Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
- January 2, 2021
+ January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
you have seen on the current dungeon level; as you explore more
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
you have available for spell casting. Again, resting will
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
scribe things that are impossible to represent visually. If you
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
(where there won't be any "what kinds of objects?" prompt,
so no opportunity to answer `m' at that prompt).
+ The prefix will make "#travel" command show a menu of inter-
+ esting targets in sight. It can also be used with the `\'
+ (known, show a list of all discovered objects) and the ``'
+ (knownclass, show a list of discovered objects in a particu-
+ lar class) commands to offer a menu of several sorting al-
+ ternatives (which sets a new value for the sortdiscoveries
+ option).
+
A few other commands (eat food, offer sacrifice, apply tin-
ning-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), skip containers and go
- straight to adjacent monsters. The prefix will make "#trav-
- el" command show a menu of interesting targets in sight. In
- debug mode (aka "wizard mode"), the `m' prefix may also be
- used with the "#teleport" and "#wizlevelport" commands.
+ straight to adjacent monsters.
+
+ In debug mode (aka "wizard mode"), the `m' prefix may also
+ be used with the "#teleport" and "#wizlevelport" commands.
F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is
M[yuhjklbn]
Prefix: move far, no pickup.
- 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.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 12
- NetHack Guidebook 12
+ 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
"What kinds of things do you want to drop? [!%= BUCXaium]"
- 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
- typed.
- DB - drop all objects known to be blessed.
- DU - drop all objects known to be uncursed.
- DC - drop all objects known to be cursed.
- DX - drop all objects of unknown B/U/C status.
- Da - drop all objects, without asking for confirmation.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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
+ typed.
+
+ DB - drop all objects known to be blessed.
+ DU - drop all objects known to be uncursed.
+ DC - drop all objects known to be cursed.
+ DX - drop all objects of unknown B/U/C status.
+ Da - drop all objects, without asking for confirmation.
Di - examine your inventory before dropping anything.
Du - drop only unpaid objects (when in a shop).
Dm - use a menu to pick which object(s) to drop.
not attack you hand-to-hand (but if you attack, you will rub
it out); this is often useful to give yourself a breather.
- f Fire (shoot or throw) one of the objects placed in your
- quiver (or quiver sack, or that you have at the ready). You
- may select ammunition with a previous `Q' command, or let
- the computer pick something appropriate if autoquiver is
- true.
- See also `t' (throw) for more general throwing and shooting.
- i List your inventory (everything you're carrying).
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 14
- NetHack Guidebook 14
+ f Fire (shoot or throw) one of the objects placed in your
+ quiver (or quiver sack, or that you have at the ready). You
+ may select ammunition with a previous `Q' command, or let
+ the computer pick something appropriate if autoquiver is
+ true.
+ See also `t' (throw) for more general throwing and shooting.
+ 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
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. For some inter-
- faces, the behavior can be varied via the msg_window option.
+ NetHack 3.7 January 6, 2021
- q Quaff (drink) something (potion, water, etc).
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 15
+ choices but will accept an accessory and attempt to put that
+ on.)
- NetHack Guidebook 15
+ ^P Repeat previous message.
+ Subsequent `^P's repeat earlier messages. For some inter-
+ faces, 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
for a while then quit without saving and later restore
again.
- There is no "save current game state and keep playing" com-
- mand, not even in explore mode where saved game files can be
- kept and re-used.
- t Throw an object or shoot a projectile.
- There's no separate "shoot" command. If you throw an arrow
- while wielding a bow, you are shooting that arrow and any
- weapon skill bonus or penalty for bow applies. If you throw
- an arrow while not wielding a bow, you are throwing it by
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 16
- NetHack Guidebook 16
+ There is no "save current game state and keep playing" com-
+ mand, not even in explore mode where saved game files can be
+ kept and re-used.
+ t Throw an object or shoot a projectile.
+ There's no separate "shoot" command. If you throw an arrow
+ while wielding a bow, you are shooting that arrow and any
+ weapon skill bonus or penalty for bow applies. If you throw
+ an arrow while not wielding a bow, you are throwing it by
hand and it will generally be less effective than when shot.
See also `f' (fire) for throwing or shooting an item pre-se-
It lists accessories as the inventory choices but will ac-
cept an item of armor and attempt to wear it.)
- x Exchange your wielded weapon with the item in your alternate
- weapon slot.
- The latter is used as your secondary weapon when engaging in
- two-weapon combat. Note that if one of these slots is emp-
- ty, the exchange still takes place.
- X Toggle two-weapon combat, if your character can do it. Also
- available via the "#twoweapon" extended command.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 17
- NetHack Guidebook 17
+ x Exchange your wielded weapon with the item in your alternate
+ weapon slot.
+ The latter is used as your secondary weapon when engaging in
+ two-weapon combat. Note that if one of these slots is emp-
+ ty, the exchange still takes place.
+ X Toggle two-weapon combat, if your character can do it. Also
+ available via the "#twoweapon" extended command.
(In versions prior to 3.6 this keystroke ran the command to
switch from normal play to "explore mode", also known as
@ Toggle the autopickup option on and off.
- ^ Ask for the type of an adjacent trap you found earlier.
- ) Tell what weapon you are wielding.
- [ Tell what armor you are wearing.
+ __________
+ (R)UNIX is a registered trademark of The Open Group.
- = Tell what rings you are wearing.
- " Tell what amulet you are wearing.
+ NetHack 3.7 January 6, 2021
- __________
- (R)UNIX is a registered trademark of The Open Group.
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 18
+ ^ Ask for the type of an adjacent trap you found earlier.
+ ) Tell what weapon you are wielding.
- NetHack Guidebook 18
+ [ Tell what armor you are wearing.
+ = Tell what rings you are wearing.
+ " Tell what amulet you are wearing.
( Tell what tools you are using.
Many terminals have an option to swap the <delete> and
<backspace> keys, so typing the <del> key might not execute
- this command. If that happens, you can use the extended
- command "#terrain" instead.
- # Perform an extended command.
+ NetHack 3.7 January 6, 2021
- As you can see, the authors of NetHack used up all the let-
- ters, so this is a way to introduce the less frequently used com-
- mands. What extended commands are available depends on what
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 19
+ this command. If that happens, you can use the extended
+ command "#terrain" instead.
- NetHack Guidebook 19
+ # Perform an extended command.
- features the game was compiled with.
+ As you can see, the authors of NetHack used up all the let-
+ ters, so this is a way to introduce the less frequently used com-
+ mands. What extended commands are available depends on what fea-
+ tures the game was compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option
If the tool used acts on items on the floor, using the `m'
prefix skips those items.
- If used on a wand, that wand will be broken, releasing its
- magic in the process. Confirmation is required.
-
- #attributes
- Show your attributes. Default key is `^X'.
- #autopickup
- Toggle the autopickup option on/off. Default key is `@'.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 20
- NetHack Guidebook 20
+ If used on a wand, that wand will be broken, releasing its
+ magic in the process. Confirmation is required.
+ #attributes
+ Show your attributes. Default key is `^X'.
+ #autopickup
+ Toggle the autopickup option on/off. Default key is `@'.
#call
Call (name) a monster, or an object in inventory, on the
Advance or check weapon and spell skills. Autocompletes.
Default key is `M-e'.
- #exploremode
- Switch from normal play to non-scoring explore mode. De-
- fault key is `M-X'.
- Requires confirmation; default response is n (no). To real-
- ly switch to explore mode, respond with y. You can set the
- paranoid_confirmation:quit option to require a response of
- yes instead.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 21
- NetHack Guidebook 21
+ #exploremode
+ Switch from normal play to non-scoring explore mode. De-
+ fault key is `M-X'.
+ Requires confirmation; default response is n (no). To real-
+ ly switch to explore mode, respond with y. You can set the
+ paranoid_confirmation:quit option to require a response of
+ yes instead.
#fire
Fire ammunition from quiver. Default key is `f'.
Kick something. Default key is `^D', and `k' if number_pad
is on.
- #known
- Show what object types have been discovered. Default key is
- `\'.
- The `m' prefix allows assigning a new value to the sortdis-
- coveries option to control the order in which the discover-
- ies are displayed.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
-
+ NetHack Guidebook 22
- NetHack Guidebook 22
+ #known
+ Show what object types have been discovered. Default key is
+ `\'.
+ The `m' prefix allows assigning a new value to the sortdis-
+ coveries option to control the order in which the discover-
+ ies are displayed.
#knownclass
Show discovered types for one class of objects. Default key
#open
Open a door. Default key is `o'.
- #options
- Show and change option settings. Default key is `O'.
-
- #overview
- Display information you've discovered about the dungeon.
- Any visited level (unless forgotten due to amnesia) with an
- annotation is included, and many things (altars, thrones,
- fountains, and so on; extra stairs leading to another
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- dungeon branch) trigger an automatic annotation. If dungeon
+ #options
+ Show and change option settings. Default key is `O'.
+
+ #overview
+ Display information you've discovered about the dungeon.
+ Any visited level (unless forgotten due to amnesia) with an
+ annotation is included, and many things (altars, thrones,
+ fountains, and so on; extra stairs leading to another dun-
+ geon branch) trigger an automatic annotation. If dungeon
overview is chosen during end-of-game disclosure, every vis-
ited level will be included regardless of annotations. Au-
tocompletes. Default keys are `^O', and `M-O'.
Put on an accessory (ring, amulet, etc). Default key is
`P'.
- #quaff
- Quaff (drink) something. Default key is `q'.
-
- #quit
- Quit the program without saving your game. Autocompletes.
- Default key is `M-q'.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ #quaff
+ Quaff (drink) something. Default key is `q'.
+
+ #quit
+ Quit the program without saving your game. Autocompletes.
+ Default key is `M-q'.
+
+ Since using this command by accident would throw away the
+ current game, you are asked to confirm your intent before
quitting. Default response is n (no); continue playing. To
really quit, respond with y. You can set the paranoid_con-
firmation:quit option to require a response of yes instead.
#seerings
Show the ring(s) currently worn. Default key is `='.
- #seetools
- Show the tools currently in use. Default key is `('.
- #seeweapon
- Show the weapon currently wielded. Default key is `)'.
+ NetHack 3.7 January 6, 2021
- #shell
- Do a shell escape, switching from NetHack to a subprocess.
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 25
- NetHack Guidebook 25
-
+ #seetools
+ Show the tools currently in use. Default key is `('.
+ #seeweapon
+ Show the weapon currently wielded. Default key is `)'.
+ #shell
+ Do a shell escape, switching from NetHack to a subprocess.
Can be disabled at the time the program is built. When en-
abled, access for specific users can be controlled by the
system configuration file. Use the shell command `exit' to
#takeoffall
Remove all armor. Default key is `A'.
- #teleport
- Teleport around the level. Default key is `^T'.
-
- #terrain
- Show map without obstructions. In normal play you can view
- the explored portion of the current level's map without mon-
- sters; without monsters and objects; or without monsters,
- objects, and traps.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ #teleport
+ Teleport around the level. Default key is `^T'.
+
+ #terrain
+ Show map without obstructions. In normal play you can view
+ the explored portion of the current level's map without mon-
+ sters; without monsters and objects; or without monsters,
+ objects, and traps.
+
In explore mode, you can choose to view the full map rather
than just its explored portion. In debug mode there are ad-
ditional choices.
Untrap something (trap, door, or chest). Default key is `M-
u', and `u' if number_pad is on.
- In some circumstances it can also be used to rescue trapped
- monsters.
- #up
- Go up a staircase. Default key is `<'.
+ NetHack 3.7 January 6, 2021
- #vanquished
- List vanquished monsters. Autocompletes. Debug mode only.
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 27
- NetHack Guidebook 27
+ In some circumstances it can also be used to rescue trapped
+ monsters.
+ #up
+ Go up a staircase. Default key is `<'.
+ #vanquished
+ List vanquished monsters. Autocompletes. Debug mode only.
#version
Print compile time options for this version of NetHack.
Bury objects under and around you. Autocompletes. Debug
mode only.
- #wizdetect
- Search for hidden things (secret doors or traps or unseen
- monsters) within a modest radius. Autocompletes. Debug
- mode only. Default key is `^E'.
-
- #wizgenesis
- Create a monster. May be prefixed by a count to create more
- than one. Autocompletes. Debug mode only. Default key is
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ #wizdetect
+ Search for hidden things (secret doors or traps or unseen
+ monsters) within a modest radius. Autocompletes. Debug
+ mode only. Default key is `^E'.
+
+ #wizgenesis
+ Create a monster. May be prefixed by a count to create more
+ than one. Autocompletes. Debug mode only. Default key is
`^G'.
#wizidentify
#wmode
Show wall modes. Autocompletes. Debug mode only.
- #zap
- Zap a wand. Default key is `z'.
- #?
- Help menu: get the list of available extended commands.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 29
+ #zap
+ Zap a wand. Default key is `z'.
- NetHack Guidebook 29
+ #?
+ Help menu: get the list of available extended commands.
M-l #loot
- M-m #monster
- M-n #name
- M-o #offer
- M-O #overview
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 30
+ M-m #monster
- NetHack Guidebook 30
+ M-n #name
+ M-o #offer
+ M-O #overview
M-p #pray
areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
- Secret corridors are hidden and appear to be solid rock.
- You can find them with the `s' (search) command when adjacent to
- them. Multiple search attempts may be needed. When searching is
- successful, secret corridors become ordinary open corridor loca-
- tions. Mapping magic reveals secret corridors, so converts them
- into ordinary corridors and shows them as such.
-
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ Secret corridors are hidden and appear to be solid rock.
+ You can find them with the `s' (search) command when adjacent to
+ them. Multiple search attempts may be needed. When searching is
+ successful, secret corridors become ordinary open corridor loca-
+ tions. Mapping magic reveals secret corridors, so converts them
+ into ordinary corridors and shows them as such.
+
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
Secret doors are hidden and appear to be ordinary wall (from
inside a room) or solid rock (from outside). You can find them
with the `s' (search) command but it might take multiple tries
- (possibly many tries if your luck is poor). Once found they are
- in all ways equivalent to normal doors. Mapping magic does not
- reveal secret doors.
-
-
-
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ (possibly many tries if your luck is poor). Once found they are
+ in all ways equivalent to normal doors. Mapping magic does not
+ reveal secret doors.
+
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary
NetHack, you can move diagonally (unless that would let you pass
between two neighboring boulders) but you can only push boulders
in the four cardinal directions, and a boulder which fills a pit
- or hole removes both the boulder and the trap so opens up normal
- access to that spot. With careful foresight, it is possible to
- complete all of the levels according to the traditional rules of
- Sokoban. (Hint: to solve Sokoban puzzles, you often need to move
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ or hole removes both the boulder and the trap so opens up normal
+ access to that spot. With careful foresight, it is possible to
+ complete all of the levels according to the traditional rules of
+ Sokoban. (Hint: to solve Sokoban puzzles, you often need to move
things away from their eventual destinations in order to open up
more room to maneuver.) Since NetHack does not support an undo
capability, some allowances are permitted in case you get stuck.
types of inter-level connections are nearly indistinguishable
during game play.
- 5.4. Shops and shopping
- Occasionally you will run across a room with a shopkeeper
- near the door and many items lying on the floor. You can buy
- 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
- NetHack 3.7 January 2, 2021
+
+
+ NetHack 3.7 January 6, 2021
- 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.
+ 5.4. Shops and shopping
- 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
+ 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 pri-
+ or to paying for it will incur a charge, and the shopkeeper won't
+ allow you to leave the shop until you have paid any debt you owe.
+
+ You can sell items to a shopkeeper by dropping them to the
+ floor while inside a shop. You will either be offered an amount
+ of gold and asked whether you're willing to sell, or you'll be
+ told that the shopkeeper isn't interested (generally, your item
+ needs to be compatible with the type of merchandise carried by
the shop).
- If you drop something in a shop by accident, the shopkeeper
- will usually claim ownership without offering any compensation.
+ If you drop something in a shop by accident, the shopkeeper
+ will usually claim ownership without offering any compensation.
You'll have to buy it back if you want to reclaim it.
- Shopkeepers sometime run out of money. When that happens,
- you'll be offered credit instead of gold when you try to sell
- something. Credit can be used to pay for purchases, but it is
- only good in the shop where it was obtained; other shopkeepers
- won't honor it. (If you happen to find a "credit card" in the
+ Shopkeepers sometime run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
dungeon, don't bother trying to use it in shops; shopkeepers will
not accept it.)
- The `$' command, which reports the amount of gold you are
+ The `$' command, which reports the amount of gold you are
carrying (in inventory, not inside bags or boxes), will also show
- current shop debt or credit, if any. The "Iu" command lists un-
+ current shop debt or credit, if any. The "Iu" command lists un-
paid items (those which still belong to the shop) if you are car-
- rying any. The "Ix" command shows an inventory-like display of
- any unpaid items which have been used up, along with other shop
+ rying any. The "Ix" command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
fees, if any.
5.4.1. Shop idiosyncrasies
* 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 or she will
+ * While the shopkeeper watches you like a hawk, he or she will
generally ignore any other customers.
- * If a shop is "closed for inventory," it will not open of its
+ * If a shop is "closed for inventory," it will not open of its
own accord.
* Shops do not get restocked with new items, regardless of inven-
tory depletion.
- 5.5. Movement feedback
-
- Moving around the map usually provides no feedback--other
- than drawing the hero at the new location--unless you step on an
- object or pile of objects, or on a trap, or attempt to move onto
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- a spot where a monster is located. There are several options
+ 5.5. Movement feedback
+
+ Moving around the map usually provides no feedback--other
+ than drawing the hero at the new location--unless you step on an
+ object or pile of objects, or on a trap, or attempt to move onto
+ a spot where a monster is located. There are several options
which can be used to augment the normal feedback.
- The pile_limit option controls how many objects can be in a
+ The pile_limit option controls how many objects can be in a
pile--sharing the same map location--for the game to state "there
- are objects here" instead of listing them. The default is 5.
+ are objects here" instead of listing them. The default is 5.
Setting it to 1 would always give that message instead of listing
any objects. Setting it to 0 is a special case which will always
list all objects no matter how big a pile is. Note that the num-
- ber refers to the count of separate stacks of objects present
- rather than the sum of the quantities of those stacks (so 7 ar-
- rows or 25 gold pieces will each count as 1 rather than as 7 and
- 25, respectively, and total to 2 when both are at the same loca-
+ ber refers to the count of separate stacks of objects present
+ rather than the sum of the quantities of those stacks (so 7 ar-
+ rows or 25 gold pieces will each count as 1 rather than as 7 and
+ 25, respectively, and total to 2 when both are at the same loca-
tion).
- The "nopickup" command prefix (default `m') can be used be-
- fore a movement direction to step on objects without attempting
+ The "nopickup" command prefix (default `m') can be used be-
+ fore a movement direction to step on objects without attempting
auto-pickup and without giving feedback about them.
- The mention_walls option controls whether you get feedback
- if you try to walk into a wall or solid stone or off the edge of
- the map. Normally nothing happens (unless the hero is blind and
+ The mention_walls option controls whether you get feedback
+ if you try to walk into a wall or solid stone or off the edge of
+ the map. Normally nothing happens (unless the hero is blind and
no wall is shown, then the wall that is being bumped into will be
- drawn on the map). This option also gives feedback when rushing
+ drawn on the map). This option also gives feedback when rushing
or running stops for some non-obvious reason.
- The mention_decor option controls whether you get feedback
- when walking on "furniture." Normally stepping onto stairs or a
- fountain or an altar or various other things doesn't elicit any-
- thing unless it is covered by one or more objects so is obscured
- on the map. Setting this option to true will describe such
- things even when they aren't obscured. Doorless doorways and
- open doors aren't considered worthy of mention; closed doors (if
- you can move onto their spots) and broken doors are. Assuming
- that you're able to do so, moving onto water or lava or ice will
- give feedback if not yet on that type of terrain but not repeat
- it (unless there has been some intervening message) when moving
+ The mention_decor option controls whether you get feedback
+ when walking on "furniture." Normally stepping onto stairs or a
+ fountain or an altar or various other things doesn't elicit any-
+ thing unless it is covered by one or more objects so is obscured
+ on the map. Setting this option to true will describe such
+ things even when they aren't obscured. Doorless doorways and
+ open doors aren't considered worthy of mention; closed doors (if
+ you can move onto their spots) and broken doors are. Assuming
+ that you're able to do so, moving onto water or lava or ice will
+ give feedback if not yet on that type of terrain but not repeat
+ it (unless there has been some intervening message) when moving
from water to another water spot, or lava to lava, or ice to ice.
- Moving off of any of those back onto "normal" terrain will give
- one message too, unless there is feedback about one or more ob-
+ Moving off of any of those back onto "normal" terrain will give
+ one message too, unless there is feedback about one or more ob-
jects, in which case the back on land circumstance is implied.
- The confirm and safe_pet options control what happens when
- you try to move onto a peaceful monster's spot or a tame one's
+ The confirm and safe_pet options control what happens when
+ you try to move onto a peaceful monster's spot or a tame one's
spot.
- The "nopickup" command prefix (default `m') is also the
+ The "nopickup" command prefix (default `m') is also the
move-without-attacking prefix and can be used to try to step onto
- a visible monster's spot without the move being considered an at-
- tack (see the Fighting subsection of Monsters below). The
- "fight" command prefix (default `F'; also `-' if number_pad is
- on) can be used to force an attack, when guessing where an unseen
- monster is or when deliberately attacking a peaceful or tame
- creature.
+ a visible monster's spot without the move being considered an
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ attack (see the Fighting subsection of Monsters below). The
+ "fight" command prefix (default `F'; also `-' if number_pad is
+ on) can be used to force an attack, when guessing where an unseen
+ monster is or when deliberately attacking a peaceful or tame
+ creature.
+
The run_mode option controls how frequently the map gets re-
drawn when moving more than one step in a single command (so when
rushing, running, or traveling).
5.6. Rogue level
- One dungeon level (occurring in mid to late teens of the
- main dungeon) is a tribute to the ancestor game hack's inspira-
+ One dungeon level (occurring in mid to late teens of the
+ main dungeon) is a tribute to the ancestor game hack's inspira-
tion rogue.
- It is usually displayed differently from other levels: pos-
- sibly in characters instead of tiles, or without line-drawing
+ It is usually displayed differently from other levels: pos-
+ sibly in characters instead of tiles, or without line-drawing
symbols if already in characters; also, gold is shown as * rather
- than $ and stairs are shown as % rather than < and >. There are
- some minor differences in actual game play: doorways lack doors;
- a scroll, wand, or spell of light used in a room lights up the
- whole room rather than within a radius around your character.
- And monsters represented by lower-case letters aren't randomly
+ than $ and stairs are shown as % rather than < and >. There are
+ some minor differences in actual game play: doorways lack doors;
+ a scroll, wand, or spell of light used in a room lights up the
+ whole room rather than within a radius around your character.
+ And monsters represented by lower-case letters aren't randomly
generated on the rogue level.
- The slight strangeness of this level is a feature, not a
+ The slight strangeness of this level is a feature, not a
bug....
6. Monsters
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- magic items can help you locate them before they locate you
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
(which some monsters can do very well).
- The commands `/' and `;' may be used to obtain information
- about those monsters who are displayed on the screen. The com-
- mand "#name" (by default bound to `C'), allows you to assign a
- name to a monster, which may be useful to help distinguish one
- from another when multiple monsters are present. Assigning a
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand "#name" (by default bound to `C'), allows you to assign a
+ name to a monster, which may be useful to help distinguish one
+ from another when multiple monsters are present. Assigning a
name which is just a space will remove any prior name.
The extended command "#chat" can be used to interact with an
adjacent monster. There is no actual dialog (in other words, you
don't get to choose what you'll say), but chatting with some mon-
- sters such as a shopkeeper or the Oracle of Delphi can produce
+ sters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
6.1. Fighting
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
- when angered. Remember: discretion is the better part of valor.
-
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of `y' acknowledges that in-
- tent, which can be error prone if you're using `y' to move. You
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ when angered. Remember: discretion is the better part of valor.
+
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of `y' acknowledges that in-
+ tent, which can be error prone if you're using `y' to move. You
can set the paranoid_confirmation option to require a response of
"yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
member a monster but want to try fighting anyway, you can use the
`F' command.
6.2. Your pet
You start the game with a little dog (`d'), kitten (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. Dogs
- and cats usually feed themselves on fresh carrion and other
- meats; horses need vegetarian food which is harder to come by.
- If you're worried about your pet or want to train it, you can
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. Dogs
+ and cats usually feed themselves on fresh carrion and other
+ meats; horses need vegetarian food which is harder to come by.
+ If you're worried about your pet or want to train it, you can
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
+ pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
+ Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
+ control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
- beast that you will see displayed on the map.
-
- Riding skill is managed by the "#enhance" command. See the
- section on Weapon proficiency for more information about that.
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack Guidebook 38
- NetHack Guidebook 38
+ beast that you will see displayed on the map.
+ Riding skill is managed by the "#enhance" command. See the
+ section on Weapon proficiency for more information about that.
Use the `a' (apply) command and pick a saddle in your inven-
- tory to attempt to put that saddle on an adjacent creature. If
+ tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature
- to try to remove the saddle from that creature. If successful,
+ to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
6.4. Bones levels
- You may encounter the shades and corpses of other adventur-
+ You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal
- effects. Ghosts are hard to kill, but easy to avoid, since
- they're slow and do little damage. You can plunder the deceased
- adventurer's possessions; however, they are likely to be cursed.
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
6.5. Persistence of Monsters
Monsters (a generic reference which also includes humans and
- pets) are only shown while they can be seen or otherwise sensed.
- Moving to a location where you can't see or sense a monster any
- more will result in it disappearing from your map, similarly if
+ pets) are only shown while they can be seen or otherwise sensed.
+ Moving to a location where you can't see or sense a monster any
+ more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
- However, if you encounter a monster which you can't see or
- sense--perhaps it is invisible and has just tapped you on the
- noggin--a special "remembered, unseen monster" marker will be
- displayed at the location where you think it is. That will per-
- sist until you have proven that there is no monster there, even
- if the unseen monster moves to another location or you move to a
- spot where the marker's location ordinarily wouldn't be seen any
+ However, if you encounter a monster which you can't see or
+ sense--perhaps it is invisible and has just tapped you on the
+ noggin--a special "remembered, unseen monster" marker will be
+ displayed at the location where you think it is. That will per-
+ sist until you have proven that there is no monster there, even
+ if the unseen monster moves to another location or you move to a
+ spot where the marker's location ordinarily wouldn't be seen any
more.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger and
- sturdier you are, the less the additional load will affect you.
- There comes a point, though, when the weight of all of that stuff
- you are carrying around with you through the dungeon will
- NetHack 3.7 January 2, 2021
+
+ NetHack 3.7 January 6, 2021
- 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.
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
+ There comes a point, though, when the weight of all of that stuff
+ you are carrying around with you through the dungeon will encum-
+ ber you. Your reactions will get slower and you'll burn calories
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
+ some of what you're carrying or collapse under its weight.
NetHack will tell you how badly you have loaded yourself.
If you are encumbered, one of the conditions Burdened, Stressed,
example, a blessed weapon will do slightly more damage against
demons.
- Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A "glass half full versus glass half empty"
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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.
There are magical means of bestowing or removing curses upon
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
+ factors. Among them are: type of weapon, quality of weapon
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- vulnerable to certain types of weapons.
+ (enchantment and/or erosion), experience level, strength, dexter-
+ ity, encumbrance, and proficiency (see below). The monster's ar-
+ mor class--a general defense rating, not necessarily due to wear-
+ ing of armor--is a factor too; also, some monsters are particu-
+ larly 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
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
- of ammunition at once--or hold several missiles in your hand--and
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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
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
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack.
- Here is a list of the armor class values provided by suits
- of armor:
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ Here is a list of the armor class values provided by suits
+ of armor:
Dragon scale mail 1
Plate mail, Crystal plate mail 3
Bronze plate mail, Splint mail,
Food is necessary to survive. If you go too long without
eating you will faint, and eventually die of starvation. Some
types of food will spoil, and become unhealthy to eat, if not
- protected. Food stored in ice boxes or tins ("cans") will usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
- open.
+ protected. Food stored in ice boxes or tins ("cans") will
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ usually 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
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.
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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 (`/')
worn cannot be removed. When worn gloves aren't cursed, you
don't have to manually take them off before putting on or remov-
ing a ring and then re-wear them after. That's done implicitly
- to avoid unnecessary tedium.
-
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ to avoid unnecessary tedium.
+
The commands to use rings are `P' (put on) and `R' (remove).
`A', `W', and `T' can also be used; see Amulets.
mand casts a spell.
-
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
map. That remains the case even if it is not actually there any
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
and candy bars), and lumps of royal jelly. Monks are expected to
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
The identity of scrolls and spellbooks (and knowledge of spells)
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
<Rank> - Attained rank title <Rank>.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
abled by setting the correspondingly named option in
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
a CHOOSE directive has selected that section.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
extended command. Prefix the command with "!" to disable the
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
Define a sound mapping. See the "Configuring User Sounds"
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
option to the list, and turn it off by typing a `!' or "no"
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
command. Persistent.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
Asking refers to picking one of the orderings from a menu. The
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
Apples, oranges, pears, bananas, and melons already exist in
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
available for TTY and Windows GUI, and only when statushilites
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
jects (in response to the Drop command, for instance). The
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Tradi-
- tional was the only interface available for early versions; it
- consists of a prompt for object class characters, followed by
- an object-by-object prompt for all items matching the selected
- object class(es). Combination starts with a prompt for object
- class(es) of interest, but then displays a menu of matching ob-
- jects rather than prompting one-by-one. Full displays a menu
- of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the ob-
- ject class filtering and immediately displays a menu of all ob-
- jects. Persistent.
+ lowing: traditional, combination, full, or partial. Persis-
+ tent.
+
+ Traditional was the only interface available for very early
+ versions; it consists of a prompt for object class characters,
+ followed by an object-by-object prompt for all items matching
+ the selected object class(es). Combination starts with a
+ prompt for object class(es) of interest, but then displays a
+ menu of matching objects rather than prompting one-by-one.
+ Full displays a menu of object classes rather than a character
+ prompt, and then a menu of matching objects for selection.
+ Partial skips the object class filtering and immediately dis-
+ plays a menu of all objects.
menu_deselect_all
Menu character accelerator to deselect all items in a menu.
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
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ 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)
For backward compatibility, no value needs to be specified
(which defaults to "full"), or it can be negated (which
- defaults to "single").
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ defaults to "single").
+
name
Set your character's name (defaults to your user name). You
can also set your character's role by appending a dash and one
prompting is desired. The default is paranoid_confirma-
tion:pray.
- Confirm - for any prompts which are set to require "yes"
- rather than `y', also require "no" to reject
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- instead of accepting any non-yes response as no
+ Confirm - for any prompts which are set to require "yes"
+ rather than `y', also require "no" to reject in-
+ stead of accepting any non-yes response as no
quit - require "yes" rather than `y' to confirm quitting
the game or switching into non-scoring explore
mode;
l - Left line indicator
r - Right line indicator
- Some of those choices might not work, particularly the final
- three, depending upon terminal hardware or terminal emulation
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ Some of those choices might not work, particularly the final
+ three, depending upon terminal hardware or terminal emulation
software.
Currently multiple highlight-style letters can be combined by
is given instead of showing a popup list of those objects. A
value of 0 means "no limit" (always list the objects); a value
of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
- Persistent.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ size will always be at least that big; default value is 5.
+ Persistent.
+
playmode
Values are "normal", "explore", or "debug". Allows selection
of explore mode (also known as discovery mode) or debug mode
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.
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ the map. Not all ports support run length compression. It has
+ no effect on reading an existing save file.
+
runmode
Controls the amount of screen updating for the map window when
engaged in multi-turn movement (running via shift+direction or
silent
Suppress terminal beeps (default on). Persistent.
- sortdiscoveries
- Controls the sorting behavior for the output of the `\' and ``'
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ sortdiscoveries
+ Controls the sorting behavior for the output of the `\' and ``'
commands. Persistent.
The possible values are:
suppress_alert
This option may be set to a NetHack version level to suppress
alert notification messages about feature changes for that and
- prior versions (for example "suppress_alert:3.3.1").
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
+ prior versions (for example "suppress_alert:3.3.1").
+
symset
This option may be used to select one of the named symbol sets
found within "symbols" to alter the symbols displayed on the
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",
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- and "/O" sub-commands of `/', where the "none" setting is over-
- ridden with "map".
+ The whatis_coord option is also used with the "/m", "/M",
+ "/o", and "/O" sub-commands of `/', where the "none" set-
+ ting is overridden with "map".
whatis_filter
When getting a location on the map, and using the keys to cycle
-
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
If NetHack can, it should use a font by the chosen name for the
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
default.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
text).
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
Note: DEC Rainbows hang if this is turned on. Cannot be set
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
colors, and User sounds.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
When asked for a location, the key to go to next closest
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
plicit_uncursed option off so that all items known to be uncursed
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
green if it rises:
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
tushilites to 0.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
game to run in a manner accessible to the blind. After you have
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
formation can be seen via the "#attributes" command.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
dows CE port for 3.4.1.
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
beloved community patches. Many bugs were fixed and some code was
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021
- NetHack 3.7 January 2, 2021
+ NetHack 3.7 January 6, 2021