combat.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
studded leather armor 7
ring mail 7
orcish ring mail 8
-
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 30
-
-
-
leather armor 8
leather jacket 9
no armor 10
You can also wear other pieces of armor (ex. helmets, boots,
- shields, cloaks) to lower your armor class even further, but you
- can only wear one item of each category (one suit of armor, one
+ shields, cloaks) to lower your armor class even further, but you
+ can only wear one item of each category (one suit of armor, one
cloak, one helmet, one shield, and so on) at a time.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its ``plus'' (or minus)
- will subtract from your armor class. For example, a +1 chain
- mail would give you better protection than normal chain mail,
+ 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
+ a piece of armor, you immediately find out the armor class and
any ``plusses'' it provides. Cursed pieces of armor usually have
negative enchantments (minuses) in addition to being unremovable.
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 31
+
+
+
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can also be used to take off armor as well as
+ The `A' command can also be used to take off armor as well as
other worn items.
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins (``cans'') will usu-
- ally stay fresh, but ice boxes are heavy, and tins take a while
+ ally stay fresh, but ice boxes are heavy, and tins take a while
to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
fects.
- You can name one food item after something you like to eat
+ You can name one food item after something you like to eat
with the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (ex. ``READ ME,'' or
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (ex. ``READ ME,'' or
+ ``THANX MAUD'' backwards). Scrolls disappear after you read them
+ (except for blank ones, without magic spells on them).
+ One of the most useful of these is the scroll of identify,
+ which can be used to determine what another object is, whether it
+ is cursed or blessed, and how many uses it has left. Some ob-
+ jects of subtle enchantment are difficult to identify without
+ these.
- NetHack 3.6 December 7, 2015
+ A mail daemon may run up and deliver mail to you as a scroll
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
+ NetHack know where to look for new mail by setting the ``MAIL''
+ environment variable to the file name of your mailbox. You may
+ also want to set the ``MAILREADER'' environment variable to the
+ file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll. On versions of NetHack where mail is
+ randomly generated internal to the game, these environment vari-
+ ables are ignored. You can disable the mail daemon by turning
+ off the mail option.
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 31
- ``THANX MAUD'' backwards). Scrolls disappear after you read them
- (except for blank ones, without magic spells on them).
+ NetHack Guidebook 32
- One of the most useful of these is the scroll of identify,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
- A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
- NetHack know where to look for new mail by setting the ``MAIL''
- environment variable to the file name of your mailbox. You may
- also want to set the ``MAILREADER'' environment variable to the
- file name of your favorite reader, so NetHack can shell to it
- when you read the scroll. On versions of NetHack where mail is
- randomly generated internal to the game, these environment vari-
- ables are ignored. You can disable the mail daemon by turning
- off the mail option.
The command to read a scroll is `r'.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip (``#dip'') an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Magic wands usually have multiple magical charges. Some
- wands are directional--you must give a direction in which to zap
- them. You can also zap them at yourself (just give a `.' or `s'
+ Magic wands usually have multiple magical charges. Some
+ wands are directional--you must give a direction in which to zap
+ them. You can also zap them at yourself (just give a `.' or `s'
for the direction). Be warned, however, for this is often unwise.
- Other wands are nondirectional--they don't require a direction.
- The number of charges in a wand is random and decreases by one
+ Other wands are nondirectional--they don't require a direction.
+ The number of charges in a wand is random and decreases by one
whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
- NetHack 3.6 December 7, 2015
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
+ then by its current number of charges. A current charge count of
+ -1 is a special case indicating that the wand has been cancelled.
+ The command to use a wand is `z' (zap). To break one, use
+ the `a' (apply) command.
+ 7.8. Rings (`=')
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
+ scrolls, and wands.
- NetHack Guidebook 32
+ NetHack 3.6 January 18, 2016
- the wand is recharged.
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
- then by its current number of charges. A current charge count of
- -1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
- the `a' (apply) command.
+ NetHack Guidebook 33
- 7.8. Rings (`=')
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
- scrolls, and wands.
- Putting on a ring activates its magic. You can wear only
+ Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
- Most rings also cause you to grow hungry more rapidly, the
+ Most rings also cause you to grow hungry more rapidly, the
rate varying with the type of ring.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable) -- unless
- the attempt backfires. Reading a cursed spellbook or one with
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable) -- unless
+ the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
casting.
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you, and casting several spells in a row may
- tire you. Casting of spells also requires practice. With prac-
- tice, your skill in each category of spell casting will improve.
- Over time, however, your memory of each spell will dim, and you
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you, and casting several spells in a row may
+ tire you. Casting of spells also requires practice. With prac-
+ tice, your skill in each category of spell casting will improve.
+ Over time, however, your memory of each spell will dim, and you
will need to relearn it.
+ Some spells are directional--you must give a direction in
+ which to cast them. You can also cast them at yourself (just
+ give a `.' or `s' for the direction). Be warned, however, for
+ this is often unwise. Other spells are nondirectional--they
+ don't require a direction.
+ Just as weapons are divided into groups in which a character
+ can become proficient (to varying degrees), spells are similarly
+ grouped. Successfully casting a spell exercises its skill group;
+ using the `#enhance' command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
+ during casting attempts, and improve the accuracy of the estimate
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
+ ``Weapon proficiency''.)
+ Casting a spell also requires flexible movement, and wearing
+ various types of armor may interfere with that.
- NetHack 3.6 December 7, 2015
-
+ 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
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 33
- Some spells are directional--you must give a direction in
- which to cast them. You can also cast them at yourself (just
- give a `.' or `s' for the direction). Be warned, however, for
- this is often unwise. Other spells are nondirectional--they
- don't require a direction.
+ NetHack Guidebook 34
- Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
- grouped. Successfully casting a spell exercises its skill group;
- using the `#enhance' command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
- during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
- ``Weapon proficiency''.)
- Casting a spell also requires flexible movement, and wearing
- various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
- `r' (read). The `+' command lists each spell you know along with
- its level, skill category, chance of failure when casting, and an
- estimate of how strongly it is remembered. The `Z' (cast) com-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
The command to use tools is `a' (apply).
7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the ``#loot'' extended
- command when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the ``#loot'' extended
+ command when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
+ kicking it with the `^D' command, or by using a weapon to force
the lock with the ``#force'' extended command.
Some chests are trapped, causing nasty things to happen when
you unlock or open them. You can check for and try to deactivate
traps with the ``#untrap'' extended command.
+ 7.11. Amulets (`"')
+ Amulets are very similar to rings, and often more powerful.
+ Like rings, amulets have various magical properties, some benefi-
+ cial, some harmful, which are activated by putting them on.
+ Only one amulet may be worn at a time, around your neck.
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove).
+ 7.12. Gems (`*')
- NetHack 3.6 December 7, 2015
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
+ Valuable gems increase your score if you bring them with you when
+ you exit.
+ Other small rocks are also categorized as gems, but they are
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
+ cases, you can still throw them by hand.
- NetHack Guidebook 34
+ NetHack 3.6 January 18, 2016
- 7.11. Amulets (`"')
- Amulets are very similar to rings, and often more powerful.
- Like rings, amulets have various magical properties, some benefi-
- cial, some harmful, which are activated by putting them on.
- Only one amulet may be worn at a time, around your neck.
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove).
- 7.12. Gems (`*')
+ NetHack Guidebook 35
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
- Valuable gems increase your score if you bring them with you when
- you exit.
- Other small rocks are also categorized as gems, but they are
- much less valuable. All rocks, however, can be used as projec-
- tile weapons (if you have a sling). In the most desperate of
- cases, you can still throw them by hand.
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Very large humanoids (giants and their ilk) have been known
+ Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
This gives players extra ``bragging rights'' for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
they win the game.
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
+ creatures can survive long periods of time without food, there is
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
+ violate any food challenges either.
+ A strict vegan diet is one which avoids any food derived
+ from animals. The primary source of nutrition is fruits and veg-
+ etables. The corpses and tins of blobs (`b'), jellies (`j'), and
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
+ while polymorphed into a creature that can digest it is also con-
+ sidered vegan food. Note however that eating such items still
+ counts against foodless conduct.
- NetHack 3.6 December 7, 2015
+ 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
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 35
+ NetHack Guidebook 36
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
- creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
- violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
- from animals. The primary source of nutrition is fruits and veg-
- etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
- while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
- counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
- to the vegan items listed above, they may eat any kind of pudding
- (`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
ing the monster's corpse. Please note that the term ``vegan'' is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
keep track of this for you. Also note that ``milky'' potions may
be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- ``fruits'', although they could be anything from ``cherries'' to
+ compatible with a vegan diet. Slime molds or player-defined
+ ``fruits'', although they could be anything from ``cherries'' to
``pork chops'', are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 36
-
-
-
- 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
+ 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 cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single ``x'' (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
- prior to the start of the game and isn't counted.
-
- There are several other challenges tracked by the game. It
- is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
- When the game offers you an opportunity to genocide monsters, you
- may respond with the monster type ``none'' if you want to de-
- cline. You can change the form of an item into another item of
- the same type (``polypiling'') or the form of your own body into
- another creature (``polyself'') by wand, spell, or potion of
- polymorph; avoiding these effects are each considered challenges.
- Polymorphing monsters, including pets, does not break either of
- these challenges. Finally, you may sometimes receive wishes; a
- game without an attempt to wish for any items is a challenge, as
- is a game without wishing for an artifact (even if the artifact
- immediately disappears). When the game offers you an opportunity
- to make a wish for an item, you may choose ``nothing'' if you
- want to decline.
- 9. Options
+ NetHack 3.6 January 18, 2016
- Due to variations in personal tastes and conceptions of how
- NetHack should do things, there are options you can set to change
- how NetHack behaves.
-
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 37
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
+ prior to the start of the game and isn't counted.
+ There are several other challenges tracked by the game. It
+ is possible to eliminate one or more species of monsters by geno-
+ cide; playing without this feature is considered a challenge.
+ When the game offers you an opportunity to genocide monsters, you
+ may respond with the monster type ``none'' if you want to de-
+ cline. You can change the form of an item into another item of
+ the same type (``polypiling'') or the form of your own body into
+ another creature (``polyself'') by wand, spell, or potion of
+ polymorph; avoiding these effects are each considered challenges.
+ Polymorphing monsters, including pets, does not break either of
+ these challenges. Finally, you may sometimes receive wishes; a
+ game without an attempt to wish for any items is a challenge, as
+ is a game without wishing for an artifact (even if the artifact
+ immediately disappears). When the game offers you an opportunity
+ to make a wish for an item, you may choose ``nothing'' if you
+ want to decline.
- NetHack Guidebook 37
+ 9. Options
+ Due to variations in personal tastes and conceptions of how
+ NetHack should do things, there are options you can set to change
+ how NetHack behaves.
9.1. Setting the options
- Options may be set in a number of ways. Within the game,
+ Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- the NETHACKOPTIONS environment variable or in a configuration
+ them. You can also set options automatically by placing them in
+ the NETHACKOPTIONS environment variable or in a configuration
file. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game or a global
+ allow you to set options before starting the game or a global
configuration for system administrators.
9.2. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
option to the list, and turn it off by typing a `!' or ``no'' be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
+ fore the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
For example, to set up an environment variable so that ``au-
- toquiver'' is on, ``autopickup'' is off, the name is set to
- ``Blue Meanie'', and the fruit is set to ``papaya'', you would
+ toquiver'' is on, ``autopickup'' is off, the name is set to
+ ``Blue Meanie'', and the fruit is set to ``papaya'', you would
enter the command
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 38
+
+
+
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
- in csh (note the need to escape the ! since it's special to the
+ in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
9.3. Using a configuration file
- Any line in the configuration file starting with `#' is
- treated as a comment. Any line in the configuration file start-
- ing with ``OPTIONS='' may be filled out with options in the same
+ Any line in the configuration file starting with `#' is
+ treated as a comment. Any line in the configuration file start-
+ ing with ``OPTIONS='' may be filled out with options in the same
syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS=''
is taken as defining the corresponding symbol in a different syn-
- tax, a sequence of decimal numbers giving the character position
- in the current font to be used in displaying each entry. Such a
- sequence can be continued to multiple lines by putting a `\' at
+ tax, a sequence of decimal numbers giving the character position
+ in the current font to be used in displaying each entry. Such a
+ sequence can be continued to multiple lines by putting a `\' at
the end of each line to be continued.
Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken as
- defining an exception to the pickup_types option. There is a
+ defining an exception to the pickup_types option. There is a
section of this Guidebook that discusses that.
The default name of the configuration file varies on differ-
- ent operating systems, but NETHACKOPTIONS can also be set to the
+ ent operating systems. On DOS and Windows, it is ``defaults.nh''
+ in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
+ and Mac OS X it is ``.nethackrc'' in the user's home directory.
+ NETHACKOPTIONS can also be set to the full name of a file you
+ want to use (possibly preceded by an `@').
+ Here is a short example of config file contents:
- NetHack 3.6 December 7, 2015
+ # Set your character's role, race, gender, and alignment.
+ OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
+ # Turn on autopickup, and set automatically picked up object types
+ OPTIONS=autopickup,pickup_types:$"=/!?+
+ # Show colored text if possible
+ OPTIONS=color
+ # Show lit corridors differently
+ OPTIONS=lit_corridor
+ # No startup splash screen. Windows GUI only.
+ OPTIONS=!splash_screen
+ 9.4. Customization options
+ Here are explanations of what the various options do. Char-
+ acter strings that are too long may be truncated. Some of the
+ options listed may be inactive in your dungeon.
- NetHack Guidebook 38
+ NetHack 3.6 January 18, 2016
- full name of a file you want to use (possibly preceded by an
- `@').
- 9.4. Customization options
- Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
- options listed may be inactive in your dungeon.
- Some options are persistent, and are saved and reloaded
+
+ NetHack Guidebook 39
+
+
+
+ Some options are persistent, and are saved and reloaded
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
acoustics
- Enable messages about what your character hears (default on).
+ Enable messages about what your character hears (default on).
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
align
- Your starting alignment (align:lawful, align:neutral, or
- align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. If you
- prefix a `!' or ``no'' to the value, you can exclude that
- alignment from being picked randomly. Cannot be set with the
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
+ prefix a `!' or ``no'' to the value, you can exclude that
+ alignment from being picked randomly. Cannot be set with the
`O' command. Persistent.
+ autodescribe
+ Automatically describe the terrain under cursor when asked to
+ get a location on the map. The whatis_coord option controls
+ whether the description includes map coordinates.
+
autodig
Automatically dig if you are wielding a digging tool and moving
into a place that can be dug (default false). Persistent.
tent.
autopickup
- Automatically pick up things onto which you move (default on).
+ Automatically pick up things onto which you move (default on).
Persistent. See pickup_types to refine the behavior.
autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command with an empty quiver (or quiver sack or have
- nothing at the ready). When true, the computer will fill your
+ This option controls what happens when you attempt the `f'
+ (fire) command with an empty quiver (or quiver sack or have
+ nothing at the ready). When true, the computer will fill your
quiver or quiver sack or make ready some suitable weapon. Note
- that it will not take into account the blessed/cursed status,
- enchantment, damage, or quality of the weapon; you are free to
+ that it will not take into account the blessed/cursed status,
+ enchantment, damage, or quality of the weapon; you are free to
manually fill your quiver or quiver sack or make ready with the
- `Q' command instead. If no weapon is found or the option is
- false, the `t' (throw) command is executed instead. Persis-
+ `Q' command instead. If no weapon is found or the option is
+ false, the `t' (throw) command is executed instead. Persis-
tent. (default false)
blind
- Start the character permanently blind. Persistent. (default
+ Start the character permanently blind. Persistent. (default
false)
+ bones
+ Allow saving and loading bones files. Persistent. (default
+ true)
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 39
+ NetHack Guidebook 40
- bones
- Allow saving and loading bones files. Persistent. (default
- true)
boulder
- Set the character used to display boulders (default is rock
+ Set the character used to display boulders (default is rock
class symbol).
catname
with the `O' command.
character
- Pick your type of character (ex. ``character:Monk''); synonym
+ Pick your type of character (ex. ``character:Monk''); synonym
for ``role''. See ``name'' for an alternate method of specify-
- ing your role. Normally only the first letter of the value is
+ ing your role. Normally only the first letter of the value is
examined; the string ``random'' is an exception.
checkpoint
- Save game state after each level change, for possible recovery
+ Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
checkspace
- Check free disk space before writing files to disk (default
- on). You may have to turn this off if you have more than 2 GB
+ Check free disk space before writing files to disk (default
+ on). You may have to turn this off if you have more than 2 GB
free space on the partition used for your save and level files.
Only applies when MFLOPPY was defined during compilation.
clicklook
- Allows looking at things on the screen by navigating the mouse
+ Allows looking at things on the screen by navigating the mouse
over them and clicking the right mouse button (default off).
cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
+ Have the game provide some additional command assistance for
+ new players if it detects some anticipated mistakes (default
on).
confirm
- Have user confirm attacks on pets, shopkeepers, and other
+ Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on). Persistent.
dark_room
- Show out-of-sight areas of lit rooms (default off). Persis-
+ Show out-of-sight areas of lit rooms (default off). Persis-
tent.
disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is `ni na nv ng nc no', prompt with default re-
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is `ni na nv ng nc no', prompt with default re-
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
+ i - disclose your inventory;
+ a - disclose your attributes;
+ v - summarize monsters that have been vanquished;
+ g - list monster species that have been genocided;
+ c - display your conduct;
+ o - display dungeon overview.
-
-
- NetHack 3.6 December 7, 2015
-
-
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 40
+ NetHack Guidebook 41
- i - disclose your inventory;
- a - disclose your attributes;
- v - summarize monsters that have been vanquished;
- g - list monster species that have been genocided;
- c - display your conduct;
- o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
- valid prefixes:
- y - prompt you and default to yes on the prompt;
- n - prompt you and default to no on the prompt;
- + - disclose it without prompting;
- - - do not disclose it and do not prompt.
+ Each disclosure possibility can optionally be preceded by
+ a prefix which lets you refine how it behaves. Here are
+ the valid prefixes:
- Omitted categories are implicitly added with `n' prefix. Spec-
- ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
- display for end-of-game disclosure follows a set sequence.
+ y - prompt you and default to yes on the prompt;
+ n - prompt you and default to no on the prompt;
+ + - disclose it without prompting;
+ - - do not disclose it and do not prompt.
+
+ Omitted categories are implicitly added with `n' prefix.
+ Specified categories with omitted prefix implicitly use
+ `+' prefix. Order of the disclosure categories does not
+ matter, program display for end-of-game disclosure follows
+ a set sequence.
(ex. ``disclose:yi na +v -g o'') The example sets inventory to
prompt and default to yes, attributes to prompt and default to
the remaining inventory letters. Persistent.
fruit
- Name a fruit after something you enjoy eating (ex.
+ Name a fruit after something you enjoy eating (ex. ``fruit:man-
+ go'') (default ``slime mold''). Basically a nostalgic whimsy
+ that NetHack uses from time to time. You should set this to
+ something you find more appetizing than slime mold. Apples,
+ oranges, pears, bananas, and melons already exist in NetHack,
+ so don't use those.
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 41
+ NetHack Guidebook 42
- ``fruit:mango'') (default ``slime mold''). Basically a nostal-
- gic whimsy that NetHack uses from time to time. You should set
- this to something you find more appetizing than slime mold.
- Apples, oranges, pears, bananas, and melons already exist in
- NetHack, so don't use those.
gender
Your starting gender (gender:male or gender:female). You may
Display an introductory message when starting the game (default
on). Persistent.
+ lit_corridor
+ Show corridor squares seen by night vision or a light source
+ held by your character as lit (default off). Persistent.
+ lootabc
+ Use the old `a', `b', and `c' keyboard shortcuts when looting,
+ rather than the mnemonics `o', `i', and `b' (default off).
- NetHack 3.6 December 7, 2015
-
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 42
+ NetHack Guidebook 43
- lit_corridor
- Show corridor squares seen by night vision or a light source
- held by your character as lit (default off). Persistent.
- lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when looting,
- rather than the mnemonics `o', `i', and `b' (default off).
Persistent.
mail
menu_headings
Controls how the headings in a menu are highlighted. Values
+ are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
+ Not all ports can actually display all types.
+ menu_invert_all
+ Menu character accelerator to invert all items in a menu. Im-
+ plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 43
+ NetHack Guidebook 44
- are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
- Not all ports can actually display all types.
- menu_invert_all
- Menu character accelerator to invert all items in a menu. Im-
- plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
menu_invert_page
Menu character accelerator to invert all items on this page of
Show object symbols in menu headings in menus where the object
symbols act as menu accelerators (default off).
+ menu_overlay
+ Do not clear the screen before drawing menus, and align menus
+ to the right edge of the screen. Only for the tty port. (de-
+ fault on)
+
menu_previous_page
Menu character accelerator to goto the previous menu page. Im-
plemented by the Amiga, Gem and tty ports. Default '<'.
f - full window, oldest message first;
r - full window reversed, newest message first.
+ For backward compatibility, no value needs to be specified
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 44
+
+ NetHack Guidebook 45
- For backward compatibility, no value needs to be specified
- (which defaults to `full'), or it can be negated (which
- defaults to `single').
+ (which defaults to `full'), or it can be negated (which de-
+ faults to `single').
name
Set your character's name (defaults to your user name). You
paranoid_confirmation
A space separated list of specific situations where alternate
+ prompting is desired. The default is
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 45
+ NetHack Guidebook 46
- prompting is desired. The default is paranoid_confirma-
- tion:pray.
+ paranoid_confirmation:pray.
Confirm - for any prompts which are set to require "yes" rather
than 'y', also require "no" to reject instead of ac-
pickup_types
Specify the object types to be picked up when autopickup is on.
+ Default is all types. You can use autopickup_exception
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 46
+ NetHack Guidebook 47
- Default is all types. You can use autopickup_exception config-
- uration file lines to further refine autopickup behavior. Per-
- sistent.
+ configuration file lines to further refine autopickup behavior.
+ Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold
found within ``symbols'' to alter the symbols displayed on the
screen on the rogue level.
+ rlecomp
+ When writing out a save file, perform run length compression of
-
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 47
+ NetHack Guidebook 48
- rlecomp
- When writing out a save file, perform run length compression of
the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
and #loot commands and some others. Persistent. The possible
values are:
+ full - always sort the lists;
+ loot - only sort the lists that don't use inventory letters,
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 48
+ NetHack Guidebook 49
- full - always sort the lists;
- loot - only sort the lists that don't use inventory letters,
like with the #loot and pickup commands;
none - show lists the traditional way without sorting.
symset
This option may be used to select one of the named symbol sets
found within ``symbols'' to alter the symbols displayed on the
- screen.
+ screen. Use ``symset:default'' to explicitly select the de-
+ fault symbols.
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off). Persistent.
timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to ``tty'' interface
- only; ``X11'' interface always uses a timer based delay. The
+ When pausing momentarily for display effect, such as with ex-
+ plosions and moving objects, use a timer rather than sending
+ extra characters to the screen. (Applies to ``tty'' interface
+ only; ``X11'' interface always uses a timer based delay. The
default is on if configured into the program.) Persistent.
tombstone
toptenwin
Put the ending display in a NetHack window instead of on stdout
- (default off). Setting this option makes the score list visi-
- ble when a windowing version of NetHack is started without a
- parent window, but it no longer leaves the score list around
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
+ travel
+ Allow the travel command (default on). Turning this option off
-
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016
- NetHack Guidebook 49
+ NetHack Guidebook 50
- travel
- Allow the travel command (default on). Turning this option off
- will prevent the game from attempting unintended moves if you
+ will prevent the game from attempting unintended moves if you
make inadvertent mouse clicks on the map window. Persistent.
verbose
- Provide more commentary during the game (default on). Persis-
+ Provide more commentary during the game (default on). Persis-
tent.
+ whatis_coord
+ When using the `/' or `;' commands to look around on the map
+ with autodescribe on, display coordinates after the descrip-
+ tion. Also works in other situations where you are asked to
+ pick a location.
+
+ The possibile settings are:
+
+ c - compass ('east' or '3s' or '2n,4w');
+ m - map <x,y> (map column x=0 is not used);
+ s - screen [row,column] (row is offset to match tty usage);
+ n - none (no coordinates shown) [default].
+
+ The whatis_coord option is also used with the `/m', `/M', `/o',
+ and `/O' sub-commands of `/', where the `none' setting is over-
+ ridden with `map'.
+
windowtype
Select which windowing system to use, such as ``tty'' or
``X11'' (default depends on version). Cannot be set with the
Where to align or place the message window (top, bottom, left,
or right)
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 51
+
+
+
align_status
Where to align or place the status window (top, bottom, left,
or right).
specified with the traps option) straight through to your ter-
minal (default off).
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 50
-
-
-
font_map
NetHack should use a font by the chosen name for the map win-
dow.
NetHack should try and display on the entire screen rather than
in a window.
- large_font
- NetHack should use a large font.
- map_mode
- NetHack should display the map in the manner specified.
- mouse_support
- Allow use of the mouse for input and travel.
- player_selection
- NetHack should pop up dialog boxes, or use prompts for charac-
- ter selection.
+ NetHack 3.6 January 18, 2016
- popup_dialog
- NetHack should pop up dialog boxes for input.
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 52
+ large_font
+ NetHack should use a large font.
+ map_mode
+ NetHack should display the map in the manner specified.
- NetHack Guidebook 51
+ mouse_support
+ Allow use of the mouse for input and travel.
+ player_selection
+ NetHack should pop up dialog boxes, or use prompts for charac-
+ ter selection.
+ popup_dialog
+ NetHack should pop up dialog boxes for input.
preload_tiles
NetHack should preload tiles into memory. For example, in the
Specify the preferred height of each tile in a tile capable
port.
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 53
+
+
+
tile_width
Specify the preferred width of each tile in a tile capable port
message window.
windowcolors
- NetHack should display windows with the specified
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
- foreground/background colors if it can.
+ NetHack should display windows with the specified fore-
+ ground/background colors if it can.
wraptext
NetHack port should wrap long lines of text if they don't fit
BIOS
Use BIOS calls to update the screen display quickly and to read
- the keyboard (allowing the use of arrow keys to move) on ma-
- chines with an IBM PC compatible BIOS ROM (default off, OS/2,
- PC, and ST NetHack only).
+ the keyboard (allowing the use of arrow keys to move) on
- flush
- (default off, AMIGA NetHack only).
- MACgraphics
- (default on, Mac NetHack only).
+ NetHack 3.6 January 18, 2016
- page_wait
- (default on, Mac NetHack only).
- rawio
- Force raw (non-cbreak) mode for faster output and more bullet-
- proof input (MS-DOS sometimes treats `^P' as a printer toggle
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 54
+ machines with an IBM PC compatible BIOS ROM (default off, OS/2,
+ PC, and ST NetHack only).
- NetHack Guidebook 53
+ flush
+ (default off, AMIGA NetHack only).
+ MACgraphics
+ (default on, Mac NetHack only).
+ page_wait
+ (default on, Mac NetHack only).
+ rawio
+ Force raw (non-cbreak) mode for faster output and more bullet-
+ proof input (MS-DOS sometimes treats `^P' as a printer toggle
without it) (default off, OS/2, PC, and ST NetHack only).
Note: DEC Rainbows hang if this is turned on. Cannot be set
with the `O' command.
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.
- 9.8. Configuring Autopickup Exceptions
- You can further refine the behavior of the autopickup option
- beyond what is available through the pickup_types option.
+ NetHack 3.6 January 18, 2016
+
- By placing autopickup_exception lines in your configuration
- file, you can define patterns to be checked when the game is
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 55
+ 9.7. Regular Expressions
- NetHack Guidebook 54
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
+ your NetHack was built this way, patterns are instead glob pat-
+ terns. This applies to Autopickup exceptions, Message types, Menu
+ colors, and User sounds.
+ 9.8. Configuring Autopickup Exceptions
+ You can further refine the behavior of the autopickup option
+ beyond what is available through the pickup_types option.
+ By placing autopickup_exception lines in your configuration
+ file, you can define patterns to be checked when the game is
about to autopickup something.
autopickup_exception
- Sets an exception to the pickup_types option. The autopick-
- up_exception option should be followed by a regular expression
- to be used as a pattern to match against the singular form of
+ Sets an exception to the pickup_types option. The autopick-
+ up_exception option should be followed by a regular expression
+ to be used as a pattern to match against the singular form of
the description of an object at your location.
- In addition, some characters are treated specially if they oc-
+ In addition, some characters are treated specially if they oc-
cur as the first character in the pattern, specifically:
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
- A `never pickup' rule takes precedence over an `always pickup'
+ A `never pickup' rule takes precedence over an `always pickup'
rule if both match.
- Exceptions can be set with the `O' command, but ones set that
+ Exceptions can be set with the `O' command, but ones set that
way will not be preserved across saves and restores.
Here are some examples:
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
- The first example above will result in autopickup of any
- type of arrow. The second example results in the exclusion of
- any corpse from autopickup. The last example results in the ex-
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
9.9. Configuring Message Types
You can change the way the messages are shown in the message
area, when the message matches a user-defined pattern.
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 56
+
+
+
In general, the config file entries to configure the message
types look like this: MSGTYPE=type "pattern"
stop - wait for user with more-prompt.
norep - show the message once, but not again if no other message is shown in between.
- Here's an example of message types using NetHack's internal
+ Here's an example of message types using NetHack's internal
pattern matching facility:
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 55
-
-
-
MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
- specifies that whenever a message "You feel hungry" is shown,
- the user is prompted with more-prompt, and a message matching
+ specifies that whenever a message "You feel hungry" is shown,
+ the user is prompted with more-prompt, and a message matching
"You displaced <something>." is not shown at all.
- The order of the defined MSGTYPE-lines is important; the last
- matching rule is used. Put the general case first, exceptions
+ The order of the defined MSGTYPE-lines is important; the last
+ matching rule is used. Put the general case first, exceptions
below them.
9.10. Configuring Menu Colors
Some platforms allow you to define colors used in menu lines
- when the line matches a user-defined pattern. At this time the
+ when the line matches a user-defined pattern. At this time the
tty, win32tty and win32gui support this.
- In general, the config file entries to configure the menu
+ In general, the config file entries to configure the menu
color mappings look like this:
MENUCOLOR="pattern"=color&attribute
pattern - the pattern to match;
- color - the color to use for lines matching the pat-
+ color - the color to use for lines matching the pat-
tern;
- attribute - the attribute to use for lines matching the
- pattern. The attribute is optional, and if
+ attribute - the attribute to use for lines matching the
+ pattern. The attribute is optional, and if
left out, you must also leave out the preced-
- ing ampersand. If no attribute is defined,
+ ing ampersand. If no attribute is defined,
no attribute is used.
The pattern should be a regular expression.
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
ta, lightcyan, and white.
- Allowed attributes are none, bold, dim, underline, blink, and
- inverse. Note that the platform used may interpret the at-
- tributes any way it wants.
-
- Here's an example of menu colors using NetHack's internal pat-
- tern matching facility:
- MENUCOLOR="* blessed *"=green
- MENUCOLOR="* cursed *"=red
- MENUCOLOR="* cursed *(being worn)"=red&underline
+ NetHack 3.6 January 18, 2016
- specifies that any menu line with " blessed " contained in it
- will be shown in green color, lines with " cursed " will be
- shown in red, and lines with " cursed " followed by "(being
- worn)" on the same line will be shown in red color and under-
- lined. You can have multiple MENUCOLOR entries in your config
- file, and the last MENUCOLOR-line in your config file that
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 57
- NetHack Guidebook 56
+ Allowed attributes are none, bold, dim, underline, blink, and
+ inverse. Note that the platform used may interpret the at-
+ tributes any way it wants.
+ Here's an example of menu colors using NetHack's internal pat-
+ tern matching facility:
+ MENUCOLOR="* blessed *"=green
+ MENUCOLOR="* cursed *"=red
+ MENUCOLOR="* cursed *(being worn)"=red&underline
+ specifies that any menu line with " blessed " contained in it
+ will be shown in green color, lines with " cursed " will be
+ shown in red, and lines with " cursed " followed by "(being
+ worn)" on the same line will be shown in red color and under-
+ lined. You can have multiple MENUCOLOR entries in your config
+ file, and the last MENUCOLOR-line in your config file that
matches a menu line will be used for the line.
Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
+ tions match " uncursed ", you will probably want to turn the im-
plicit_uncursed option off so that all items known to be uncursed
are actually displayed with the ``uncursed'' description.
9.11. Configuring User Sounds
- Some platforms allow you to define sound files to be played
- when a message that matches a user-defined pattern is delivered
+ Some platforms allow you to define sound files to be played
+ when a message that matches a user-defined pattern is delivered
to the message window. At this time the Qt port and the win32tty
and win32gui ports support the use of user sounds.
- The following config file entries are relevant to mapping
+ The following config file entries are relevant to mapping
user sounds to messages:
SOUNDDIR
The directory that houses the sound files to be played.
SOUND
- An entry that maps a sound file to a user-specified message
- pattern. Each SOUND entry is broken down into the following
+ An entry that maps a sound file to a user-specified message
+ pattern. Each SOUND entry is broken down into the following
parts:
- MESG - message window mapping (the only one supported in
+ MESG - message window mapping (the only one supported in
3.6);
pattern - the pattern to match;
sound file - the sound file to play;
9.12. Configuring Status Hilites
Your copy of NetHack may have been compiled with support for
- ``Status Hilites''. If so, you can customize your game display
- by setting thresholds to change the color or appearance of fields
- in the status display.
-
- For example, the following line in your config file will
- cause the hitpoints field to display in the color red if your
- hitpoints drop to or below a threshold of 30%:
+ ``Status Hilites''. If so, you can customize your game display
- OPTION=hilite_status: hitpoints/30%/red/normal
- For another example, the following line in your config file
- will cause wisdom to be displayed red if it drops and green if it
- rises.
+ NetHack 3.6 January 18, 2016
- OPTION=hilite_status: wisdom/updown/red/green
- You can adjust the display of the following status fields:
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 58
+ by setting thresholds to change the color or appearance of fields
+ in the status display.
+ For example, the following line in your config file will
+ cause the hitpoints field to display in the color red if your
+ hitpoints drop to or below a threshold of 30%:
- NetHack Guidebook 57
+ OPTION=hilite_status: hitpoints/30%/red/normal
+ For another example, the following line in your config file
+ will cause wisdom to be displayed red if it drops and green if it
+ rises.
+ OPTION=hilite_status: wisdom/updown/red/green
+ You can adjust the display of the following status fields:
title strength dexterity
constitution intelligence wisdom
charisma alignment score
hitpoints hitpoints-max dungeon-level
experience condition
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
ta, lightcyan, and white.
- Allowed attributes are bold, inverse, normal. Note that the
+ Allowed attributes are bold, inverse, normal. Note that the
platform used may interpret the attributes any way it wants.
Behaviours can occur based on percentage thresholds, updown, or
- absolute values. The in-game options menu can help you deter-
+ absolute values. The in-game options menu can help you deter-
mine the correct syntax for a config file.
- The whole feature can be disabled by setting option sta-
- tushilites off.
+ The whole feature can be disabled by setting option sta-
+ tushilites off.
+
+ 9.13. Modifying NetHack Symbols
+
+ NetHack can load entire symbol sets from the symbol file.
+
+ The options that are used to select a particular symbol set
+ from the symbol file are:
+
+ symset
+ Set the name of the symbol set that you want to load.
+
+ roguesymset
+ Set the name of the symbol set that you want to load for dis-
+ play on the rogue level.
+
+
+
+
+ NetHack 3.6 January 18, 2016
+
- 9.13. Modifying NetHack Symbols
- NetHack can load entire symbol sets from the symbol file.
- The options that are used to select a particular symbol set
- from the symbol file are:
- symset
- Set the name of the symbol set that you want to load.
+ NetHack Guidebook 59
+
- roguesymset
- Set the name of the symbol set that you want to load for dis-
- play on the rogue level.
- You can also override one or more symbols using the SYMBOLS
- config file option. Symbols are specified as name:value pairs.
- Note that NetHack escape-processes the value string in conven-
+ You can also override one or more symbols using the SYMBOLS
+ config file option. Symbols are specified as name:value pairs.
+ Note that NetHack escape-processes the value string in conven-
tional C fashion. This means that \ is a prefix to take the fol-
lowing character literally. Thus \ needs to be represented as \\.
The special escape form \m switches on the meta bit in the symbol
- value, and the \^ prefix causes the following character to be
+ value, and the \^ prefix causes the following character to be
treated as a control character.
NetHack Symbols
_ S_altar (altar)
" S_amulet (amulet)
A S_angel (angelic being)
-
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 58
-
-
-
a S_ant (ant or other insect)
^ S_anti_magic_trap (anti-magic field)
[ S_armor (suit or piece of armor)
`\' S_explode3 (explosion top right)
| S_explode4 (explosion middle left)
S_explode5 (explosion middle center)
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 60
+
+
+
| S_explode6 (explosion middle right)
`\' S_explode7 (explosion bottom left)
- S_explode8 (explosion bottom center)
S_ghost (ghost)
H S_giant (giant humanoid)
G S_gnome (gnome)
-
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 59
-
-
-
' S_golem (golem)
| S_grave (grave)
g S_gremlin (gremlin)
p S_piercer (piercer)
^ S_pit (pit)
# S_poisoncloud (poison cloud)
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 61
+
+
+
^ S_polymorph_trap (polymorph trap)
} S_pool (water)
! S_potion (potion)
? S_scroll (scroll)
# S_sink (sink)
^ S_sleeping_gas_trap (sleeping gas trap)
-
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 60
-
-
-
S S_snake (snake)
s S_spider (arachnid or centipede)
^ S_spiked_pit (spiked pit)
< S_upstair (staircase up)
V S_vampire (vampire)
| S_vbeam (wall)
+
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 62
+
+
+
# S_vcdbridge (vertical raised drawbridge)
+ S_vcdoor (closed door)
^ S_vibrating_square (vibrating square)
x S_xan (xan or other mythical/fantastic insect)
X S_xorn (xorn)
Y S_yeti (apelike creature)
+ Z S_zombie (zombie)
+ z S_zruty (zruty)
+ 9.14. Configuring NetHack for Play by the Blind
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
+ ter since there are other humanoids represented by the same sign.
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
+ sense of the overall location of items on the screen.
- NetHack 3.6 December 7, 2015
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
+ somewhat daunting. Included within the ``symbols'' file of all
+ official distributions of NetHack is a symset called NHAccess.
+ Selecting that symset in your configuration file will cause the
+ game to run in a manner accessible to the blind. After you have
+ gained some experience with the game and with editing files, you
+ may want to alter settings via SYMBOLS= in your configuration
+ file to better suit your preferences. The most crucial settings
+ to make the game accessible are:
+ symset:NHAccess
+ Load a symbol set appropriate for use by blind players.
- NetHack Guidebook 61
+ NetHack 3.6 January 18, 2016
- Z S_zombie (zombie)
- z S_zruty (zruty)
- 9.14. Configuring NetHack for Play by the Blind
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- examine this Guidebook before playing so you have an idea what
- the screen layout is like. You'll also need to be able to locate
- the PC cursor. It is always where your character is located.
- Merely searching for an @-sign will not always find your charac-
- ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
- sense of the overall location of items on the screen.
+ NetHack Guidebook 63
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
- somewhat daunting. Included within the ``symbols'' file of all
- official distributions of NetHack is a symset called NHAccess.
- Selecting that symset in your configuration file will cause the
- game to run in a manner accessible to the blind. After you have
- gained some experience with the game and with editing files, you
- may want to alter settings via SYMBOLS= in your configuration
- file to better suit your preferences. The most crucial settings
- to make the game accessible are:
- symset:NHAccess
- Load a symbol set appropriate for use by blind players.
roguesymset:NHAccess
- Load a symbol set for the rogue level that is appropriate for
+ Load a symbol set for the rogue level that is appropriate for
use by blind players.
menustyle:traditional
This will assist in the interface to speech synthesizers.
number_pad
- A lot of speech access programs use the number-pad to review
+ A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
9.15. Global Configuration for System Administrators
- If NetHack is compiled with the SYSCF option, a system ad-
- ministrator should set up a global configuration; this is a file
+ If NetHack is compiled with the SYSCF option, a system ad-
+ ministrator should set up a global configuration; this is a file
in the same format as the traditional per-user configuration file
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 62
-
-
-
(see above). This file should be named sysconf and placed in the
- same directory as the other NetHack support files. The options
+ same directory as the other NetHack support files. The options
recognized in this file are listed below. Any option not set us-
- es a compiled-in default (which may not be appropriate for your
+ es a compiled-in default (which may not be appropriate for your
system).
WIZARDS A space-separated list of user names who are allowed to
- play in wizard mode (the debugging mode, not the magic-using
+ play in wizard mode (the debugging mode, not the magic-using
role). A value of a single asterisk (*) allows anyone to start
a game in wizard mode.
- SHELLERS A list of users who are allowed to use the shell es-
+ SHELLERS A list of users who are allowed to use the shell es-
cape command (!). The syntax is the same as WIZARDS.
- EXPLORERS A list of users who are allowed to use the explore
+ EXPLORERS A list of users who are allowed to use the explore
mode. The syntax is the same as WIZARDS.
- MAXPLAYERS Limit the maximum number of games that can be run-
+ MAXPLAYERS Limit the maximum number of games that can be run-
ning at the same time.
- SUPPORT A string explaining how to get local support (no de-
+ SUPPORT A string explaining how to get local support (no de-
fault value).
- RECOVER A string explaining how to recover a game on this sys-
+ RECOVER A string explaining how to recover a game on this sys-
tem (no default value).
- SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE
+ SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE
option (see the source for details on this function).
- CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the
+ CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the
UID checking for savefiles.
The following options affect the score file:
PERSMAX Maximum number of entries for one person.
- ENTRYMAX Maximum number of entries in the score file.
- POINTSMIN Minimum number of points to get an entry in the score
- file.
- PERS_IS_UID 0 or 1 to use user names or numeric userids, re-
- spectively, to identify unique people for the score file.
- MAX_STATUENAME_RANK Maximum number of score file entries to use
- for random statue names (default is 10).
+ NetHack 3.6 January 18, 2016
+
- 10. Scoring
- NetHack maintains a list of the top scores or scorers on
- your machine, depending on how it is set up. In the latter case,
- each account on the machine can post only one non-winning score
- on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 64
+ ENTRYMAX Maximum number of entries in the score file.
+ POINTSMIN Minimum number of points to get an entry in the score
+ file.
- NetHack Guidebook 63
+ PERS_IS_UID 0 or 1 to use user names or numeric userids, re-
+ spectively, to identify unique people for the score file.
+ MAX_STATUENAME_RANK Maximum number of score file entries to use
+ for random statue names (default is 10).
+ 10. Scoring
- proper place under your current name. How many scores are kept
+ NetHack maintains a list of the top scores or scorers on
+ your machine, depending on how it is set up. In the latter case,
+ each account on the machine can post only one non-winning score
+ on this list. If you score higher than someone else on this
+ list, or better your previous score, you will be inserted in the
+ proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
- Your score is chiefly based upon how much experience you
+ Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
- your gold intact. If, however, you get killed in the Mazes of
+ your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
+ corpse is discovered (adventurers have been known to collect
+ finder's fees). So, consider whether you want to take one last
+ hit at that monster and possibly live, or quit and stop with
+ whatever you have. If you quit, you keep all your gold, but if
you swing and live, you might find more.
- If you just want to see what the current top players/games
+ If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
11. Explore mode
- NetHack is an intricate and difficult game. Novices might
+ NetHack is an intricate and difficult game. Novices might
falter in fear, aware of their ignorance of the means to survive.
- Well, fear not. Your dungeon comes equipped with an ``explore''
+ Well, fear not. Your dungeon comes equipped with an ``explore''
or ``discovery'' mode that enables you to keep old save files and
- cheat death, at the paltry cost of not getting on the high score
+ cheat death, at the paltry cost of not getting on the high score
list.
- There are two ways of enabling explore mode. One is to
- start the game with the -X command-line switch or with the play-
- mode:explore option. The other is to issue the ``#exploremode''
- extended command while already playing the game. Starting a new
+ There are two ways of enabling explore mode. One is to
+ start the game with the -X command-line switch or with the play-
+ mode:explore option. The other is to issue the ``#exploremode''
+ extended command while already playing the game. Starting a new
game in explore mode provides your character with a wand of wish-
- ing in initial inventory; switching during play does not. The
- other benefits of explore mode are left for the trepid reader to
+ ing in initial inventory; switching during play does not. The
+ other benefits of explore mode are left for the trepid reader to
discover.
- 11.1. Debug mode
- Debug mode, also known as wizard mode, is undocumented aside
- from this brief description. It is intended for tracking down
- problems within the program rather than to provide god-like pow-
- ers to your character, and players who attempt debugging are ex-
- pected to figure out how to use it themselves. It is initiated
- by starting the game with the -D command-line switch or with the
- playmode:debug option.
- For some systems, the player must be logged in under a par-
- ticular user name to be allowed to use debug mode; for others,
- the hero must be given a particular character name (but may be
- any role; there's no connection between ``wizard mode'' and the
- Wizard role). And on any system, the program might have been
- configured to omit debug mode entirely. Attempting to start a
- game in debug mode when not allowed or not available will result
- in falling back to explore mode instead.
+ NetHack 3.6 January 18, 2016
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 65
- NetHack Guidebook 64
+ 11.1. Debug mode
+
+ Debug mode, also known as wizard mode, is undocumented aside
+ from this brief description. It is intended for tracking down
+ problems within the program rather than to provide god-like pow-
+ ers to your character, and players who attempt debugging are ex-
+ pected to figure out how to use it themselves. It is initiated
+ by starting the game with the -D command-line switch or with the
+ playmode:debug option.
+
+ For some systems, the player must be logged in under a par-
+ ticular user name to be allowed to use debug mode; for others,
+ the hero must be given a particular character name (but may be
+ any role; there's no connection between ``wizard mode'' and the
+ Wizard role). And on any system, the program might have been
+ configured to omit debug mode entirely. Attempting to start a
+ game in debug mode when not allowed or not available will result
+ in falling back to explore mode instead.
12. Credits
- The original hack game was modeled on the Berkeley UNIX
- rogue game. Large portions of this paper were shamelessly
- cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
- and Kenneth C. R. C. Arnold. Small portions were adapted from
+ The original hack game was modeled on the Berkeley UNIX
+ rogue game. Large portions of this paper were shamelessly
+ cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
+ and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
- Main events in the course of the game development are described
+ Main events in the course of the game development are described
below:
- Jay Fenlason wrote the original Hack, with help from Kenny
+ Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
- a very different game, and published (at least) three versions
+ a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
- producing PC HACK 1.01e, added support for DEC Rainbow graphics
- in version 1.03g, and went on to produce at least four more ver-
+ Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
+ producing PC HACK 1.01e, added support for DEC Rainbow graphics
+ in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
- R. Black ported PC HACK 3.51 to Lattice C and the Atari
+ R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack
- 1.4. He then coordinated a cast of thousands in enhancing and
- debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
+ incorporating many of the added features, and produced NetHack
+ 1.4. He then coordinated a cast of thousands in enhancing and
+ debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
- Later, Mike coordinated a major rewrite of the game, heading
- a team which included Ken Arromdee, Jean-Christophe Collet, Steve
- Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
- oint, and Janet Walz, to produce NetHack 3.0c.
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
- of them and Kevin Darcy later joined the main development team to
- produce subsequent revisions of 3.0.
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
- revisions of 3.0.
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the development team which now included Ken Ar-
- romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
- Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ NetHack 3.6 January 18, 2016
+
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 66
- NetHack Guidebook 65
+ Later, Mike coordinated a major rewrite of the game, heading
+ a team which included Ken Arromdee, Jean-Christophe Collet, Steve
+ Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
+ oint, and Janet Walz, to produce NetHack 3.0c.
+ NetHack 3.0 was ported to the Atari by Eric R. Smith, to
+ OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
+ of them and Kevin Darcy later joined the main development team to
+ produce subsequent revisions of 3.0.
+ Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
+ Meluch, Stephen Spackman and Pierre Martineau designed overlay
+ code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
+ revisions of 3.0.
- Raymond, and Eric Smith undertook a radical revision of 3.0.
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the development team which now included Ken Ar-
+ romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
+ Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
+ the code. They added multiple dungeons, a new display, special
+ individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
+ Ken Lorber, Gregg Wonderly and Greg Olson, with help from
+ Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
+ Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
- Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
- Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
+ Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
+ Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their de-
velopment, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the DevTeam and
+ Dean Luick, with help from David Cohrs, developed NetHack
+ 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the DevTeam and
tile support was then added to other platforms.
- The 3.2 development team, comprised of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
- version 3.2 in April of 1996.
+ The 3.2 development team, comprised of Michael Allison, Ken
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original development team re-
- mained on the team at the start of work on that release. During
- the interval between the release of 3.1.3 and 3.2, one of the
- founding members of the development team, Dr. Izchak Miller, was
- diagnosed with cancer and passed away. That release of the game
- was dedicated to him by the development and porting teams.
- During the lifespan of NetHack 3.1 and 3.2, several enthusi-
- asts of the game added their own modifications to the game and
- made these ``variants'' publicly available:
+ NetHack 3.6 January 18, 2016
- Tom Proudfoot and Yuval Oren created NetHack++, which was
- quickly renamed NetHack--. Working independently, Stephen White
- wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
- his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
- wick Allison improved the spell casting system with the Wizard
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 67
- NetHack Guidebook 66
+ Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
+ version 3.2 in April of 1996.
+ Version 3.2 marked the tenth anniversary of the formation of
+ the development team. In a testament to their dedication to the
+ game, all thirteen members of the original development team re-
+ mained on the team at the start of work on that release. During
+ the interval between the release of 3.1.3 and 3.2, one of the
+ founding members of the development team, Dr. Izchak Miller, was
+ diagnosed with cancer and passed away. That release of the game
+ was dedicated to him by the development and porting teams.
+ During the lifespan of NetHack 3.1 and 3.2, several enthusi-
+ asts of the game added their own modifications to the game and
+ made these ``variants'' publicly available:
- Patch. Warwick Allison also ported NetHack to use the Qt inter-
+ Tom Proudfoot and Yuval Oren created NetHack++, which was
+ quickly renamed NetHack--. Working independently, Stephen White
+ wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
+ his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
+ wick Allison improved the spell casting system with the Wizard
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'em, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the DevTeam and incorporated the best
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'em, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the DevTeam and incorporated the best
of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
- was released simultaneously with 3.3.0 in December 1999 just in
+ was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
The 3.3 development team, consisting of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
- Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
- Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
+ Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
+ Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
of 2000.
Version 3.3 offered many firsts. It was the first version to
- separate race and profession. The Elf class was removed in pref-
+ separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
- made their first appearance in the game alongside the familiar
- human race. Monk and Ranger roles joined Archeologists, Barbar-
- ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
- Tourists, Valkyries and of course, Wizards. It was also the
- first version to allow you to ride a steed, and was the first
- version to have a publicly available web-site listing all the
- bugs that had been discovered. Despite that constantly growing
- bug list, 3.3 proved stable enough to last for more than a year
+ made their first appearance in the game alongside the familiar
+ human race. Monk and Ranger roles joined Archeologists, Barbar-
+ ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
+ Tourists, Valkyries and of course, Wizards. It was also the
+ first version to allow you to ride a steed, and was the first
+ version to have a publicly available web-site listing all the
+ bugs that had been discovered. Despite that constantly growing
+ bug list, 3.3 proved stable enough to last for more than a year
and a half.
- The 3.4 development team initially consisted of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
- Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
- Paul Winner, with Warwick Allison joining just before the re-
- lease of NetHack 3.4.0 in March 2002.
- As with version 3.3, various people contributed to the game
- as a whole as well as supporting ports on the different platforms
- that NetHack runs on:
- Pat Rankin maintained 3.4 for VMS.
- Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
- form. Paul Winner and Yitzhak Sapir provided encouragement.
+ NetHack 3.6 January 18, 2016
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
- hanced the Macintosh port of 3.4.
- Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
- and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
- Windows platform. Alex Kompel contributed a new graphical inter-
- face for the Windows port. Alex Kompel also contributed a
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 68
+ The 3.4 development team initially consisted of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
+ Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
+ Paul Winner, with Warwick Allison joining just before the re-
+ lease of NetHack 3.4.0 in March 2002.
- NetHack Guidebook 67
+ As with version 3.3, various people contributed to the game
+ as a whole as well as supporting ports on the different platforms
+ that NetHack runs on:
+
+ Pat Rankin maintained 3.4 for VMS.
+ Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
+ form. Paul Winner and Yitzhak Sapir provided encouragement.
+ Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
+ hanced the Macintosh port of 3.4.
- Windows CE port for 3.4.1.
+ Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
+ and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
+ Windows platform. Alex Kompel contributed a new graphical inter-
+ face for the Windows port. Alex Kompel also contributed a Win-
+ dows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
- the past several releases. Unfortunately Ron's last OS/2 machine
- stopped working in early 2006. A great many thanks to Ron for
+ the past several releases. Unfortunately Ron's last OS/2 machine
+ stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
- Janne Salmijarvi and Teemu Suikki maintained and enhanced
- the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
- Christian ``Marvin'' Bressler maintained 3.4 for the Atari
+ Christian ``Marvin'' Bressler maintained 3.4 for the Atari
after he resurrected it for 3.3.1.
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
- for more than a decade. The devteam slowly and quietly continued
+ for more than a decade. The devteam slowly and quietly continued
to work on the game behind the scenes during the tenure of 3.4.3.
- It was during that same period that several new variants emerged
- within the NetHack community. Notably sporkhack by Derek S. Ray,
- unnethack by Patric Mueller, nitrohack and its successors origi-
- nally by Daniel Thaler and then by Alex Smith, and Dynahack by
- Tung Nguyen. Some of those variants continue to be developed,
+ It was during that same period that several new variants emerged
+ within the NetHack community. Notably sporkhack by Derek S. Ray,
+ unnethack by Patric Mueller, nitrohack and its successors origi-
+ nally by Daniel Thaler and then by Alex Smith, and Dynahack by
+ Tung Nguyen. Some of those variants continue to be developed,
maintained, and enjoyed by the community to this day.
- At the beginning of development for what would eventually
- get released as 3.6.0, the development team consisted of Warwick
- Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
- let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
- Walz, and Paul Winner. Leading up to the release of 3.6.0 in
- early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
- Ray joined the NetHack development team.
+ At the beginning of development for what would eventually
+ get released as 3.6.0, the development team consisted of Warwick
+ Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
+ let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
+ Walz, and Paul Winner. Leading up to the release of 3.6.0 in
+ early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
- In September 2014, an interim snapshot of the code under de-
- velopment was released publicly by other parties. Since that code
- was a work-in-progress and had not gone through the process of
- debugging it as a suitable release, it was decided that the ver-
- sion numbers present on that code snapshot would be retired and
- never used in an official NetHack release. An announcement was
- posted on the devteam's official nethack.org website to that ef-
- fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
- official release version.
- In November 2014, preparation began for the release of
- NetHack 3.6. The 3.6 version merges work done by the development
- team since the previous release with some of the beloved communi-
- ty patches. Many bugs were fixed and a large amount of code was
- restructured.
+ NetHack 3.6 January 18, 2016
- The development team, as well as Steve VanDevender and Kevin
- Smolkowski ensured that NetHack 3.6.0 continued to operate on
- various Unix flavors and maintained the X11 interface.
- NetHack 3.6 December 7, 2015
+ NetHack Guidebook 69
+ Ray joined the NetHack development team.
- NetHack Guidebook 68
+ In September 2014, an interim snapshot of the code under de-
+ velopment was released publicly by other parties. Since that code
+ was a work-in-progress and had not gone through the process of
+ debugging it as a suitable release, it was decided that the ver-
+ sion numbers present on that code snapshot would be retired and
+ never used in an official NetHack release. An announcement was
+ posted on the devteam's official nethack.org website to that ef-
+ fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
+ official release version.
+ In November 2014, preparation began for the release of
+ NetHack 3.6. The 3.6 version merges work done by the development
+ team since the previous release with some of the beloved communi-
+ ty patches. Many bugs were fixed and a large amount of code was
+ restructured.
+ The development team, as well as Steve VanDevender and Kevin
+ Smolkowski ensured that NetHack 3.6 continued to operate on vari-
+ ous Unix flavors and maintained the X11 interface.
- Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
- tained the port of NetHack 3.6.0 for Mac.
+ Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
+ tained the port of NetHack 3.6 for Mac.
- Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel,
- and Dion Nicolaas maintained the port of NetHack 3.6.0 for Mi-
+ Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel,
+ and Dion Nicolaas maintained the port of NetHack 3.6 for Mi-
crosoft Windows.
+ The 3.6 development team consisting of Michael Allison, War-
+ wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean
+ Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike
+ Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released
+ 3.6.1 as a bug fix release in January 2016.
+
The official NetHack web site is maintained by Ken Lorber at
http://www.nethack.org/.
SHOUT-OUTS
- The devteam would like to give a special "shout-out" to
- thank the generous people primarily responsible for the public
+ The devteam would like to give a special "shout-out" to
+ thank the generous people primarily responsible for the public
NetHack servers available for playing the game at nethack.alt.org
and devnull.net. In addition to providing a way for the public to
play a game of NetHack from almost anywhere, they have hosted an-
nual NetHack tournaments for many, many years.
- On behalf of the NetHack community, thank you very much to
+ On behalf of the NetHack community, thank you very much to
M. Drew Streib, Pasi Kallinen and Robin Bandy.
- - - - - - - - - -
- From time to time, some depraved individual out there in
- netland sends a particularly intriguing modification to help out
- with the game. The Gods of the Dungeon sometimes make note of
- the names of the worst of these miscreants in this, the list of
+ From time to time, some depraved individual out there in
+ netland sends a particularly intriguing modification to help out
+
+
+ NetHack 3.6 January 18, 2016
+
+
+
+
+
+ NetHack Guidebook 70
+
+
+
+ with the game. The Gods of the Dungeon sometimes make note of
+ the names of the worst of these miscreants in this, the list of
Dungeoneers:
Adam Aronow Janet Walz Nathan Eady
Del Lamb Kevin Smolkowski Sascha Wostmann
Derek S. Ray Kevin Sweet Scott Bigham
Deron Meranda Lars Huttar Scott R. Turner
-
-
-
- NetHack 3.6 December 7, 2015
-
-
-
-
-
- NetHack Guidebook 69
-
-
-
Dion Nicolaas Leon Arnott Sean Hunt
Dylan O'Donnell M. Drew Streib Stephen Spackman
Eric Backus Malcolm Ryan Stefan Thielscher
Izchak Miller Mike Stephenson
J. Ali Harlow Mikko Juola
- Brand and product names are trademarks or registered trademarks
+ Brand and product names are trademarks or registered trademarks
of their respective holders.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- NetHack 3.6 December 7, 2015
+ NetHack 3.6 January 18, 2016