-.\" $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.278 $ $NHDT-Date: 1539507753 2018/10/14 09:02:33 $
+.\" $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.279 $ $NHDT-Date: 1539547136 2018/10/14 19:58:56 $
.\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" NetHack's Guidebook.mn currently does *not* adhere to these guidelines.
..
.
.\" A note on some special characters:
-.\" \(dq = double quote character
-.\" - = hyphen \- = minus sign
-.\" \(em = M-sized dash
-.\" ^ = small circumflex punctuation \(ha = larger circumflex character
-.\" ~ = small tilde punctuation \(ti = larger tilde character
+.\" \(lq = left double quote
+.\" \(rq = right double quote \(dq = double quote character
+.\" - = hyphen \- = minus sign
+.\" \(em = M-sized dash
+.\" ^ = small circumflex punctuation \(ha = larger circumflex character
+.\" ~ = small tilde punctuation \(ti = larger tilde character
.
.
.\" finally, start the actual Guidebook...
when referring to things you might see on the screen during your game.
.pg
In order to understand what is going on in NetHack, first you must
-understand what NetHack is doing with the screen. The NetHack screen
-replaces the ``You see ...'' descriptions of text adventure games.
+understand what NetHack is doing with the screen.
+The NetHack screen
+replaces the \(lqYou see ...\(rq descriptions of text adventure games.
Figure 1 is a sample of what a NetHack screen might look like.
The way the screen looks for you depends on your platform.
.
\fBLev\fP (levitating), \fBFly\fP (flying), \fBRide\fP (riding).
.lp ""
Other conditions and modifiers exist, but there isn't enough room to
-display them with the other status fields. The `^X' command shows
-all relevant status conditions.
+display them with the other status fields.
+The `\(haX' command shows all relevant status conditions.
.hn 2
The message line (top)
.pg
The top line of the screen is reserved for messages that describe
-things that are impossible to represent visually. If you see a
-``\fB\-\-More\-\-\fP'' on the top line, this means that NetHack has
+things that are impossible to represent visually.
+If you see a
+\(lq\fB\-\-More\-\-\fP\(rq on the top line, this means that NetHack has
another message to display on the screen, but it wants to make certain
-that you've read the one that is there first. To read the next message,
-just press the space bar.
+that you've read the one that is there first.
+To read the next message, just press the space bar.
.pg
To change how and what messages are shown on the message line,
-see ``Configuring Message Types`` and the
+see \(lqConfiguring Message Types\(rq and the
.op verbose
option.
.hn 2
.pg
Commands can be initiated by typing one or two characters to which
the command is bound to, or typing the command name in the extended
-commands entry. Some commands,
-like ``search'', do not require that any more information be collected by
-NetHack. Other commands might require additional information, for
-example a direction, or an object to be used. For those commands that
+commands entry.
+Some commands, like \(lqsearch\(rq, do not require that any more
+information be collected by NetHack.
+Other commands might require additional information, for
+example a direction, or an object to be used.
+For those commands that
require additional information, NetHack will present you with either a
-menu of choices or with a command line prompt requesting information. Which
-you are presented with will depend chiefly on how you have set the
+menu of choices or with a command line prompt requesting information.
+Which you are presented with will depend chiefly on how you have set the
.op menustyle
option.
.pg
-For example, a common question, in the form ``What do you want to
-use?\ [a\-zA\-Z\ ?*]'', asks you to choose an object you are carrying.
-Here, ``a\-zA\-Z'' are the inventory letters of your possible choices.
+For example, a common question, in the form \(lqWhat do you want to
+use?\ [a\-zA\-Z\ ?*]\(rq, asks you to choose an object you are carrying.
+Here, \(lqa\-zA\-Z\(rq are the inventory letters of your possible choices.
Typing `?' gives you an inventory list of these items, so you can see
-what each letter refers to. In this example, there is also a `*'
+what each letter refers to.
+In this example, there is also a `*'
indicating that you may choose an object not on the list, if you
-wanted to use something unexpected. Typing a `*' lists your entire
+wanted to use something unexpected.
+Typing a `*' lists your entire
inventory, so you can see the inventory letters of every object you're
-carrying. Finally, if you change your mind and decide you don't want
+carrying.
+Finally, if you change your mind and decide you don't want
to do this command after all, you can press the ESC key to abort the
command.
.pg
You can put a number before some commands to repeat them that many
-times; for example, ``10s'' will search ten times. If you have the
+times; for example, \(lq10s\(rq will search ten times.
+If you have the
.op number_pad
option set, you must type `n' to prefix a count, so the example above
-would be typed ``n10s'' instead. Commands for which counts make no
-sense ignore them. In addition, movement commands can be prefixed for
-greater control (see below). To cancel a count or a prefix, press the
-ESC key.
+would be typed \(lqn10s\(rq instead.
+Commands for which counts make no sense ignore them.
+In addition, movement commands can be prefixed for
+greater control (see below).
+To cancel a count or a prefix, press the ESC key.
.pg
The list of commands is rather long, but it can be read at any time
during the game through the `?' command, which accesses a menu of
.lp ?
Help menu: display one of several help texts available.
.lp /
-The ``whatis'' command, to
-tell what a symbol represents. You may choose to specify a location
+The \(lqwhatis\(rq 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
+conditionally check for \(lqMore info?\(rq depending upon whether the
.op help
option is on, and then you will be asked to pick another location;
`,' 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,
+info, if any, without asking for confirmation.
+When picking a location,
pressing the ESC key will terminate this command, or pressing `?'
will give a brief reminder about how it works.
.lp ""
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.''
+(below) are \(lqsafe.\(rq
.sd
.\" note: the two number pad layouts are separated by a tab on each line;
.\" converting those tabs to spaces will screw up the formatting;
.\" the '(if ... set)' line starts with <backslash><space><tab>
+.\" and is intended to line up with the right hand layout rather
+.\" than be centered.
.TS S
center;
c c.
.op menustyle:Traditional
option).
Primarily useful for `,' (pickup) when there is only one class of
-objects present (where there won't be any ``what kinds of objects?'' prompt,
+objects present (where there won't be any \(lqwhat kinds of objects?\(rq
+prompt,
so no opportunity to answer `m' at that prompt).
.lp ""
A few other commands (eat food, offer sacrifice, apply tinning-kit) use
the `m' prefix to skip checking for applicable objects on the floor
and go straight to checking inventory,
-or (for ``#loot'' to remove a saddle),
+or (for \(lq#loot\(rq to remove a saddle),
skip containers and go straight to adjacent monsters. The prefix will
-make ``#travel'' command show a menu of interesting targets in sight.
+make \(lq#travel\(rq command show a menu of interesting targets in sight.
.lp F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is there).
.lp M[yuhjklbn]
.lp ""
Use `T' (take off) to take off only one piece of armor
or `R' (remove) to take off only one accessory.
-.lp ^A
+.lp \(haA
Redo the previous command.
.lp c
Close a door.
.lp C
Call (name) a monster, an individual object, or a type of object.
.lp ""
-Same as extended command ``#name''.
-.lp ^C
+Same as extended command \(lq#name\(rq.
+.lp \(haC
Panic button. Quit the game.
.lp d
Drop something.
.lp ""
-Ex. ``d7a'' means drop seven items of object \fIa\fP.
+Ex. \(lqd7a\(rq means drop seven items of object \fIa\fP.
.lp D
Drop several things.
.lp ""
In answer to the question
.lp ""
-``What kinds of things do you want to drop? [!%= BUCXaium]''
+\(lqWhat kinds of things do you want to drop? [!%= BUCXaium]\(rq
.lp ""
you should type zero or more object symbols possibly followed by
-`a' and/or `i' and/or `u' and/or `m'. In addition, one or more of
+`a' and/or `i' and/or `u' and/or `m'.
+In addition, one or more of
the blessed/uncursed/cursed groups may be typed.
.PS D%u
.PL DB
`!?BU' will select all potions and scrolls which are known to be
blessed or uncursed.
(In versions prior to 3.6, filter combinations behaved differently.)
-.lp ^D
+.lp \(haD
Kick something (usually a door).
.lp e
Eat food.
.ei
.ed
.lp ""
-Engraving the word ``Elbereth'' will cause most monsters to not attack
+Engraving the word \(lqElbereth\(rq 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.
.lp f
The available options
are listed later in this Guidebook. Options are usually set before the
game rather than with the `O' command; see the section on options below.
-.lp ^O
+.lp \(haO
Show overview.
.lp ""
-Shortcut for ``#overview'': list interesting dungeon levels visited.
+Shortcut for \(lq#overview\(rq: list interesting dungeon levels visited.
.lp ""
-(Prior to 3.6.0, `^O' was a debug mode command which listed
+(Prior to 3.6.0, `\(haO' was a debug mode command which listed
the placement of all special levels.
-Use ``#wizwhere'' to run that command.)
+Use \(lq#wizwhere\(rq to run that command.)
.lp p
Pay your shopping bill.
.lp P
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.)
-.lp ^P
+.lp \(haP
Repeat previous message.
.lp ""
-Subsequent ^P's repeat earlier messages.
+Subsequent \(haP's repeat earlier messages.
The behavior can be varied via the
.op msg_window
option.
the `f' command.
.lp ""
(In versions prior to 3.3 this was the command to quit
-the game, which has been moved to ``#quit''.)
+the game, which has been moved to \(lq#quit\(rq.)
.lp r
Read a scroll or spellbook.
.lp R
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.)
-.lp ^R
+.lp \(haR
Redraw the screen.
.lp s
Search for secret doors and traps around you. It usually takes several
accessory can be chosen.
(See the `R' command above. It lists accessories as the inventory
choices but will accept an item of armor and attempt to take it off.)
-.lp ^T
+.lp \(haT
Teleport, if you have the ability.
.lp v
Display version number.
.ei
.ed
Some characters can wield two weapons at once; use the `X' command
-(or the ``#twoweapon'' extended command) to do so.
+(or the \(lq#twoweapon\(rq extended command) to do so.
.lp W
Wear armor.
.lp ""
the exchange still takes place.
.lp X
Toggle two-weapon combat, if your character can do it. Also available
-via the ``#twoweapon'' extended command.
+via the \(lq#twoweapon\(rq extended command.
.lp ""
(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 ``#exploremode''.)
-.lp ^X
+play to \(lqexplore mode\(rq, also known as \(lqdiscovery mode\(rq,
+which has now been moved to \(lq#exploremode\(rq.)
+.lp \(haX
Display basic information about your character.
.lp ""
Displays name, role, race, gender (unless role name makes that
Z. - to cast at yourself, use `.' for the direction.
.ei
.ed
-.lp ^Z
+.lp \(haZ
Suspend the game
.\" .UX: print "UNIX" now and a trademark footnote at bottom of current page;
.\" 2nd arg (literal '(') _precedes_ it, 1st arg (quoted string) follows it
the whole list is temporary.
To make the most recent sort order persist
beyond the current `+' command, choose the sort option again and then
-pick ``reassign casting letters''.
+pick \(lqreassign casting letters\(rq.
(Any spells learned after that will
be added to the end of the list rather than be inserted into the sorted
ordering.)
.lp #adjust
Adjust inventory letters (most useful when the
.op fixinv
-option is ``on''). Autocompletes. Default key is 'M-a'.
+option is \(lqon\(rq).
+Autocompletes.
+Default key is 'M-a'.
.lp ""
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
You can move to a currently empty slot, or if the destination is
occupied \(em and won't merge \(em the item there will swap slots with the one
being moved.
-``#adjust'' can also be used to split a stack of objects; when
+\(lq#adjust\(rq can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.
.lp ""
Adjusting without a count used to collect all compatible stacks when
-moving to the destination. That behavior has been changed; to gather
-compatible stacks, ``#adjust'' a stack into its own inventory slot.
+moving to the destination.
+That behavior has been changed; to gather
+compatible stacks, \(lq#adjust\(rq a stack into its own inventory slot.
If it has a name assigned, other stacks with the same name or with
no name will merge provided that all their other attributes match.
If it does not have a name, only other stacks with no name are eligible.
In either case, otherwise compatible stacks with a different name
-will not be merged. This contrasts with using ``#adjust'' to move
-from one slot to a different slot. In that situation, moving (no
+will not be merged.
+This contrasts with using \(lq#adjust\(rq to move
+from one slot to a different slot.
+In that situation, moving (no
count given) a compatible stack will merge if either stack has a
name when the other doesn't and give that name to the result, while
splitting (count given) will ignore the source stack's name when
Allows you to specify one line of text to associate with the current
dungeon level.
All levels with annotations are displayed by the
-``#overview'' command.
+\(lq#overview\(rq command.
Autocompletes.
-Default key is 'M-A', and '^N' if
+Default key is 'M-A', and '\(haN' if
.op number_pad
is on.
.lp #apply
If used on a wand, that wand will be broken, releasing its magic in the
process. Confirmation is required.
.lp #attributes
-Show your attributes. Default key is '^X'.
+Show your attributes.
+Default key is '\(haX'.
.lp #autopickup
Toggle the autopickup -option on/off. Default key is '@'.
.lp #call
Call (name) a monster, or an object in inventory, on the floor,
or in the discoveries list, or add an annotation for the
-current level (same as ``#annotate''). Default key is 'C'.
+current level (same as \(lq#annotate\(rq).
+Default key is 'C'.
.lp #cast
Cast a spell. Default key is 'Z'.
.lp #chat
Autocompletes.
Default key is 'M-C'.
.lp ""
-See the section below entitled ``Conduct'' for details.
+See the section below entitled \(lqConduct\(rq for details.
.lp "#dip "
Dip an object into something. Autocompletes. Default key is 'M-d'.
.lp #down
is on.
.lp #kick
Kick something.
-Default key is '^D', and 'k' if
+Default key is '\(haD', and 'k' if
.op number_pad
is on.
.lp #known
leading to another dungeon branch) trigger an automatic annotation.
If dungeon overview is chosen during end-of-game disclosure, every visited
level will be included regardless of annotations. Autocompletes.
-Default keys are '^O', and 'M-O'.
+Default keys are '\(haO', and 'M-O'.
.lp #panic
Test the panic routine.
Terminates the current game.
.op paranoid_confirmation
option to disable it.
.lp #prevmsg
-Show previously displayed game messages. Default key is '^P'.
+Show previously displayed game messages.
+Default key is '\(haP'.
.lp #puton
Put on an accessory (ring, amulet, etc). Default key is 'P'.
.lp #quaff
Quit the program without saving your game. Autocompletes. Default key is 'M-q'.
.lp ""
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
+you are asked to confirm your intent before quitting.
+By default a response of 'y' acknowledges that intent.
+You can set the
.op paranoid_confirmation
-option to require a response of ``yes'' instead.
+option to require a response of \(lqyes\(rq instead.
.lp #quiver
Select ammunition for quiver. Default key is 'Q'.
.lp #read
Read a scroll, a spellbook, or something else. Default key is 'r'.
.lp #redraw
Redraw the screen.
-Default key is '^R', and '^L' if
+Default key is '\(haR', and '\(haL' if
.op number_pad
is on.
.lp #remove
Autocompletes.
Debug mode only.
.lp #suspend
-Suspend the game. Default key is '^Z'.
+Suspend the game.
+Default key is '\(haZ'.
.lp #swap
Swap wielded and secondary weapons. Default key is 'x'.
.lp #takeoff
.lp #takeoffall
Remove all armor. Default key is 'A'.
.lp #teleport
-Teleport around the level. Default key is '^T'.
+Teleport around the level.
+Default key is '\(haT'.
.lp #terrain
Show bare map without displaying monsters, objects, or traps.
Autocompletes.
The `m' prefix makes the command use a menu.
.lp #travel
Travel to a specific location on the map. Default key is '_'.
-Using the ``request menu'' prefix shows a menu of interesting targets in sight
-without asking to move the cursor. When picking a target with cursor and
-the
+Using the \(lqrequest menu\(rq prefix shows a menu of interesting targets
+in sight without asking to move the cursor.
+When picking a target with cursor and the
.op autodescribe
-option is on, the top line will show ``(no travel path)'' if
+option is on, the top line will show \(lq(no travel path)\(rq if
your character does not know of a path to that location.
.lp #turn
Turn undead away. Autocompletes. Default key is 'M-t'.
within a modest radius.
Autocompletes.
Debug mode only.
-Default key is '^E'.
+Default key is '\(haE'.
.lp #wizgenesis
Create a monster.
May be prefixed by a count to create more than one.
Autocompletes.
Debug mode only.
-Default key is '^G'.
+Default key is '\(haG'.
.lp #wizidentify
Identify all items in inventory.
Autocompletes.
Debug mode only.
-Default key is '^I'.
+Default key is '\(haI'.
.lp #wizintrinsic
Set one or more intrinsic attributes.
Autocompletes.
Teleport to another level.
Autocompletes.
Debug mode only.
-Default key is '^V'.
+Default key is '\(haV'.
.lp #wizmap
Map the level.
Autocompletes.
Debug mode only.
-Default key is '^F'.
+Default key is '\(haF'.
.lp #wizrumorcheck
Verify rumor boundaries.
Autocompletes.
Wish for something.
Autocompletes.
Debug mode only.
-Default key is '^W'.
+Default key is '\(haW'.
.lp #wmode
Show wall modes.
Autocompletes.
command; to close it again, use the `c' (close) command.
.pg
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'
+with the `a' (apply) command, or by kicking it open with the `\(haD'
(kick) command.
.pg
Open doors cannot be entered diagonally; you must approach them
traps, too, which can be a very useful defensive strategy.
.pg
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 traditional rules of
-Sokoban. Some allowances are permitted in case the player gets stuck;
+classic computer game \(lqSokoban.\(rq
+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 traditional rules of Sokoban.
+Some allowances are permitted in case the player gets stuck;
however, they will lower your luck.
.hn 2
Stairs and ladders (`<', `>')
.pg
When you traverse a set of stairs, or trigger a trap which sends you
to another level, the level you're leaving will be deactivated 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
+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 current level; those on other levels are essentially
-placed into stasis.
+some \(lqspecial\(rq levels, or loaded from the remains of an earlier game
+for a \(lqbones\(rq level as briefly described below).
+Monsters are only active on the current level; those on other levels
+are essentially placed into stasis.
.pg
Ordinarily when you climb a set of stairs, you will arrive on the
corresponding staircase at your destination. However, pets (see below)
Shops and shopping
.pg
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 using the ``#chat'' command
-while standing on it. Using an item prior to paying for it will incur a
+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
+using the \(lq#chat\(rq 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.
.pg
While the shopkeeper watches you like a hawk, he will generally ignore
any other customers.
.lp * 2
-If a shop is ``closed for inventory'', it will not open of its own accord.
+If a shop is \(lqclosed for inventory\(rq, it will not open of its own accord.
.lp * 2
Shops do not get restocked with new items, regardless of inventory depletion.
.
very well).
.pg
The commands `/' and `;' may be used to obtain information about those
-monsters who are displayed on the screen. The command ``#name''
-(by default bound to `C'), allows you
+monsters who are displayed on the screen.
+The command \(lq#name\(rq (by default bound to `C'), allows you
to assign a name to a monster, which may be useful to help distinguish
-one from another when multiple monsters are present. Assigning a name
-which is just a space will remove any prior name.
+one from another when multiple monsters are present.
+Assigning a name which is just a space will remove any prior name.
.pg
-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
+The extended command \(lq#chat\(rq 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.
.hn 2
default an answer of 'y' acknowledges that intent,
which can be error prone if you're using 'y' to move. You can set the
.op paranoid_confirmation
-option to require a response of ``yes'' instead.
+option to require a response of \(lqyes\(rq instead.
.pg
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.
Steeds
.pg
Some types of creatures in the dungeon can actually be ridden 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
+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 order 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.
+easily climb in and out of the saddle with the \(lq#ride\(rq 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.
.pg
-Riding skill is managed by the ``#enhance'' command. See the section
-on Weapon proficiency for more information about that.
+Riding skill is managed by the \(lq#enhance\(rq command.
+See the section on Weapon proficiency for more information about that.
.pg
Use the `a' (apply) command and pick a saddle in your inventory to
-attempt to put that saddle on an adjacent creature. If successful,
-it will be transferred to that creature's inventory.
+attempt to put that saddle on an adjacent creature.
+If successful, it will be transferred to that creature's inventory.
.pg
-Use the ``#loot'' command while adjacent to a saddled creature to
-try to remove the saddle from that creature. If successful, it will
-be transferred to your inventory.
+Use the \(lq#loot\(rq command while adjacent to a saddled creature to
+try to remove the saddle from that creature.
+If successful, it will be transferred to your inventory.
.hn 2
Bones levels
.pg
.pg
However, if you encounter a monster which you can't see or sense \(em
perhaps it is invisible and has just tapped you on the noggin \(em
-a special ``remembered, unseen monster'' marker will be displayed at
+a special \(lqremembered, unseen monster\(rq marker will be displayed at
the location where you think it is.
That will persist until you have
proven that there is no monster there, even if the unseen monster
the same type. However, the descriptions will vary from game to game.
.pg
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''
+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 \(lq#name\(rq
command, for the same purpose at any time, to name
all objects of a particular type or just an individual object.
-When you use ``#name'' on an object which has already been named,
+When you use \(lq#name\(rq on an object which has already been named,
specifying a space as the value will remove the prior name instead
of assigning a new one.
.hn 2
.pg
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'' situation; make of that what you will.
+uncursed designation is what you will see within the game.
+A \(lqglass half full versus glass half empty\(rq situation; make of
+that what you will.
.pg
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
.pg
An item with unknown status will be reported in your inventory with no prefix.
An item which you know the state of will be distinguished in your inventory
-by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
-description of the item.
-In some cases ``uncursed'' will be omitted as being redundant when
+by the presence of the word \(lqcursed\(rq, \(lquncursed\(rq or
+\(lqblessed\(rq in the description of the item.
+In some cases \(lquncursed\(rq will be omitted as being redundant when
enough other information is displayed.
The
.op implicit_uncursed
-option can be used to control this; toggle it off to have ``uncursed''
+option can be used to control this; toggle it off to have \(lquncursed\(rq
be displayed even when that can be deduced from other attributes.
.hn 2
Weapons (`)')
Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
(like gems).
.pg
-Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
-either positive or negative) that adds to your chance to
-hit and the damage you do to a monster. The only way to determine a weapon's
+Enchanted weapons have a \(lqplus\(rq (or \(lqto hit enhancement\(rq
+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 identified somehow.
-Most weapons are subject to some type of damage like rust. Such
-``erosion'' damage can be repaired.
+Most weapons are subject to some type of damage like rust.
+Such \(lqerosion\(rq damage can be repaired.
.pg
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:
.pg
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
+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
+And if you have proficiency in the \(lqtwo weapon combat\(rq skill, you
may wield both weapons simultaneously as primary and secondary; use the
-`#twoweapon' extended command to engage or disengage that. Only
-some types of characters (barbarians, for instance) have the necessary
-skill available. Even with that skill, using two weapons at once incurs
+\(lq#twoweapon\(rq extended command to engage or disengage that.
+Only some types of characters (barbarians, for instance) have the
+necessary skill available.
+Even with that skill, using two weapons at once incurs
a penalty in the chance to hit your target compared to using just one
weapon at a time.
.pg
.pg
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).
+`x' (exchange), \(lq#twoweapon\(rq, and \(lq#enhance\(rq (see below).
.hn 3
Throwing and shooting
.pg
wielding a bow.
.pg
You can simplify the throwing operation by using the `Q' command to
-select your preferred ``missile'', then using the `f' command to
+select your preferred \(lqmissile\(rq, 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,
for `Q' runs out.
.pg
Some characters have the ability to fire a volley of multiple items in a
-single turn. Knowing how to load several rounds of ammunition at
+single turn.
+Knowing how to load several rounds of ammunition at
once \(em or hold several missiles in your hand \(em and still hit a
-target is not an easy task. Rangers are among those who are adept
+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
+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
+For example, \(lq2f\(rq (or \(lqn2f\(rq if using
.op number_pad
mode) would ensure that at most 2 arrows are shot
-even if you could have fired 3. If you specify
-a larger number than would have been shot (``4f'' in this example),
+even if you could have fired 3.
+If you specify
+a larger number than would have been shot (\(lq4f\(rq in this example),
you'll just end up shooting the same number (3, here) as if no limit
-had been specified. Once the volley is in motion, all of the items
+had been specified.
+Once the volley is in motion, all of the items
will travel in the same direction; if the first ones kill a monster,
the others can still continue beyond that spot.
.hn 3
can achieve for each group. For instance, wizards can become highly
skilled in daggers or staves but not in swords or bows.
.pg
-The `#enhance' extended command is used to review current weapons proficiency
+The \(lq#enhance\(rq 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'' (sometimes also referred to as ``restricted'',
-because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
-and ``expert''. Restricted skills simply will not appear in the list
-shown by `#enhance'. (Divine intervention might unrestrict a particular
+you've used one or more skills enough to become eligible to do so.
+The skill rankings are \(lqnone\(rq (sometimes also referred to as
+\(lqrestricted\(rq, because you won't be able to advance),
+\(lqunskilled\(rq, \(lqbasic\(rq, \(lqskilled\(rq, and \(lqexpert\(rq.
+Restricted skills simply will not appear in the list shown by
+\(lq#enhance\(rq.
+(Divine intervention might unrestrict a particular
skill, in which case it will start at unskilled and be limited to basic.)
Some characters can enhance their barehanded combat or martial arts skill
-beyond expert to ``master'' or ``grand master''.
+beyond expert to \(lqmaster\(rq or \(lqgrand master\(rq.
.pg
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
+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
+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 \(lq#enhance\(rq to increase one or more skills.
+Such skills
are not increased automatically because there is a limit to your total
overall skills, so you need to actively choose which skills to enhance
and which to ignore.
.pg
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.
+To wield two weapons, you need to use the \(lq#twoweapon\(rq 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
intend to be secondary, and then wield the one you want as primary
which will push the first into secondary position.
.pg
-When in two-weapon combat mode, using the ``#twoweapon'' command
+When in two-weapon combat mode, using the \(lq#twoweapon\(rq command
toggles back to single-weapon mode. Throwing or dropping either of the
weapons or having one of them be stolen or destroyed will also make you
revert to single-weapon combat.
shield, and so on) at a time.
.pg
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
+(or worse) than normal, and its \(lqplus\(rq (or minus) will subtract from
+your armor class.
+For example, a +1 chain mail would give you
better protection than normal chain mail, lowering your armor class one
-unit further to 4. When you put on a piece of armor, you immediately
-find out the armor class and any ``plusses'' it provides. Cursed
-pieces of armor usually have negative enchantments (minuses) in
+unit further to 4.
+When you put on a piece of armor, you immediately
+find out the armor class and any \(lqplusses\(rq it provides.
+Cursed pieces of armor usually have negative enchantments (minuses) in
addition to being unremovable.
.pg
Many types of armor are subject to some kind of damage like rust. Such
.hn 2
Food (`%')
.pg
-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 usually stay fresh, but
+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 (\(lqcans\(rq) will usually stay fresh, but
ice boxes are heavy, and tins take a while to open.
.pg
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 is ``you are
-what you eat.''
+\(lqfood.\(rq
+Many, but not all, of these are edible; some also give you
+special powers when you eat them.
+A good rule of thumb is \(lqyou are what you eat.\(rq
.pg
Some character roles and some monsters are vegetarian. Vegetarian monsters
will typically never eat animal corpses, while vegetarian players can,
Scrolls (`?')
.pg
Scrolls are labeled with various titles, probably chosen by ancient wizards
-for their amusement value (ex. ``READ ME,'' or ``THANX MAUD'' backwards).
+for their amusement value (ex. \(lqREAD ME,\(rq or \(lqTHANX MAUD\(rq
+backwards).
Scrolls disappear after you read them (except for blank ones, without
magic spells on them).
.pg
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
+the \(lqMAIL\(rq environment variable to the file name of your mailbox.
+You may also want to set the \(lqMAILREADER\(rq 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,
Potions are distinguished by the color of the liquid inside the flask.
They disappear after you quaff them.
.pg
-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 to dip (``#dip'') an object into a potion.
+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 to dip (\(lq#dip\(rq) an object into a potion.
.pg
The command to drink a potion is `q' (quaff).
.hn 2
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
+\(lq#enhance\(rq 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''.)
+Skill slots are shared with weapons skills.
+(See also the section on \(lqWeapon proficiency\(rq.)
.pg
Casting a spell also requires flexible movement, and wearing various types
of armor may interfere with that.
.hn 3
Containers
.pg
-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 may encounter bags, boxes, and chests in your travels.
+A tool of
+this sort can be opened with the \(lq#loot\(rq 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 carrying it. However,
-chests are often locked, and are in any case unwieldy objects.
+or with the `a' (apply) command when you are carrying it.
+However, chests are often locked, and are in any case unwieldy objects.
You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command,
-by kicking it with the `^D' command,
-or by using a weapon to force the lock with the ``#force'' extended command.
+by kicking it with the `\(haD' command, or by using a weapon to force
+the lock with the \(lq#force\(rq extended command.
.pg
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.
+unlock or open them.
+You can check for and try to deactivate traps
+with the \(lq#untrap\(rq extended command.
.hn 2
Amulets (`"')
.pg
perhaps a monster has picked it up or it has rotted away \(em
until you can see or feel that location again.
One notable exception is that if the object gets covered by the
-``remembered, unseen monster'' marker.
+\(lqremembered, unseen monster\(rq marker.
When that marker is later removed
after you've verified that no monster is there, you will forget that
there was any object there regardless of whether the unseen monster
.pg
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
+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
+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 \(lqbragging rights\(rq for winning the game
+with these challenges.
+Note that it is perfectly acceptable to win the game
without resorting to these restrictions and that it is unusual for
players to adhere to challenges the first time they win the game.
.pg
an animal, although wax is only an animal byproduct.
.pg
Regardless of conduct, there will be some items which are indigestible,
-and others which are hazardous to eat. Using a swallow-and-digest
+and others which are hazardous to eat.
+Using a swallow-and-digest
attack against a monster is equivalent to eating 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
+Please note that the term \(lqvegan\(rq is used here only in the context of
+diet.
+You are still free to choose not to use or wear items derived
from animals (e.g. leather, dragon hide, bone, horns, coral), but the
-game will not keep track of this for you. Also note that ``milky''
+game will not keep track of this for you.
+Also note that \(lqmilky\(rq
potions may be a translucent white, but they do not contain milk,
-so they are compatible with a vegan diet. Slime molds or
-player-defined ``fruits'', although they could be anything
-from ``cherries'' to ``pork chops'', are also assumed to be vegan.
+so they are compatible with a vegan diet.
+Slime molds or
+player-defined \(lqfruits\(rq, although they could be anything
+from \(lqcherries\(rq to \(lqpork chops\(rq, are also assumed to be vegan.
.pg
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.
difficult challenge, although it is still possible to gain experience
by other means.
.pg
-An illiterate character cannot read or write. This includes reading
+An illiterate character cannot read or write.
+This includes reading
a scroll, spellbook, fortune cookie message, or t-shirt; writing a
-scroll; or making an engraving of anything other than a single ``x'' (the
-traditional signature of an illiterate person). Reading an engraving,
+scroll; or making an engraving of anything other than a single \(lqX\(rq
+(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
+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.
.pg
-There are several other challenges tracked by the game. It is possible
+There are several other challenges tracked by the game.
+It is possible
to eliminate one or more species of monsters by genocide; playing without
-this feature is considered a challenge. When the game offers you an
+this feature is considered a challenge.
+When the game offers you an
opportunity to genocide monsters, you may respond with the monster type
-``none'' if you want to decline. You can change the form of an item into
-another item of the same type (``polypiling'') or the form of your own
-body into another creature (``polyself'') by wand, spell, or potion of
+\(lqnone\(rq if you want to decline.
+You can change the form of an item into
+another item of the same type (\(lqpolypiling\(rq) or the form of your own
+body into another creature (\(lqpolyself\(rq) 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.
+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 \(lqnothing\(rq if you want to decline.
.
.hn 1
Options
.hw .nethackrc defaults.nh nethack.exe nethackW.exe
The default name of the configuration file varies on different
operating systems.
-On DOS and Windows, it is ``defaults.nh''
+On MS-DOS and Windows, it is \(lqdefaults.nh\(rq
in the same folder as nethack.exe or nethackW.exe.
On
.UX ,
Linux,
-and Mac OS X it is ``.nethackrc'' in the user's home directory.
+and Mac OS X it is \(lq.nethackrc\(rq in the user's home directory.
The file may not exist, but it is a normal ASCII text file and
can be created with any text editor.
.pg
.lp AUTOCOMPLETE
Enable or disable an extended command autocompletion.
Autocompletion has no effect for the X11 windowport.
-You can specify multiple autocompletions. To enable
-autocompletion, list the extended command. Prefix the
-command with ``!'' to disable the autocompletion
+You can specify multiple autocompletions.
+To enable autocompletion, list the extended command.
+Prefix the command with \(lq!\(rq to disable the autocompletion
for that command.
.pg
Example:
.lp AUTOPICKUP_EXCEPTION
Set exceptions to the
.op pickup_types
-option. See the ``Configuring Autopickup Exceptions'' section.
+option.
+See the \(lqConfiguring Autopickup Exceptions\(rq section.
.lp BINDINGS
Change the key bindings of some special keys, menu accelerators, or
-extended commands. You can specify multiple bindings. Format is key
-followed by the command, separated by a colon.
-See the ``Changing Key Bindings`` section for more information.
+extended commands.
+You can specify multiple bindings.
+Format is key followed by the command, separated by a colon.
+See the \(lqChanging Key Bindings\(rq section for more information.
.pg
Example:
.sd
-\fBBIND=^X:getpos.autodescribe\fP
+\fBBIND=\(haX:getpos.autodescribe\fP
.ed
.lp CHOOSE
Chooses at random one of the comma-separated parameters as an active
.ed
.lp MSGTYPE
Change the way messages are shown in the top status line.
-See the ``Configuring Message Types`` section.
+See the \(lqConfiguring Message Types\(rq section.
.lp MENUCOLOR
Highlight menu lines with different colors.
-See the ``Configuring Menu Colors`` section.
+See the \(lqConfiguring Menu Colors\(rq section.
.lp SYMBOLS
Override one or more symbols in the symbols files.
-See the ``Modifying NetHack Symbols'' section.
+See the \(lqModifying NetHack Symbols\(rq section.
.pg
Example:
.sd
.ed
.lp SOUNDDIR
Define the directory that contains the sound files.
-See the ``Configuring User Sounds'' section.
+See the \(lqConfiguring User Sounds\(rq section.
.lp SOUND
-Define a sound mapping. See the ``Configuring User Sounds'' section.
+Define a sound mapping.
+See the \(lqConfiguring User Sounds\(rq section.
.pg
Here is a short example of config file contents:
.sd
Using the NETHACKOPTIONS environment variable
.pg
The NETHACKOPTIONS variable is a comma-separated list of initial
-values for the various options. Some can only be turned on or off.
+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'' before the name. Others take a
-character string as a value. You can set string options by typing
+and turn it off by typing a `!' or \(lqno\(rq before the name.
+Others take a character string as a value.
+You can set string options by typing
the option name, a colon or equals sign, and then the value of the string.
The value is terminated by the next comma or the end of string.
.pg
-For example, to set up an environment variable so that ``autoquiver'' is on,
-``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit
-is set to ``papaya'', you would enter the command
+For example, to set up an environment variable so that \(lqautoquiver\(rq
+is on, \(lqautopickup\(rq is off, the name is set to \(lqBlue Meanie\(rq,
+and the fruit is set to \(lqpapaya\(rq, you would enter the command
.sd
% \fBsetenv NETHACKOPTIONS "autoquiver,\e!autopickup,name:Blue Meanie,fruit:papaya"\fP
.ed
Note that this has nothing to do with your computer's audio capabilities.
Persistent.
.lp align
-Your starting alignment (align:lawful, align:neutral,
-or align:chaotic). You may specify just the first letter.
+Your starting alignment (align:lawful, align:neutral, or align:chaotic).
+You may specify just the first letter.
The default is to randomly pick an appropriate alignment.
-If you prefix the value with `!' or ``no'', you will
+If you prefix the value with `!' or \(lqno\(rq, you will
exclude that alignment from being picked randomly.
-Cannot be set with the `O' command. Persistent.
+Cannot be set with the `O' command.
+Persistent.
.lp autodescribe
Automatically describe the terrain under cursor when asked to get a location
on the map (default true).
.lp bones
Allow saving and loading bones files. Persistent. (default true)
.lp boulder
-Set the character used to display boulders (default is the ``large rock''
+Set the character used to display boulders (default is the \(lqlarge rock\(rq
class symbol, `\`').
.lp catname
-Name your starting cat (ex. ``catname:Morris'').
+Name your starting cat (ex. \(lqcatname:Morris\(rq).
Cannot be set with the `O' command.
.lp character
-Synonym for ``role'' to pick the type of your character
-(ex. ``character:Monk'').
+Synonym for \(lqrole\(rq to pick the type of your character
+(ex. \(lqcharacter:Monk\(rq).
See
.op role
for more details.
Order of the disclosure categories does not matter, program display for
end-of-game disclosure follows a set sequence.
.lp ""
-(ex. ``disclose:yi na +v -g o'')
+(ex. \(lqdisclose:yi na +v -g o\(rq)
The example sets
\fBinventory\fP to \fIprompt\fP and default to \fIyes\fP,
\fBattributes\fP to \fIprompt\fP and default to \fIno\fP,
And the dungeon overview shows all levels you had visited but does not
reveal things about them that you hadn't discovered.
.lp dogname
-Name your starting dog (ex. ``dogname:Fang'').
+Name your starting dog (ex. \(lqdogname:Fang\(rq).
Cannot be set with the `O' command.
.lp extmenu
Changes the extended commands interface to pop-up a menu of available commands.
not require that you hit Enter. It is implemented only by the tty port
(default off), when the game has been compiled to support tty graphics.
.lp female
-An obsolete synonym for ``gender:female''.
+An obsolete synonym for \(lqgender:female\(rq.
Cannot be set with the `O' command.
.lp fixinv
An object's inventory letter sticks to it when it's dropped (default on).
Commands asking for an inventory item show a menu instead of
a text query with possible menu letters. Default is off.
.lp "fruit "
-Name a fruit after something you enjoy eating (ex. ``fruit:mango'')
-(default ``slime mold''). Basically a nostalgic whimsy that NetHack uses
-from time to time. You should set this to something you find more
-appetizing than slime mold. Apples, oranges, pears, bananas, and melons
+Name a fruit after something you enjoy eating (ex. \(lqfruit:mango\(rq)
+(default \(lqslime mold\(rq).
+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.
.lp gender
Your starting gender (gender:male or gender:female).
-You may specify just the first letter. Although you can
-still denote your gender using the ``male'' and ``female''
-options, the ``gender'' option will take precedence.
+You may specify just the first letter.
+Although you can
+still denote your gender using the \(lqmale\(rq and \(lqfemale\(rq
+options, the \(lqgender\(rq option will take precedence.
The default is to randomly pick an appropriate gender.
-If you prefix the value with `!' or ``no'', you will
+If you prefix the value with `!' or \(lqno\(rq, you will
exclude that gender from being picked randomly.
-Cannot be set with the `O' command. Persistent.
+Cannot be set with the `O' command.
+Persistent.
.lp "goldX "
When filtering objects based on bless/curse state (BUCX), whether to
treat gold pieces as X (unknown bless/curse state, when `on')
or U (known to be uncursed, when `off', the default).
-Gold is never blessed or cursed, but it is not described as ``uncursed''
+Gold is never blessed or cursed, but it is not described as \(lquncursed\(rq
even when the
.op implicit_uncursed
option is `off'.
.lp "help "
If more information is available for an object looked at
-with the `/' command, ask if you want to see it (default on). Turning help
-off makes just looking at things faster, since you aren't interrupted with the
-``More info?'' prompt, but it also means that you might miss some
-interesting and/or important information. Persistent.
+with the `/' command, ask if you want to see it (default on).
+Turning help off makes just looking at things faster, since you aren't
+interrupted with the \(lqMore info?\(rq prompt, but it also means that
+you might miss some interesting and/or important information.
+Persistent.
.lp herecmd_menu
When using a windowport that supports mouse and clicking on yourself or
next to you, show a menu of possible actions for the location.
-Same as herecmdmenu and therecmdmenu commands.
+Same as \(lq#herecmdmenu\(rq and \(lq#therecmdmenu\(rq commands.
.lp hilite_pet
Visually distinguish pets from similar animals (default off).
The behavior of this option depends on the type of windowing you use.
Show a hit point bar graph behind your name and title.
Only available for TTY and Windows GUI, and only when statushilites is on.
.lp horsename
-Name your starting horse (ex. ``horsename:Trigger'').
+Name your starting horse (ex. \(lqhorsename:Trigger\(rq).
Cannot be set with the `O' command.
.lp ignintr
Ignore interrupt signals, including breaks (default off). Persistent.
.lp "mail "
Enable mail delivery during the game (default on). Persistent.
.lp "male "
-An obsolete synonym for ``gender:male''.
+An obsolete synonym for \(lqgender:male\(rq.
Cannot be set with the `O' command.
.lp mention_walls
Give feedback when walking against a wall (default off).
.lp menucolors
Enable coloring menu lines (default off).
-See ``Configuring Menu Colors'' on how to configure the colors.
+See \(lqConfiguring Menu Colors\(rq on how to configure the colors.
.lp menustyle
Controls the interface used when you need to choose various objects (in
response to the Drop command, for instance). The value specified should
Prompt for new form whenever any monster changes shape (default off).
Debug mode only.
.lp msghistory
-The number of top line messages to save (and recall with ^P) (default 20).
+The number of top line messages to save (and recall with \(haP) (default 20).
Cannot be set with the `O' command.
.lp msg_window
Allows you to change the way recalled messages are displayed.
.PL "\ 3"
by numbers using phone key layout; 123 above, 789 below
.PL "\ 4"
-combines 3 with 2; phone layout plus MSDOS compatibility
+combines 3 with 2; phone layout plus MS-DOS compatibility
.PL "-1"
by letters but use `z' to go northwest, `y' to zap wands
.PE
and negating
.op number_pad
is the same as specifying 0.
-(Settings 2 and 4 are for compatibility with MSDOS or old PC Hack;
+(Settings 2 and 4 are for compatibility with MS-DOS or old PC Hack;
in addition to the different behavior for `5', `Alt-5' acts as `G'
and `Alt-0' acts as `I'.
Setting -1 is to accommodate some QWERTZ keyboards which have the
location of the `y' and `z' keys swapped.)
When moving by numbers, to enter a count prefix for those commands
-which accept one (such as ``12s'' to search twelve times), precede it
-with the letter `n' (``n12s'').
+which accept one (such as \(lq12s\(rq to search twelve times), precede it
+with the letter `n' (\(lqn12s\(rq).
.lp packorder
.\" \(dq == double quote; literal '"' formats ok but confuses Emacs' nroff-mode
-Specify the order to list object types in (default ``\(dq)[%?+!=/(*`0_'').
+Specify the order to list object types in (default \(lq\(dq)[%?+!=/(*`0_\(rq).
The value of this option should be a string containing the
-symbols for the various object types. Any omitted types are filled in
-at the end from the previous order.
+symbols for the various object types.
+Any omitted types are filled in at the end from the previous order.
.lp paranoid_confirmation
A space separated list of specific situations where alternate
prompting is desired. The default is paranoid_confirmation:pray.
.PS Were-change
.PL Confirm
-for any prompts which are set to require ``yes'' rather than 'y', also
-require ``no'' to reject instead of accepting any non-yes response as no
+for any prompts which are set to require \(lqyes\(rq rather than 'y', also
+require \(lqno\(rq to reject instead of accepting any non-yes response as no
.PL quit
-require ``yes'' rather than 'y' to confirm quitting
+require \(lqyes\(rq rather than 'y' to confirm quitting
the game or switching into non-scoring explore mode;
.PL die
-require ``yes'' rather than 'y' to confirm dying (not
+require \(lqyes\(rq rather than 'y' to confirm dying (not
useful in normal play; applies to explore mode);
.PL bones
-require ``yes'' rather than 'y' to confirm saving
+require \(lqyes\(rq rather than 'y' to confirm saving
bones data when dying in debug mode;
.PL attack
-require ``yes'' rather than 'y' to confirm attacking a peaceful monster;
+require \(lqyes\(rq rather than 'y' to confirm attacking a peaceful monster;
.PL wand-break
-require ``yes'' rather than 'y' to confirm breaking a wand;
+require \(lqyes\(rq rather than 'y' to confirm breaking a wand;
.PL Were-change
-require ``yes'' rather than 'y' to confirm changing form due to lycanthropy
+require \(lqyes\(rq rather than 'y' to confirm changing form due to lycanthropy
when hero has polymorph control;
.PL pray
require 'y' to confirm an attempt to pray rather
.PE
By default, the pray choice is enabled, the others disabled.
To disable it without setting
-any of the other choices, use ``paranoid_confirmation:none''. To keep
+any of the other choices, use \(lqparanoid_confirmation:none\(rq.
+To keep
it enabled while setting any of the others, include it in the list,
-such as ``paranoid_confirmation:attack pray Remove''.
+such as \(lqparanoid_confirmation:attack pray Remove\(rq.
.lp perm_invent
If true, always display your current inventory in a window. This only
makes sense for windowing system interfaces that implement this feature.
.lp pettype
Specify the type of your initial pet, if you are playing a character class
that uses multiple types of pets; or choose to have no initial pet at all.
-Possible values are ``cat'', ``dog'', ``horse'',
-and ``none''.
+Possible values are \(lqcat\(rq, \(lqdog\(rq, \(lqhorse\(rq, and \(lqnone\(rq.
If the choice is not allowed for the role you are currently playing,
-it will be silently ignored. For example, ``horse'' will only be
-honored when playing a knight.
+it will be silently ignored.
+For example, \(lqhorse\(rq will only be honored when playing a knight.
Cannot be set with the `O' command.
.lp pickup_burden
When you pick up an item that would exceed this encumbrance
behavior. Persistent.
.lp pile_limit
When walking across a pile of objects on the floor, threshold at which
-the message ``there are few/several/many objects here'' is given instead
+the message \(lqthere are few/several/many objects here\(rq is given instead
of showing a popup list of those objects.
-A value of 0 means ``no limit''
-(always list the objects); a value of 1 effectively means ``never show
-the objects'' since the pile size will always be at least that big;
+A value of 0 means \(lqno limit\(rq
+(always list the objects); a value of 1 effectively means \(lqnever show
+the objects\(rq since the pile size will always be at least that big;
default value is 5.
Persistent.
.lp playmode
-Values are `normal', `explore', or `debug'.
+Values are \(lqnormal\(rq, \(lqexplore\(rq, or \(lqdebug\(rq.
Allows selection of explore mode (also known as discovery mode) or debug
mode (also known as wizard mode) instead of normal play.
Debug mode might only be allowed for someone logged in under a particular
Likewise for the `a' (apply) command if it causes the applied item to
become wielded. Persistent.
.lp "race "
-Selects your race (for example, ``race:human''). Default is random.
-If you prefix the value with `!' or ``no'', you will
+Selects your race (for example, \(lqrace:human\(rq).
+Default is random.
+If you prefix the value with `!' or \(lqno\(rq, you will
exclude that race from being picked randomly.
-Cannot be set with the `O' command. Persistent.
+Cannot be set with the `O' command.
+Persistent.
.lp rest_on_space
Make the space bar a synonym for the `.' (#wait) command (default off).
Persistent.
.lp "role "
-Pick your type of character (ex. ``role:Samurai'');
-synonym for ``character''. See ``name'' for an alternate method
-of specifying your role. Normally only the first letter of the
-value is examined; `r' is an exception with ``Rogue'', ``Ranger'',
-and ``random'' values.
-If you prefix the value with `!' or ``no'', you will
+Pick your type of character (ex. \(lqrole:Samurai\(rq);
+synonym for \(lqcharacter\(rq.
+See \(lqname\(rq for an alternate method of specifying your role.
+Normally only the first letter of the value is examined; `r' is an
+exception with \(lqRogue\(rq, \(lqRanger\(rq, and \(lqrandom\(rq values.
+If you prefix the value with `!' or \(lqno\(rq, you will
exclude that role from being picked randomly.
-Cannot be set with the `O' command. Persistent.
+Cannot be set with the `O' command.
+Persistent.
.lp roguesymset
-This option may be used to select one of the named symbol sets found within
-``symbols'' to alter the symbols displayed on the screen on the rogue level.
+This option may be used to select one of the named symbol sets found
+within \(lqsymbols\(rq to alter the symbols displayed on the screen
+on the rogue level.
.lp rlecomp
When writing out a save file, perform run length compression of the map.
Not all ports support run length compression. It has no
Debug mode only.
.lp scores
Control what parts of the score list you are shown at the end (ex.
-``scores:5 top scores/4 around my score/own scores''). Only the first
-letter of each category (`t', `a', or `o') is necessary.
+\(lqscores:5 top scores/4 around my score/own scores\(rq).
+Only the first letter of each category (`t', `a', or `o') is necessary.
Persistent.
.lp showexp
Show your accumulated experience points on bottom line (default off).
Persistent.
.lp sparkle
Display a sparkly effect when a monster (including yourself) is hit by an
-attack to which it is resistant (default on). Persistent.
+attack to which it is resistant (default on).
+Persistent.
.lp standout
-Boldface monsters and ``\fB\-\-More\-\-\fP'' (default off). Persistent.
+Boldface monsters and \(lq\fB\-\-More\-\-\fP\(rq (default off).
+Persistent.
.lp statushilites
-Controls how many turns status hilite behaviors highlight
-the field. If negated or set to zero, disables status hiliting.
-See ``Configuring Status Hilites'' for further information.
+Controls how many turns status hilite behaviors highlight the field.
+If negated or set to zero, disables status hiliting.
+See \(lqConfiguring Status Hilites\(rq for further information.
.lp status_updates
Allow updates to the status lines at the bottom of the screen (default true).
.lp suppress_alert
This option may be set to a NetHack version level to suppress
alert notification messages about feature changes for that
-and prior versions (ex. ``suppress_alert:3.3.1'').
+and prior versions (ex. \(lqsuppress_alert:3.3.1\(rq).
.lp symset
This option may be used to select one of the named symbol sets found within
-``symbols'' to alter the symbols displayed on the screen.
-Use ``symset:default'' to explicitly select the default symbols.
+\(lqsymbols\(rq to alter the symbols displayed on the screen.
+Use \(lqsymset:default\(rq to explicitly select the default symbols.
.lp "time "
-Show the elapsed game time in turns on bottom line (default off). Persistent.
+Show the elapsed game time in turns on bottom line (default off).
+Persistent.
.lp timed_delay
When pausing momentarily for display effect, such as with explosions 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.
+screen.
+(Applies to \(lqtty\(rq interface only; \(lqX11\(rq interface always
+uses a timer based delay.
+The default is on if configured into the program.)
+Persistent.
.lp tombstone
-Draw a tombstone graphic upon your death (default on). Persistent.
+Draw a tombstone graphic upon your death (default on).
+Persistent.
.lp toptenwin
Put the ending display in a NetHack window instead of on stdout (default off).
Setting this option makes the score list visible when a windowing version
it will consider the area on the side of the door you were last moving towards.
.lp ""
Filtering can also be changed when getting a location with the
-``getpos.filter'' key.
+\(lqgetpos.filter\(rq key.
.lp whatis_menu
When getting a location on the map, and using a key to cycle through
next and previous targets, use a menu instead to pick a target.
move by skipping the same glyphs.
(default off)
.lp windowtype
-Select which windowing system to use, such as ``tty'' or ``X11''
-(default depends on version).
+When the program has been built to support multiple interfaces,
+select which one to use, such as \(lqtty\(rq or \(lqX11\(rq
+(default depends on build-time settings; use \(lq#version\(rq to check).
Cannot be set with the `O' command.
.lp wizweight
Augment object descriptions with their objects' weight (default off).
If NetHack can, it should pop up dialog boxes for input.
.lp preload_tiles
If NetHack can, it should preload tiles into memory.
-For example, in the protected mode MSDOS version, control whether tiles
+For example, in the protected mode MS-DOS version, control whether tiles
get pre-loaded into RAM at the start of the game. Doing so
enhances performance of the tile graphics, but uses more memory. (default on).
Cannot be set with the `O' command.
(default on, Mac NetHack only).
.lp "rawio "
Force raw (non-cbreak) mode for faster output and more
-bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle
+bulletproof input (MS-DOS sometimes treats `\(haP' 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.
menu accelerator keys, and extended commands, by using BIND stanzas in the
configuration file.
Format is key, followed by the command to bind to, separated by a colon.
-The key can be a single character (``x''), a control key (``^X'',
-``C-x''), a meta key (``M-x''), or a three-digit decimal ASCII code.
+The key can be a single character (\(lqx\(rq), a control key (\(lq\(haX\(rq,
+\(lqC-x\(rq), a meta key (\(lqM-x\(rq), or a three-digit decimal ASCII code.
.pg
For example:
.sd
.si
-BIND=^X:getpos.autodescribe
+BIND=\(haX:getpos.autodescribe
BIND={:menu_first_page
BIND=v:loot
.ei
.ed
.pg
.lp "Extended command keys"
-You can bind multiple keys to the same extended command. Unbind a key by
-using ``nothing'' as the extended command to bind to. You can also bind
-the ``<esc>'', ``<enter>'', and ``<space>'' keys.
+You can bind multiple keys to the same extended command.
+Unbind a key by using \(lqnothing\(rq as the extended command to bind to.
+You can also bind the \(lq<esc>\(rq, \(lq<enter>\(rq, and \(lq<space>\(rq keys.
.lp "Menu accelerator keys"
The menu control or accelerator keys can also be rebound via OPTIONS-lines
-in the config file. You cannot bind object symbols into menu accelerators.
+in the config file.
+You cannot bind object symbols into menu accelerators.
.lp "Special command keys"
-Below are the special commands you can rebind. Some of them can be bound to
-same keys with no problems, others are in the same "context", and if bound
-to same keys, only one of those commands will be available. Special command
-can only be bound to a single key.
+Below are the special commands you can rebind.
+Some of them can be bound to
+same keys with no problems, others are in the same \(lqcontext\(rq,
+and if bound to same keys, only one of those commands will be available.
+Special command can only be bound to a single key.
.pg
.lp count
Prefix key to start a count, to repeat a command this many times.
.lp nopickup
Prefix key to move without picking up items. Default is 'm'.
.lp redraw
-Key to redraw the screen. Default is '^R'.
+Key to redraw the screen.
+Default is '\(haR'.
.lp redraw.numpad
Key to redraw the screen.
With
.op number_pad
only.
-Default is '^L'.
+Default is '\(haL'.
.lp repeat
-Key to repeat previous command. Default is '^A'.
+Key to repeat previous command.
+Default is '\(haA'.
.lp reqmenu
Prefix key to request menu from some commands. Default is 'm'.
.lp run
MSGTYPE=hide "You displaced *."
.ei
.ed
-specifies that whenever a message ``You feel hungry'' is shown,
+specifies that whenever a message \(lqYou feel hungry\(rq is shown,
the user is prompted with more-prompt, and a message matching
-``You displaced <something>.'' is not shown at all.
+\(lqYou displaced <something>.\(rq is not shown at all.
.\" historical trivia: "You displaced Fido." was the sort of message you
.\" got when swapping places with your pet, but that was changed long ago...
.lp ""
MENUCOLOR="* cursed *(being worn)"=red&underline
.ei
.ed
-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)''
+.\" these quotes with leading or trailing space should be flagged "don't split"
+specifies that any menu line with \(lq blessed \(rq contained
+in it will be shown in green color, lines with \(lq cursed \(rq will be
+shown in red, and lines with \(lq cursed \(rq followed by \(lq(being worn)\(rq
on the same line will be shown in red color and underlined.
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.
.pg
Note that if you intend to have one or more color specifications match
-`` uncursed '', you will probably want to turn the
+\(lq uncursed \(rq, you will probably want to turn the
.op implicit_uncursed
option off so that all items known to be uncursed are actually
-displayed with the ``uncursed'' description.
+displayed with the \(lquncursed\(rq description.
.hn 2
Configuring User Sounds
.pg
.hn 2
Configuring Status Hilites
.pg
-Your copy of NetHack may have been compiled with support for ``Status Hilites''.
+Your copy of NetHack may have been compiled with support for
+\(lqStatus Hilites\(rq.
If so, you can customize your game display by setting thresholds to
change the color or appearance of fields in the status display.
.pg
.\"TABLE_END Do not delete this line.
.TE
.pg
-There is one additional class of object, described as ``strange object'',
+There is one additional class of object, described as \(lqstrange object\(rq,
which will occasionally be the shape taken on by mimics and shown as `]'
for maps displayed as text characters.
Although the displayed character is the same as the default value for
overall location of items on the screen.
.pg
NetHack can also be compiled with support for sending the game messages
-to an external program, such as a text-to-speech synthesizer. If the #version
-extended command shows ``external program as a message handler'', your NetHack
-has been compiled with the capability. When compiling NetHack from source
-on Linux and other POSIX systems, define MSGHANDLER to enable it. To use
+to an external program, such as a text-to-speech synthesizer.
+If the \(lq#version\(rq extended command shows \(lqexternal program as a
+message handler\(rq, your NetHack has been compiled with the capability.
+When compiling NetHack from source on Linux and other POSIX systems,
+define MSGHANDLER to enable it.
+To use
the capability, set the environment variable NETHACK_MSGHANDLER to an
executable, which will be executed with the game message as the program's
only parameter.
.pg
While it is not difficult for experienced users to edit the \fBdefaults.nh\fP
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 \fBNHAccess\fP. Selecting that symset in your
+Included within the \(lqsymbols\(rq file of all official distributions
+of NetHack is a symset called \fBNHAccess\fP.
+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
+to the blind.
+After you have gained some experience with the game
and with editing files, you may want to alter settings via \fBSYMBOLS=\fP
in your configuration file to better suit your preferences.
The most crucial settings to make the game accessible are:
.hn 1
Explore mode
.pg
-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'' or ``discovery''
+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 \(lqexplore\(rq or \(lqdiscovery\(rq
mode that enables you to keep old save files and cheat death, at the
paltry cost of not getting on the high score list.
.pg
-There are two ways of enabling explore mode. One is to start the game
-with the
+There are two ways of enabling explore mode.
+One is to start the game with the
.op \-X
command-line switch or with the
.op playmode: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
+option.
+The other is to issue the \(lq#exploremode\(rq extended command while
+already playing the game.
+Starting a new game in explore mode provides your
character with a wand of wishing in initial inventory; switching
-during play does not. The other benefits of explore mode are left for
+during play does not.
+The other benefits of explore mode are left for
the trepid reader to discover.
.pg
.hn 2
Debug mode
.pg
Debug mode, also known as wizard mode, is undocumented aside from this
-brief description and the various ``debug mode only'' commands listed
+brief description and the various \(lqdebug mode only\(rq commands listed
among the command descriptions.
It is intended for tracking down problems within the
program rather than to provide god-like powers to your character, and
For some systems, the player must be logged in
under a particular 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).
+there's no connection between \(lqwizard mode\(rq and the Wizard role).
Attempting to start a game in debug mode when not allowed
or not available will result in falling back to explore mode instead.
.
.pg
During the lifespan of NetHack 3.1 and 3.2, several enthusiasts
of the game added
-their own modifications to the game and made these ``variants'' publicly
+their own modifications to the game and made these \(lqvariants\(rq publicly
available:
.pg
\fBTom Proudfoot\fP and \fBYuval Oren\fP created NetHack++,
.pg
\fBPat Rankin\fP maintained 3.4 for VMS.
.pg
-\fBMichael Allison\fP maintained NetHack 3.4 for the MS-DOS platform. \fBPaul Winner\fP
-and \fBYitzhak Sapir\fP provided encouragement.
+\fBMichael Allison\fP maintained NetHack 3.4 for the MS-DOS platform.
+\fBPaul Winner\fP and \fBYitzhak Sapir\fP provided encouragement.
.pg
-\fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the
-Macintosh port of 3.4.
+\fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained
+and enhanced the Macintosh port of 3.4.
.pg
\fBMichael Allison\fP, \fBDavid Cohrs\fP, \fBAlex Kompel\fP,
\fBDion Nicolaas\fP, and
enhanced the Amiga port of 3.4 after \fBJanne Salmijarvi\fP resurrected
it for 3.3.1.
.pg
-\fBChristian ``Marvin'' Bressler\fP maintained 3.4 for the Atari after he
+\fBChristian \(lqMarvin\(rq Bressler\fP maintained 3.4 for the Atari after he
resurrected it for 3.3.1.
.pg
The release of NetHack 3.4.3 in December 2003 marked the beginning of a