them to move quickly and sneak up on the local nasties. They
start equipped with the tools for a proper scientific expedition.
- Barbarians are warriors out of the hinterland, hardened to
+ Barbarians are warriors out of the hinterland, hardened to
battle. They begin their quests with naught but uncommon
strength, a trusty hauberk, and a great two-handed sword.
- Cavemen and Cavewomen start with exceptional strength but,
+ Cavemen and Cavewomen start with exceptional strength but,
unfortunately, with neolithic weapons.
- Healers are wise in medicine and apothecary. They know the
- herbs and simples that can restore vitality, ease pain, anes-
+ Healers are wise in medicine and apothecary. They know the
+ herbs and simples that can restore vitality, ease pain, anes-
thetize, and neutralize poisons; and with their instruments, they
- can divine a being's state of health or sickness. Their medical
+ can divine a being's state of health or sickness. Their medical
practice earns them quite reasonable amounts of money, with which
they enter the dungeon.
- Knights are distinguished from the common skirmisher by
- their devotion to the ideals of chivalry and by the surpassing
+ Knights are distinguished from the common skirmisher by
+ their devotion to the ideals of chivalry and by the surpassing
excellence of their armor.
Monks are ascetics, who by rigorous practice of physical and
mental disciplines have become capable of fighting as effectively
- without weapons as with. They wear no armor but make up for it
+ without weapons as with. They wear no armor but make up for it
with increased mobility.
- Priests and Priestesses are clerics militant, crusaders ad-
- vancing the cause of righteousness with arms, armor, and arts
- thaumaturgic. Their ability to commune with deities via prayer
+ Priests and Priestesses are clerics militant, crusaders ad-
+ vancing the cause of righteousness with arms, armor, and arts
+ thaumaturgic. Their ability to commune with deities via prayer
occasionally extricates them from peril, but can also put them in
it.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- Rogues are agile and stealthy thieves, with knowledge of
- locks, traps, and poisons. Their advantage lies in surprise,
+ Rogues are agile and stealthy thieves, with knowledge of
+ locks, traps, and poisons. Their advantage lies in surprise,
which they employ to great advantage.
- Samurai are the elite warriors of feudal Nippon. They are
- lightly armored and quick, and wear the dai-sho, two swords of
+ Samurai are the elite warriors of feudal Nippon. They are
+ lightly armored and quick, and wear the dai-sho, two swords of
the deadliest keenness.
- Tourists start out with lots of gold (suitable for shopping
- with), a credit card, lots of food, some maps, and an expensive
+ Tourists start out with lots of gold (suitable for shopping
+ with), a credit card, lots of food, some maps, and an expensive
camera. Most monsters don't like being photographed.
- Valkyries are hardy warrior women. Their upbringing in the
- harsh Northlands makes them strong, inures them to extremes of
+ Valkyries are hardy warrior women. Their upbringing in the
+ harsh Northlands makes them strong, inures them to extremes of
cold, and instills in them stealth and cunning.
- Wizards start out with a knowledge of magic, a selection of
- magical items, and a particular affinity for dweomercraft. Al-
+ Wizards start out with a knowledge of magic, a selection of
+ magical items, and a particular affinity for dweomercraft. Al-
though seemingly weak and easy to overcome at first sight, an ex-
perienced Wizard is a deadly foe.
- You may also choose the race of your character (within lim-
+ You may also choose the race of your character (within lim-
its; most roles have restrictions on which races are eligible for
them):
Dwarves are smaller than humans or elves, but are stocky and
- solid individuals. Dwarves' most notable trait is their great
- expertise in mining and metalwork. Dwarvish armor is said to be
+ solid individuals. Dwarves' most notable trait is their great
+ expertise in mining and metalwork. Dwarvish armor is said to be
second in quality not even to the mithril armor of the Elves.
- Elves are agile, quick, and perceptive; very little of what
- goes on will escape an Elf. The quality of Elven craftsmanship
+ Elves are agile, quick, and perceptive; very little of what
+ goes on will escape an Elf. The quality of Elven craftsmanship
often gives them an advantage in arms and armor.
- Gnomes are smaller than but generally similar to dwarves.
- Gnomes are known to be expert miners, and it is known that a se-
- cret underground mine complex built by this race exists within
+ Gnomes are smaller than but generally similar to dwarves.
+ Gnomes are known to be expert miners, and it is known that a se-
+ cret underground mine complex built by this race exists within
the Mazes of Menace, filled with both riches and danger.
Humans are by far the most common race of the surface world,
- and are thus the norm to which other races are often compared.
- Although they have no special abilities, they can succeed in any
+ and are thus the norm to which other races are often compared.
+ Although they have no special abilities, they can succeed in any
role.
- Orcs are a cruel and barbaric race that hate every living
- thing (including other orcs). Above all others, Orcs hate Elves
- with a passion unequalled, and will go out of their way to kill
- one at any opportunity. The armor and weapons fashioned by the
+ Orcs are a cruel and barbaric race that hate every living
+ thing (including other orcs). Above all others, Orcs hate Elves
+ with a passion unequalled, and will go out of their way to kill
+ one at any opportunity. The armor and weapons fashioned by the
Orcs are typically of inferior quality.
3. What do all those things on the screen mean?
- On the screen is kept a map of where you have been and what
- you have seen on the current dungeon level; as you explore more
+ On the screen is kept a map of where you have been and what
+ you have seen on the current dungeon level; as you explore more
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
of the level, it appears on the screen in front of you.
- When NetHack's ancestor rogue first appeared, its screen
- orientation was almost unique among computer fantasy games.
- Since then, screen orientation has become the norm rather than
- the exception; NetHack continues this fine tradition. Unlike
- text adventure games that accept commands in pseudo-English sen-
+ When NetHack's ancestor rogue first appeared, its screen
+ orientation was almost unique among computer fantasy games.
+ Since then, screen orientation has become the norm rather than
+ the exception; NetHack continues this fine tradition. Unlike
+ text adventure games that accept commands in pseudo-English sen-
tences and explain the results in words, NetHack commands are all
- one or two keystrokes and the results are displayed graphically
- on the screen. A minimum screen size of 24 lines by 80 columns
- is recommended; if the screen is larger, only a 21x80 section
+ one or two keystrokes and the results are displayed graphically
+ on the screen. A minimum screen size of 24 lines by 80 columns
+ is recommended; if the screen is larger, only a 21x80 section
will be used for the map.
NetHack can even be played by blind players, with the assis-
- tance of Braille readers or speech synthesisers. Instructions
- for configuring NetHack for the blind are included later in this
+ tance of Braille readers or speech synthesisers. Instructions
+ for configuring NetHack for the blind are included later in this
document.
NetHack generates a new dungeon every time you play it; even
- the authors still find it an entertaining and exciting game de-
+ the authors still find it an entertaining and exciting game de-
spite having won several times.
- NetHack offers a variety of display options. The options
- available to you will vary from port to port, depending on the
- capabilities of your hardware and software, and whether various
+ NetHack offers a variety of display options. The options
+ available to you will vary from port to port, depending on the
+ capabilities of your hardware and software, and whether various
compile-time options were enabled when your executable was creat-
ed. The three possible display options are: a monochrome charac-
- ter interface, a color character interface, and a graphical in-
+ ter interface, a color character interface, and a graphical in-
terface using small pictures called tiles. The two character in-
terfaces allow fonts with other characters to be substituted, but
- the default assignments use standard ASCII characters to repre-
+ the default assignments use standard ASCII characters to repre-
sent everything. There is no difference between the various dis-
play options with respect to game play. Because we cannot repro-
duce the tiles or colors in the Guidebook, and because it is com-
- mon to all ports, we will use the default ASCII characters from
- the monochrome character display when referring to things you
+ mon to all ports, we will use the default ASCII characters from
+ the monochrome character display when referring to things you
might see on the screen during your game.
- 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. Figure 1 is a sample of what a NetHack screen
- might look like. The way the screen looks for you depends on
+ 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. Figure 1 is a sample of what a NetHack screen
+ might look like. The way the screen looks for you depends on
your platform.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
3.1. The status lines (bottom)
- The bottom two lines of the screen contain several cryptic
- pieces of information describing your current status. If either
- status line becomes longer than the width of the screen, you
+ The bottom two lines of the screen contain several cryptic
+ pieces of information describing your current status. If either
+ status line becomes longer than the width of the screen, you
might not see all of it. Here are explanations of what the vari-
ous status items mean (though your configuration may not have all
the status items listed below):
experience level, see below).
Strength
- A measure of your character's strength; one of your six ba-
- sic attributes. A human character's attributes can range
- from 3 to 18 inclusive; non-humans may exceed these limits
+ A measure of your character's strength; one of your six ba-
+ sic attributes. A human character's attributes can range
+ from 3 to 18 inclusive; non-humans may exceed these limits
(occasionally you may get super-strengths of the form 18/xx,
- and magic can also cause attributes to exceed the normal
- limits). The higher your strength, the stronger you are.
+ and magic can also cause attributes to exceed the normal
+ limits). The higher your strength, the stronger you are.
Strength affects how successfully you perform physical
- tasks, how much damage you do in combat, and how much loot
+ tasks, how much damage you do in combat, and how much loot
you can carry.
Dexterity
- Dexterity affects your chances to hit in combat, to avoid
- traps, and do other tasks requiring agility or manipulation
+ Dexterity affects your chances to hit in combat, to avoid
+ traps, and do other tasks requiring agility or manipulation
of objects.
Constitution
- Constitution affects your ability to recover from injuries
- and other strains on your stamina. When strength is low or
- modest, constitution also affects how much you can carry.
- With sufficiently high strength, the contribution to carry-
+ Constitution affects your ability to recover from injuries
+ and other strains on your stamina. When strength is low or
+ modest, constitution also affects how much you can carry.
+ With sufficiently high strength, the contribution to carry-
ing capacity from your constitution no longer matters.
Intelligence
- Intelligence affects your ability to cast spells and read
+ Intelligence affects your ability to cast spells and read
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
Charisma
Charisma affects how certain creatures react toward you. In
- particular, it can affect the prices shopkeepers offer you.
+ particular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
ical attacks. Many dungeons show only your experience level
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
nasty and vicious. Sometimes, however, they can be helpful.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
I This marks the last known location of an invisible or other-
- wise unseen monster. Note that the monster could have
+ wise unseen monster. Note that the monster could have
moved. The `F' and `m' commands may be useful here.
- You need not memorize all these symbols; you can ask the
- game what any symbol represents with the `/' command (see the
+ You need not memorize all these symbols; you can ask the
+ game what any symbol represents with the `/' command (see the
next section for more info).
4. Commands
Commands 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
+ 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 di-
- rection, or an object to be used. For those commands that re-
- quire additional information, NetHack will present you with ei-
- ther a menu of choices or with a command line prompt requesting
+ commands might require additional information, for example a di-
+ rection, or an object to be used. For those commands that re-
+ quire additional information, NetHack will present you with ei-
+ ther 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 menustyle option.
- For example, a common question, in the form "What do you
- want to use? [a-zA-Z ?*]", asks you to choose an object you are
- carrying. Here, "a-zA-Z" are the inventory letters of your pos-
- sible choices. Typing `?' gives you an inventory list of these
- items, so you can see what each letter refers to. In this exam-
+ 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 pos-
+ sible choices. Typing `?' gives you an inventory list of these
+ items, so you can see what each letter refers to. In this exam-
ple, there is also a `*' indicating that you may choose an object
not on the list, if you wanted to use something unexpected. Typ-
- ing a `*' lists your entire inventory, so you can see the inven-
- tory letters of every object you're carrying. Finally, if you
+ ing a `*' lists your entire inventory, so you can see the inven-
+ tory letters of every object you're carrying. Finally, if you
change your mind and decide you don't want to do this command af-
ter all, you can press the ESC key to abort the command.
- You can put a number before some commands to repeat them
- that many times; for example, "10s" will search ten times. If
+ You can put a number before some commands to repeat them
+ that many times; for example, "10s" will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
- count, so the example above would be typed "n10s" instead. Com-
- mands for which counts make no sense ignore them. In addition,
- movement commands can be prefixed for greater control (see be-
+ count, so the example above would be typed "n10s" instead. Com-
+ mands for which counts make no sense ignore them. In addition,
+ movement commands can be prefixed for greater control (see be-
low). To cancel a count or a prefix, press the ESC key.
- The list of commands is rather long, but it can be read at
- any time during the game through the `?' command, which accesses
- a menu of helpful texts. Here are the default key bindings for
+ The list of commands is rather long, but it can be read at
+ any time during the game through the `?' command, which accesses
+ a menu of helpful texts. Here are the default key bindings for
your reference:
? Help menu: display one of several help texts available.
/ The "whatis" 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
+ 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
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- info?" depending upon whether the help option is on, and
- then you will be asked to pick another location; `,' will
+ info?" depending upon whether the help option is on, and
+ then you will be asked to pick another location; `,' will
explain the symbol but skip any additional information, 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 ask-
ing for confirmation. When picking a location, pressing the
- ESC key will terminate this command, or pressing `?' will
+ ESC key will terminate this command, or pressing `?' will
give a brief reminder about how it works.
- If the autodescribe option is on, a short description of
- what you see at each location is shown as you move the cur-
- sor. Typing `#' while picking a location will toggle that
- option on or off. The whatis_coord option controls whether
+ If the autodescribe option is on, a short description of
+ what you see at each location is shown as you move the cur-
+ sor. Typing `#' while picking a location will toggle that
+ option on or off. The whatis_coord option controls whether
the short description includes map coordinates.
- Specifying a name rather than a location always gives any
+ Specifying a name rather than a location always gives any
additional information available about that name.
- You may also request a description of nearby monsters, all
- monsters currently displayed, nearby objects, or all ob-
+ You may also request a description of nearby monsters, all
+ monsters currently displayed, nearby objects, or all ob-
jects. The whatis_coord option controls which format of map
coordinate is included with their descriptions.
& Tell what a command does.
- < Go up to the previous level (if you are on a staircase or
+ < Go up to the previous level (if you are on a staircase or
ladder).
> Go down to the next level (if you are on a staircase or lad-
der).
[yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If
- you sense or remember a monster there, you will fight the
- monster instead. Only these one-step movement commands
- cause you to fight monsters; the others (below) are "safe."
+ Go one step in the direction indicated (see Figure 2). If
+ you sense or remember a monster there, you will fight the
+ monster instead. Only these one-step movement commands
+ cause you to fight monsters; the others (below) are "safe."
y k u 7 8 9
\ | / \ | /
if you remember a monster there).
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
i List your inventory (everything you're carrying).
I List selected parts of your inventory, usually be specifying
- the character for a particular set of objects, like `[' for
+ the character for a particular set of objects, like `[' for
armor or `!' for potions.
I* - list all gems in inventory;
O Set options.
- A menu showing the current option values will be displayed.
- You can change most values simply by selecting the menu en-
+ A menu showing the current option values will be displayed.
+ You can change most values simply by selecting the menu en-
try for the given option (ie, by typing its letter or click-
- ing upon it, depending on your user interface). For the
- non-boolean choices, a further menu or prompt will appear
- once you've closed this menu. The available options are
+ ing upon it, depending on your user interface). For the
+ non-boolean choices, a further menu or prompt will appear
+ once you've closed this menu. The available options are
listed later in this Guidebook. Options are usually set be-
fore the game rather than with the `O' command; see the sec-
tion on options below.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- Shortcut for "#overview": list interesting dungeon levels
+ Shortcut for "#overview": list interesting dungeon levels
visited.
- (Prior to 3.6.0, `^O' was a debug mode command which listed
+ (Prior to 3.6.0, `^O' was a debug mode command which listed
the placement of all special levels. Use "#wizwhere" to run
that command.)
P Put on an accessory (ring, amulet, or blindfold).
This command may also be used to wear armor. The prompt for
- which inventory item to use will only list accessories, but
- choosing an unlisted item of armor will attempt to wear it.
+ which inventory item to use will only list accessories, but
+ choosing an unlisted item of armor will attempt to wear it.
(See the `W' command below. It lists armor as the inventory
choices but will accept an accessory and attempt to put that
on.)
^P Repeat previous message.
- Subsequent `^P's repeat earlier messages. For some inter-
+ 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).
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
T Take off armor.
- If you're wearing more than one piece, you'll be prompted
- for which one to take off. (Note that this treats a cloak
- covering a suit and/or a shirt, or a suit covering a shirt,
+ If you're wearing more than one piece, you'll be prompted
+ for which one to take off. (Note that this treats a cloak
+ covering a suit and/or a shirt, or a suit covering a shirt,
as if the underlying items weren't there.) When you're only
- wearing one, then by default it will be taken off without
- asking, but you can set the paranoid_confirmation option to
+ wearing one, then by default it will be taken off without
+ asking, but you can set the paranoid_confirmation option to
require a prompt.
- This command may also be used to remove accessories. The
- prompt for which inventory item to take off only lists worn
- armor, but a worn accessory can be chosen. (See the `R'
+ This command may also be used to remove accessories. The
+ prompt for which inventory item to take off only lists worn
+ armor, but a worn accessory can be chosen. (See the `R'
command above. It lists accessories as the inventory choic-
- es but will accept an item of armor and attempt to take it
+ es but will accept an item of armor and attempt to take it
off.)
^T Teleport, if you have the ability.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
w- - wield nothing, use your bare (or gloved) hands.
- Some characters can wield two weapons at once; use the `X'
+ Some characters can wield two weapons at once; use the `X'
command (or the "#twoweapon" extended command) to do so.
W Wear armor.
- This command may also be used to put on an accessory (ring,
- amulet, or blindfold). The prompt for which inventory item
+ This command may also be used to put on an accessory (ring,
+ amulet, or blindfold). The prompt for which inventory item
to use will only list armor, but choosing an unlisted acces-
sory will attempt to put it on. (See the `P' command above.
- It lists accessories as the inventory choices but will ac-
+ It lists accessories as the inventory choices but will ac-
cept an item of armor and attempt to wear it.)
x Exchange your wielded weapon with the item in your alternate
weapon slot.
The latter is used as your secondary weapon when engaging in
- two-weapon combat. Note that if one of these slots is emp-
+ two-weapon combat. Note that if one of these slots is emp-
ty, the exchange still takes place.
X Toggle two-weapon combat, if your character can do it. Also
available via the "#twoweapon" extended command.
- (In versions prior to 3.6 this was the command to switch
+ (In versions prior to 3.6 this was the command to switch
from normal play to "explore mode", also known as "discovery
mode", which has now been moved to "#exploremode".)
^X Display basic information about your character.
- Displays name, role, race, gender (unless role name makes
- that redundant, such as Caveman or Priestess), and align-
- ment, along with your patron deity and his or her opposi-
- tion. It also shows most of the various items of informa-
+ Displays name, role, race, gender (unless role name makes
+ that redundant, such as Caveman or Priestess), and align-
+ ment, along with your patron deity and his or her opposi-
+ tion. It also shows most of the various items of informa-
tion from the status line(s) in a less terse form, including
- several additional things which don't appear in the normal
+ several additional things which don't appear in the normal
status display due to space considerations.
- In normal play, that's all that `^X' displays. In explore
- mode, the role and status feedback is augmented by the in-
+ In normal play, that's all that `^X' displays. In explore
+ mode, the role and status feedback is augmented by the in-
formation provided by enlightenment magic.
z Zap a wand.
(R)UNIX is a registered trademark of The Open Group.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
#exploremode
Enter the explore mode.
- #fire
- Fire ammunition from quiver. Default key is `f'.
+ 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
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ yes instead.
+
+ #fire
+ Fire ammunition from quiver. Default key is `f'.
+
#force
Force a lock. Autocompletes. Default key is `M-f'.
#glance
- Show what type of thing a map symbol corresponds to. De-
+ Show what type of thing a map symbol corresponds to. De-
fault key is `;'.
#help
- Show the help menu. Default key is `?', and also `h' if
+ Show the help menu. Default key is `?', and also `h' if
number_pad is on.
#herecmdmenu
Inventory specific item types. Default key is `I'.
#invoke
- Invoke an object's special powers. Autocompletes. Default
+ Invoke an object's special powers. Autocompletes. Default
key is `M-i'.
#jump
- Jump to another location. Autocompletes. Default key is
+ Jump to another location. Autocompletes. Default key is
`M-j', and also `j' if number_pad is on.
#kick
- Kick something. Default key is `^D', and `k' if number_pad
+ Kick something. Default key is `^D', and `k' if number_pad
is on.
#known
is ``'.
#levelchange
- Change your experience level. Autocompletes. Debug mode
+ Change your experience level. Autocompletes. Debug mode
only.
#lightsources
Show mobile light sources. Autocompletes. Debug mode only.
- #look
- Look at what is here, under you. Default key is `:'.
-
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ #look
+ Look at what is here, under you. Default key is `:'.
+
#loot
Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you. Autocompletes. Precede
Test the panic routine. Terminates the current game. Auto-
completes. Debug mode only.
- #pay
- Pay your shopping bill. Default key is `p'.
+ Asks for confirmation; default is n (no); continue playing.
+ To really panic, respond with y. You can set the para-
+ noid_confirmation:quit option to require a response of yes
+ instead.
- #pickup
- Pick up things at the current location. Default key is `,'.
- The `m' prefix forces use of a menu.
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack Guidebook 22
- NetHack Guidebook 22
+ #pay
+ Pay your shopping bill. Default key is `p'.
+ #pickup
+ Pick up things at the current location. Default key is `,'.
+ The `m' prefix forces use of a menu.
#polyself
Polymorph self. Autocompletes. Debug mode only.
#pray
- Pray to the gods for help. Autocompletes. Default key is
+ Pray to the gods for help. Autocompletes. Default key is
`M-p'.
- Praying too soon after receiving prior help is a bad idea.
- (Hint: entering the dungeon alive is treated as having re-
+ Praying too soon after receiving prior help is a bad idea.
+ (Hint: entering the dungeon alive is treated as having re-
ceived help. You probably shouldn't start off a new game by
- praying right away.) Since using this command by accident
- can cause trouble, there is an option to make you confirm
- your intent before praying. It is enabled by default, and
- you can reset the paranoid_confirmation option to disable
+ praying right away.) Since using this command by accident
+ can cause trouble, there is an option to make you confirm
+ your intent before praying. It is enabled by default, and
+ you can reset the paranoid_confirmation option to disable
it.
#prevmsg
- Show previously displayed game messages. Default key is
+ Show previously displayed game messages. Default key is
`^P'.
#puton
- Put on an accessory (ring, amulet, etc). Default key is
+ Put on an accessory (ring, amulet, etc). Default key is
`P'.
#quaff
Quaff (drink) something. Default key is `q'.
#quit
- Quit the program without saving your game. Autocompletes.
+ Quit the program without saving your game. Autocompletes.
Default key is `M-q'.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
- quitting. By default a response of `y' acknowledges that
- intent. You can set the paranoid_confirmation option to re-
- quire a response of "yes" instead.
+ 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.
#quiver
Select ammunition for quiver. Default key is `Q'.
#read
- Read a scroll, a spellbook, or something else. Default key
+ Read a scroll, a spellbook, or something else. Default key
is `r'.
#redraw
- Redraw the screen. Default key is `^R', and also `^L' if
+ Redraw the screen. Default key is `^R', and also `^L' if
number_pad is on.
- #remove
- Remove an accessory (ring, amulet, etc). Default key is
- `R'.
- #ride
- Ride (or stop riding) a saddled creature. Autocompletes.
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ #remove
+ Remove an accessory (ring, amulet, etc). Default key is
+ `R'.
+
+ #ride
+ Ride (or stop riding) a saddled creature. Autocompletes.
Default key is `M-R'.
#rub
- Rub a lamp or a stone. Autocompletes. Default key is `M-
+ Rub a lamp or a stone. Autocompletes. Default key is `M-
r'.
#save
Save the game and exit the program. Default key is `S'.
#search
- Search for traps and secret doors around you. Default key
+ Search for traps and secret doors around you. Default key
is `s'.
#seeall
#sit
Sit down. Autocompletes. Default key is `M-s'.
- #stats
- Show memory usage statistics. Autocompletes. Debug mode
- only.
-
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ #stats
+ Show memory usage statistics. Autocompletes. Debug mode
+ only.
+
#suspend
Suspend the game. Default key is `^Z'.
Teleport around the level. Default key is `^T'.
#terrain
- Show bare map without displaying monsters, objects, or
+ Show bare map without displaying monsters, objects, or
traps. Autocompletes.
#therecmdmenu
Note that you must use suitable weapons for this type of
combat, or it will be automatically turned off.
- #untrap
- Untrap something (trap, door, or chest). Default key is `M-
- u', and `u' if number_pad is on.
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ #untrap
+ 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.
Go up a staircase. Default key is `<'.
#vanquished
- List vanquished monsters. Autocompletes. Debug mode only.
+ List vanquished monsters. Autocompletes. Debug mode only.
#version
Print compile time options for this version of NetHack. Au-
Show vision array. Autocompletes. Debug mode only.
#wait
- Rest one move while doing nothing. Default key is `.', and
+ Rest one move while doing nothing. Default key is `.', and
also ` ' if rest_on_space is on.
#wear
Tell what a key does. Default key is `&'.
#whatis
- Show what type of thing a symbol corresponds to. Default
+ Show what type of thing a symbol corresponds to. Default
key is `/'.
#wield
Wipe off your face. Autocompletes. Default key is `M-w'.
#wizbury
- Bury objects under and around you. Autocompletes. Debug
+ 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
+ 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'.
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ than one. Autocompletes. Debug mode only. Default key is
+ `^G'.
+
#wizidentify
Identify all items in inventory. Autocompletes. Debug mode
only. Default key is `^I'.
Default key is `^V'.
#wizmap
- Map the level. Autocompletes. Debug mode only. Default
+ Map the level. Autocompletes. Debug mode only. Default
key is `^F'.
#wizrumorcheck
Smell monster. Autocompletes. Debug mode only.
#wizwhere
- Show locations of special levels. Autocompletes. Debug
+ Show locations of special levels. Autocompletes. Debug
mode only.
#wizwish
- Wish for something. Autocompletes. Debug mode only. De-
+ Wish for something. Autocompletes. Debug mode only. De-
fault key is `^W'.
#wmode
If your keyboard has a meta key (which, when pressed in com-
- bination with another key, modifies it by setting the "meta"
- [8th, or "high"] bit), you can invoke many extended commands by
+ bination with another key, modifies it by setting the "meta"
+ [8th, or "high"] bit), you can invoke many extended commands by
meta-ing the first letter of the command.
In NT, OS/2, PC and ST NetHack, the "Alt" key can be used in
- this fashion; on the Amiga, set the altmeta option to get this
- behavior. On other systems, if typing "Alt" plus another key
- transmits a two character sequence consisting of an Escape fol-
- lowed by the other key, you may set the altmeta option to have
- NetHack combine them into meta+key.
+ this fashion; on the Amiga, set the altmeta option to get this
+ behavior. On other systems, if typing "Alt" plus another key
+ transmits a two character sequence consisting of an Escape fol-
+ lowed by the other key, you may set the altmeta option to have
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ NetHack combine them into meta+key.
+
M-? #? (not supported by all platforms)
M-2 #twoweapon (unless the number_pad option is enabled)
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack Guidebook 28
- NetHack Guidebook 28
- If the number_pad option is on, some additional letter com-
+ If the number_pad option is on, some additional letter com-
mands are available:
h #help
5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
+ Rooms and corridors in the dungeon are either lit or dark.
+ Any lit areas within your line of sight will be displayed; dark
+ areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
+ doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
+ the `o' (open) command; to close it again, use the `c' (close)
command.
- You can get through a locked door by using a tool to pick
+ You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
- Open doors cannot be entered diagonally; you must approach
- them straight on, horizontally or vertically. Doorways without
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
- Doors can be useful for shutting out monsters. Most mon-
- sters cannot open doors, although a few don't need to (for exam-
+ Doors can be useful for shutting out monsters. Most mon-
+ sters cannot open doors, although a few don't need to (for exam-
ple, ghosts can walk through doors).
- Secret doors are hidden. You can find them with the `s'
- (search) command. Once found they are in all ways equivalent to
+ Secret doors are hidden. You can find them with the `s'
+ (search) command. Once found they are in all ways equivalent to
normal doors.
- 5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- delver. For example, you may suddenly fall into a pit and be
- stuck for a few turns trying to climb out. Traps don't appear on
- NetHack 3.6 May 7, 2019
+
+
+ NetHack 3.6 October 1, 2019
+ 5.2. Traps (`^')
+
+ There are traps throughout the dungeon to snare the unwary
+ delver. For example, you may suddenly fall into a pit and be
+ stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
- mand. Monsters can fall prey to traps, too, which can be a very
+ mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
There is a special pre-mapped branch of the dungeon based on
- the classic computer game "Sokoban." The goal is to push the
- boulders into the pits or holes. With careful foresight, it is
- possible to complete all of the levels according to the tradi-
- tional rules of Sokoban. Some allowances are permitted in case
+ the classic computer game "Sokoban." The goal is to push the
+ boulders into the pits or holes. With careful foresight, it is
+ possible to complete all of the levels according to the tradi-
+ tional rules of Sokoban. Some allowances are permitted in case
the player gets stuck; however, they will lower your luck.
5.3. Stairs and ladders (`<', `>')
- In general, each level in the dungeon will have a staircase
+ In general, each level in the dungeon will have a staircase
going up (`<') to the previous level and another going down (`>')
- to the next level. There are some exceptions though. For in-
- stance, fairly early in the dungeon you will find a level with
+ to the next level. There are some exceptions though. For in-
+ stance, fairly early in the dungeon you will find a level with
two down staircases, one continuing into the dungeon and the oth-
- er branching into an area known as the Gnomish Mines. Those
- mines eventually hit a dead end, so after exploring them (if you
- choose to do so), you'll need to climb back up to the main dun-
+ er branching into an area known as the Gnomish Mines. Those
+ mines eventually hit a dead end, so after exploring them (if you
+ choose to do so), you'll need to climb back up to the main dun-
geon.
- When you traverse a set of stairs, or trigger a trap which
- sends you to another level, the level you're leaving will be de-
- activated and stored in a file on disk. If you're moving to a
+ When you traverse a set of stairs, or trigger a trap which
+ sends you to another level, the level you're leaving will be de-
+ activated and stored in a file on disk. If you're moving to a
previously visited level, it will be loaded from its file on disk
- and reactivated. If you're moving to a level which has not yet
- been visited, it will be created (from scratch for most random
+ 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 de-
- scribed below). Monsters are only active on the current level;
+ scribed below). Monsters are only active on the current level;
those on other levels are essentially placed into stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
+ sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
- 5.4. 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 3.6 May 7, 2019
+
+ NetHack 3.6 October 1, 2019
- 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
+
+ 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
* The price of a given item can vary due to a variety of factors.
- * A shopkeeper treats the spot immediately inside the door as if
+ * A shopkeeper treats the spot immediately inside the door as if
it were outside the shop.
* While the shopkeeper watches you like a hawk, he will generally
ignore any other customers.
- * If a shop is "closed for inventory," it will not open of its
+ * If a shop is "closed for inventory," it will not open of its
own accord.
* Shops do not get restocked with new items, regardless of inven-
tory depletion.
- 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
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ 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
(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.
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
- you, which makes pets useful for low-level characters.
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ 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
Use the `a' (apply) command and pick a saddle in your inven-
tory to attempt to put that saddle on an adjacent creature. If
- successful, it will be transferred to that creature's inventory.
+ 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
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- persist 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.
+ However, if you encounter a monster which you can't see or
+ sense -- perhaps it is invisible and has just tapped you on the
+ noggin -- a special "remembered, unseen monster" marker will be
+ displayed at the location where you think it is. That will per-
+ sist until you have proven that there is no monster there, even
+ if the unseen monster moves to another location or you move to a
+ spot where the marker's location ordinarily wouldn't be seen any
+ more.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger and
- sturdier you are, the less the additional load will affect you.
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
There comes a point, though, when the weight of all of that stuff
- you are carrying around with you through the dungeon will encum-
+ you are carrying around with you through the dungeon will encum-
ber you. Your reactions will get slower and you'll burn calories
- faster, requiring food more frequently to cope with it. Eventu-
- ally, you'll be so overloaded that you'll either have to discard
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
some of what you're carrying or collapse under its weight.
- NetHack will tell you how badly you have loaded yourself.
- If you are encumbered, one of the conditions "Burdened",
+ NetHack will tell you how badly you have loaded yourself.
+ If you are encumbered, one of the conditions "Burdened",
"Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown
on the bottom line status display.
When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
+ sented with a list of inventory letters to choose from (see Com-
mands, above).
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
+ Some objects, such as weapons, are easily differentiated.
+ Others, like scrolls and potions, are given descriptions which
+ vary according to type. During a game, any two objects with the
+ same description are the same type. However, the descriptions
will vary from game to game.
When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the "#name" command, 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,
+ 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
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- specifying a space as the value will remove the prior name in-
+ type of object so you will recognize it later. You can also use
+ the "#name" command, for the same purpose at any time, to name
+ all objects of a particular type or just an individual object.
+ When you use "#name" on an object which has already been named,
+ specifying a space as the value will remove the prior name in-
stead of assigning a new one.
7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
+ Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
- stuck with (and to) the item. Cursed weapons weld themselves to
- your hand when wielded, so you cannot unwield them. Any cursed
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
- Objects can also be blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For ex-
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
Objects which are neither cursed nor blessed are referred to
- as uncursed. They could just as easily have been described as
- unblessed, but the uncursed designation is what you will see
- within the game. A "glass half full versus glass half empty"
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A "glass half full versus glass half empty"
situation; make of that what you will.
There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
roles.
- An item with unknown status will be reported in your inven-
+ An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
+ distinguished in your inventory by the presence of the word
"cursed", "uncursed" or "blessed" in the description of the item.
- In some cases "uncursed" will be omitted as being redundant when
+ In some cases "uncursed" will be omitted as being redundant when
enough other information is displayed. The implicit_uncursed op-
- tion can be used to control this; toggle it off to have "un-
+ tion can be used to control this; toggle it off to have "un-
cursed" be displayed even when that can be deduced from other at-
tributes.
7.2. Weapons (`)')
- Given a chance, most monsters in the Mazes of Menace will
- gratuitously try to kill you. You need weapons for self-defense
- (killing them first). Without a weapon, you do only 1-2 hit
- points of damage (plus bonuses, if any). Monk characters are an
- exception; they normally do more damage with bare (or gloved)
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
+ exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
- There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ There are wielded weapons, like maces and swords, and thrown
+ weapons, like arrows and spears. To hit monsters with a weapon,
+ you must wield it and attack them, or throw it at them. You can
+ simply elect to throw a spear. To shoot an arrow, you should
+ first wield a bow, then throw the arrow. Crossbows shoot cross-
bow bolts. Slings hurl rocks and (other) stones (like gems).
- Enchanted weapons have a "plus" (or "to hit enhancement"
- which can be either positive or negative) that adds to your
- chance to hit and the damage you do to a monster. The only way
+ Enchanted weapons have a "plus" (or "to hit enhancement"
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
+ tified somehow. Most weapons are subject to some type of damage
like rust. Such "erosion" damage can be repaired.
- The chance that an attack will successfully hit a monster,
- and the amount of damage such a hit will do, depends upon many
- factors. Among them are: type of weapon, quality of weapon (en-
+ The chance that an attack will successfully hit a monster,
+ and the amount of damage such a hit will do, depends upon many
+ factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
- encumbrance, and proficiency (see below). The monster's armor
+ encumbrance, and proficiency (see below). The monster's armor
class -- a general defense rating, not necessarily due to wearing
of armor -- is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and alternate weapons. And if you have proficiency in
- the "two weapon combat" skill, you may wield both weapons simul-
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the "two weapon combat" skill, you may wield both weapons simul-
taneously as primary and secondary; use the `X' command to engage
- or disengage that. Only some types of characters (barbarians,
+ 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
+ skill, using two weapons at once incurs a penalty in the chance
to hit your target compared to using just one weapon at a time.
- There might be times when you'd rather not wield any weapon
- at all. To accomplish that, wield `-', or else use the `A' com-
- mand which allows you to unwield the current weapon in addition
+ There might be times when you'd rather not wield any weapon
+ at all. To accomplish that, wield `-', or else use the `A' com-
+ mand which allows you to unwield the current weapon in addition
to taking off other worn items.
- Those of you in the audience who are AD&D players, be aware
+ Those of you in the audience who are AD&D players, be aware
that each weapon which existed in AD&D does roughly the same dam-
- age to monsters in NetHack. Some of the more obscure weapons
+ age to monsters in NetHack. Some of the more obscure weapons
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
in an appendix to Unearthed Arcana, an AD&D supplement.
- The commands to use weapons are `w' (wield), `t' (throw),
- `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
change), `X' (twoweapon), and "#enhance" (see below).
- 7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
- picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- NetHack 3.6 May 7, 2019
+
+
+ NetHack 3.6 October 1, 2019
- for a specific target. The distance something can be thrown de-
+ 7.2.1. Throwing and shooting
+
+ You can throw just about anything via the `t' command. It
+ will prompt for the item to throw; picking `?' will list things
+ in your inventory which are considered likely to be thrown, or
+ picking `*' will list your entire inventory. After you've chosen
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
+ be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
- You can simplify the throwing operation by using the `Q'
- command to select your preferred "missile", then using the `f'
- command to throw it. You'll be prompted for a direction as
- above, but you don't have to specify which item to throw each
+ You can simplify the throwing operation by using the `Q'
+ command to select your preferred "missile", then using the `f'
+ command to throw it. You'll be prompted for a direction as
+ above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver (or
- quiver sack, or have at the ready) when the inventory slot used
+ quiver sack, or have at the ready) when the inventory slot used
for `Q' runs out.
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
of ammunition at once -- or hold several missiles in your hand --
- and still hit a target is not an easy task. Rangers are among
- those who are adept at this task, as are those with a high level
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
+ and still hit a target is not an easy task. Rangers are among
+ those who are adept at this task, as are those with a high level
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, "2f" (or "n2f" if using num-
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, "2f" (or "n2f" if using num-
ber_pad mode) would ensure that at most 2 arrows are shot even if
- you could have fired 3. If you specify a larger number than
- would have been shot ("4f" in this example), you'll just end up
+ you could have fired 3. If you specify a larger number than
+ would have been shot ("4f" in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
in the same direction; if the first ones kill a monster, the oth-
7.2.2. Weapon proficiency
You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
your role, your experience level, and use of the weapons.
- For the purposes of proficiency, weapons have been divided
- up into various groups such as daggers, broadswords, and
- polearms. Each role has a limit on what level of proficiency a
- character can achieve for each group. For instance, wizards can
- become highly skilled in daggers or staves but not in swords or
- bows.
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
- The "#enhance" extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
- skill(s) to improve when you've used one or more skills enough to
- become eligible to do so. The skill rankings are "none" (some-
- times also referred to as "restricted", because you won't be able
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- to advance), "unskilled", "basic", "skilled", and "expert". Re-
+ bows.
+
+ The "#enhance" extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
+ skill(s) to improve when you've used one or more skills enough to
+ become eligible to do so. The skill rankings are "none" (some-
+ times also referred to as "restricted", because you won't be able
+ to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (Divine intervention might unrestrict a particular
skill, in which case it will start at unskilled and be limited to
- basic.) Some characters can enhance their barehanded combat or
+ basic.) Some characters can enhance their barehanded combat or
martial arts skill beyond expert to "master" or "grand master".
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use "#enhance" to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use "#enhance" to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
to enhance and which to ignore.
7.2.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
+ up to do so can seem cumbersome but becomes second nature with
use. To wield two weapons, you need to use the "#twoweapon" com-
- mand. But first you need to have a weapon in each hand. (Note
- that your two weapons are not fully equal; the one in the hand
- you normally wield with is considered primary and the other one
+ mand. But first you need to have a weapon in each hand. (Note
+ that your two weapons are not fully equal; the one in the hand
+ you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
- you stop -- or before you begin, for that matter -- wielding two
+ you stop -- or before you begin, for that matter -- wielding two
weapons at once. The primary is your wielded weapon and the sec-
- ondary is just an item in your inventory that's been designated
+ ondary is just an item in your inventory that's been designated
as alternate weapon.)
If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence `x', `w', `x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
+ or has the wrong weapon, use the sequence `x', `w', `x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
hands. If your secondary or alternate weapon is correct but your
primary one is not, simply use `w' to wield the primary. Lastly,
- if neither hand holds the correct weapon, use `w', `x', `w' to
+ if neither hand holds the correct weapon, use `w', `x', `w' to
first wield the intended secondary, swap it to off hand, and then
wield the primary.
- The whole process can be simplified via use of the push-
- weapon option. When it is enabled, then using `w' to wield some-
- thing causes the currently wielded weapon to become your alter-
- nate weapon. So the sequence `w', `w' can be used to first wield
- the weapon you intend to be secondary, and then wield the one you
- want as primary which will push the first into secondary posi-
- tion.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- When in two-weapon combat mode, using the `X' command tog-
- gles back to single-weapon mode. Throwing or dropping either of
+ The whole process can be simplified via use of the push-
+ weapon option. When it is enabled, then using `w' to wield some-
+ thing causes the currently wielded weapon to become your alter-
+ nate weapon. So the sequence `w', `w' can be used to first wield
+ the weapon you intend to be secondary, and then wield the one you
+ want as primary which will push the first into secondary posi-
+ tion.
+
+ When in two-weapon combat mode, using the `X' command tog-
+ gles back to single-weapon mode. Throwing or dropping either of
the weapons or having one of them be stolen or destroyed will al-
so make you revert to single-weapon combat.
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
dragon scale mail 1
leather jacket 9
no armor 10
- You can also wear other pieces of armor (for example hel-
+ You can also wear other pieces of armor (for example hel-
mets, boots, shields, cloaks) to lower your armor class even fur-
- ther, but you can only wear one item of each category (one suit
- of armor, one cloak, one helmet, one shield, and so on) at a
+ ther, but you can only wear one item of each category (one suit
+ of armor, one cloak, one helmet, one shield, and so on) at a
time.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its "plus" (or minus) will
- subtract from your armor class. For example, a +1 chain mail
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its "plus" (or minus) will
+ subtract from your armor class. For example, a +1 chain mail
would give you better protection than normal chain mail, lowering
- your armor class one unit further to 4. When you put on a piece
- of armor, you immediately find out the armor class and any
- "plusses" it provides. Cursed pieces of armor usually have nega-
- tive enchantments (minuses) in addition to being unremovable.
-
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
- hibit spell casting.
+ 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
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack Guidebook 39
- NetHack Guidebook 39
+ "plusses" it provides. Cursed pieces of armor usually have nega-
+ tive enchantments (minuses) in addition to being unremovable.
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
+ hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can also be used to take off armor as well as
+ The `A' command can also be used to take off armor as well as
other worn items.
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins ("cans") will usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
+ ly stay fresh, but ice boxes are heavy, and tins take a while to
open.
When you kill monsters, they usually leave corpses which are
- also "food." Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ also "food." Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
fects.
- You can name one food item after something you like to eat
+ You can name one food item after something you like to eat
with the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
+ Scrolls are labeled with various titles, probably chosen by
ancient wizards for their amusement value (for example "READ ME,"
- or "THANX MAUD" backwards). Scrolls disappear after you read
+ or "THANX MAUD" backwards). Scrolls disappear after you read
them (except for blank ones, without magic spells on them).
- One of the most useful of these is the scroll of identify,
+ One of the most useful of these is the scroll of identify,
which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
+ is cursed or blessed, and how many uses it has left. Some ob-
+ jects of subtle enchantment are difficult to identify without
these.
A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the "MAIL" en-
- vironment variable to the file name of your mailbox. You may al-
- so want to set the "MAILREADER" environment variable to the file
- name of your favorite reader, so NetHack can shell to it when you
- read the scroll. On versions of NetHack where mail is randomly
- generated internal to the game, these environment variables are
- ignored. You can disable the mail daemon by turning off the mail
- option.
-
+ vironment variable to the file name of your mailbox. You may
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ also want to set the "MAILREADER" environment variable to the
+ file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll. On versions of NetHack where mail is
+ randomly generated internal to the game, these environment vari-
+ ables are ignored. You can disable the mail daemon by turning
+ off the mail option.
+
The command to read a scroll is `r'.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Wands usually have multiple magical charges. Some types of
+ Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
- them at yourself (just give a `.' or `s' for the direction). Be
- warned, however, for this is often unwise. Other types of wands
- don't require a direction. The number of charges in a wand is
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
+ don't require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
the wand is recharged.
In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
tainly cause a catastrophic release of magical energies.
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
- 7.8. Rings (`=')
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
- scrolls, and wands.
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
-
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ 7.8. Rings (`=')
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
+ scrolls, and wands.
Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable) -- unless
- the attempt backfires. Reading a cursed spellbook or one with
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable) -- unless
+ the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
casting.
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you. Casting temporarily drains your magical
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
power, which will slowly be recovered, and causes you to need ad-
- ditional food. Casting of spells also requires practice. With
- practice, your skill in each category of spell casting will im-
- prove. Over time, however, your memory of each spell will dim,
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
and you will need to relearn it.
Some spells require a direction in which to cast them, simi-
- lar to wands. To cast one at yourself, just give a `.' or `s'
+ lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
- cation rather than just specify a particular direction. Other
+ cation rather than just specify a particular direction. Other
spells don't require any direction or target.
Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
+ can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
- using the "#enhance" command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
+ using the "#enhance" command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
- Casting a spell also requires flexible movement, and wearing
- various types of armor may interfere with that.
-
- The command to read a spellbook is the same as for scrolls,
- `r' (read). The `+' command lists each spell you know along with
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ Casting a spell also requires flexible movement, and wearing
+ various types of armor may interfere with that.
+
+ The command to read a spellbook is the same as for scrolls,
+ `r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
- estimate of how strongly it is remembered. The `Z' (cast) com-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
The command to use a tool is `a' (apply).
7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the "#loot" extended com-
- mand when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the "#loot" extended com-
+ mand when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
+ kicking it with the `^D' command, or by using a weapon to force
the lock with the "#force" extended command.
Some chests are trapped, causing nasty things to happen when
7.11. Amulets (`"')
- Amulets are very similar to rings, and often more powerful.
+ Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck.
- The commands to use amulets are the same as for rings, `P'
+ The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
7.12. Gems (`*')
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
- much less valuable. All rocks, however, can be used as projec-
- tile weapons (if you have a sling). In the most desperate of
- cases, you can still throw them by hand.
-
-
+ much less valuable. All rocks, however, can be used as
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ projectile weapons (if you have a sling). In the most desperate
+ of cases, you can still throw them by hand.
+
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Very large humanoids (giants and their ilk) have been known
+ Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
- For some configurations of the program, statues are no
- longer shown as ``' but by the letter representing the monster
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
they depict instead.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
7.15. Persistence of Objects
Normally, if you have seen an object at a particular map lo-
- cation and move to another location where you can't directly see
- that object any more, if will continue to be displayed on your
- map. That remains the case even if it is not actually there any
- more -- perhaps a monster has picked it up or it has rotted away
- -- until you can see or feel that location again. One notable
- exception is that if the object gets covered by the "remembered,
- unseen monster" marker. When that marker is later removed after
- you've verified that no monster is there, you will forget that
- there was any object there regardless of whether the unseen mon-
- ster actually took the object. If the object is still there,
+ cation and move to another location where you can't directly see
+ that object any more, if will continue to be displayed on your
+ map. That remains the case even if it is not actually there any
+ more -- perhaps a monster has picked it up or it has rotted away
+ -- until you can see or feel that location again. One notable
+ exception is that if the object gets covered by the "remembered,
+ unseen monster" marker. When that marker is later removed after
+ you've verified that no monster is there, you will forget that
+ there was any object there regardless of whether the unseen mon-
+ ster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
The situation is the same for a pile of objects, except that
- only the top item of the pile is displayed. The hilite_pile op-
- tion can be enabled in order to show an item differently when it
+ only the top item of the pile is displayed. The hilite_pile op-
+ tion can be enabled in order to show an item differently when it
is the top one of a pile.
8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
- This gives players extra "bragging rights" for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
- they win the game.
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra "bragging rights" for winning the game
+ with these challenges. Note that it is perfectly acceptable to
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
+ they win the game.
+
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
+ sidered vegan food. Note however that eating such items still
counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
- ing the monster's corpse. Please note that the term "vegan" is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
- keep track of this for you. Also note that "milky" potions may
+ ing the monster's corpse. Please note that the term "vegan" is
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
+ keep track of this for you. Also note that "milky" potions may
be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- "fruits", although they could be anything from "cherries" to
+ compatible with a vegan diet. Slime molds or player-defined
+ "fruits", although they could be anything from "cherries" to
"pork chops", are also assumed to be vegan.
- An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- conduct; that is a choice left to the player. Offering the
- Amulet of Yendor to your god is necessary to win the game and is
- not counted against this conduct. You are also not penalized for
- being spoken to by an angry god, priest(ess), or other religious
+ An atheist is one who rejects religion. This means that you
+ cannot #pray, #offer sacrifices to any god, #turn undead, or
+ #chat with a priest. Particularly selective readers may argue
+ that playing Monk or Priest characters should violate this con-
+ duct; that is a choice left to the player. Offering the Amulet
+ of Yendor to your god is necessary to win the game and is not
+ counted against this conduct. You are also not penalized for be-
+ ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
- Most players fight with a wielded weapon (or tool intended
+ Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
- single "X" (the traditional signature of an illiterate person).
+ single "X" (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
- There are several other challenges tracked by the game. It
+ There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
+ cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
- may respond with the monster type "none" if you want to 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 polymorph;
- avoiding these effects are each considered challenges. Polymor-
- phing 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 imme-
- diately disappears). When the game offers you an opportunity to
- make a wish for an item, you may choose "nothing" if you want to
+ 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 polymorph;
+ avoiding these effects are each considered challenges. Polymor-
+ phing 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 imme-
+ diately disappears). When the game offers you an opportunity to
+ make a wish for an item, you may choose "nothing" if you want to
decline.
9. Options
- Due to variations in personal tastes and conceptions of how
+ Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
how NetHack behaves.
-
-
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
9.1. Setting the options
- Options may be set in a number of ways. Within the game,
+ Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- a configuration file, or in the NETHACKOPTIONS environment vari-
+ them. You can also set options automatically by placing them in
+ a configuration file, or in the NETHACKOPTIONS environment vari-
able. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game or a global
+ allow you to set options before starting the game or a global
configuration for system administrators.
9.2. Using a configuration file
The default name of the configuration file varies on differ-
- ent operating systems. On MS-DOS and Windows, it is
- "defaults.nh" in the same folder as nethack.exe or nethackW.exe.
- On UNIX, Linux, and Mac OS X it is ".nethackrc" in the user's
+ ent operating systems. On MS-DOS and Windows, it is
+ "defaults.nh" in the same folder as nethack.exe or nethackW.exe.
+ On UNIX, Linux, and Mac OS X it is ".nethackrc" in the user's
home directory. The file may not exist, but it is a normal ASCII
text file and can be created with any text editor.
- Any line in the configuration file starting with `#' is
+ Any line in the configuration file starting with `#' is
treated as a comment. Empty lines are ignored.
- Any line beginning with `[' and ending in `]' is considered
- a section marker. The text between the square brackets is the
- section name. Lines after a section marker belong to that sec-
- tion, and are ignored unless a CHOOSE statement was used to se-
+ Any line beginning with `[' and ending in `]' is considered
+ a section marker. The text between the square brackets is the
+ section name. Lines after a section marker belong to that sec-
+ tion, and are ignored unless a CHOOSE statement was used to se-
lect that section. Section names are case insensitive.
- You can use different configuration statements in the file,
+ You can use different configuration statements in the file,
some of which can be used multiple times. In general, the state-
ments are written in capital letters, followed by an equals sign,
- followed by settings particular to that statement. Here is a
+ followed by settings particular to that statement. Here is a
list of allowed statements:
OPTIONS
- There are two types of options, boolean and compound options.
- Boolean options toggle a setting on or off, while compound op-
- tions take more diverse values. Prefix a boolean option with
- "no" or `!' to turn it off. For compound options, the option
+ There are two types of options, boolean and compound options.
+ Boolean options toggle a setting on or off, while compound op-
+ tions take more diverse values. Prefix a boolean option with
+ "no" or `!' to turn it off. For compound options, the option
name and value are separated by a colon. Some options are per-
sistent, and apply only to new games. You can specify multiple
OPTIONS statements, and multiple options separated by commas in
- a single OPTIONS statement. (Comma separated options are pro-
+ a single OPTIONS statement. (Comma separated options are pro-
cessed from right to left.)
Example:
OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
HACKDIR
- Default location of files NetHack needs. On Windows HACKDIR
- defaults to the location of the NetHack.exe or NetHackw.exe
- file so setting HACKDIR to override that is not usually
+ Default location of files NetHack needs. On Windows HACKDIR
+ defaults to the location of the NetHack.exe or NetHackw.exe
+ file so setting HACKDIR to override that is not usually
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
necessary or recommended.
LEVELDIR
- The location that in-progress level files are stored. Defaults
+ The location that in-progress level files are stored. Defaults
to HACKDIR, must be writable.
SAVEDIR
- The location where saved games are kept. Defaults to HACKDIR,
+ The location where saved games are kept. Defaults to HACKDIR,
must be writable.
BONESDIR
- The location that bones files are kept. Defaults to HACKDIR,
+ The location that bones files are kept. Defaults to HACKDIR,
must be writable.
LOCKDIR
Defaults to HACKDIR, must be writable.
TROUBLEDIR
- The location that a record of game aborts and self-diagnosed
+ The location that a record of game aborts and self-diagnosed
game problems is kept. Defaults to HACKDIR, must be writable.
AUTOCOMPLETE
Enable or disable an extended command autocompletion. Autocom-
- pletion 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
+ pletion 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 for that command.
Example:
AUTOCOMPLETE=zap,!annotate
AUTOPICKUP_EXCEPTION
- Set exceptions to the pickup_types option. See the "Configur-
+ Set exceptions to the pickup_types option. See the "Configur-
ing Autopickup Exceptions" section.
BINDINGS
- Change the key bindings of some special keys, menu accelera-
+ Change the key bindings of some special keys, menu accelera-
tors, or extended commands. You can specify multiple bindings.
- Format is key followed by the command, separated by a colon.
+ Format is key followed by the command, separated by a colon.
See the "Changing Key Bindings" section for more information.
Example:
BIND=^X:getpos.autodescribe
CHOOSE
- Chooses at random one of the comma-separated parameters as an
+ Chooses at random one of the comma-separated parameters as an
active section name. Lines in other sections are ignored.
Example:
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
MSGTYPE
- Change the way messages are shown in the top status line. See
+ Change the way messages are shown in the top status line. See
the "Configuring Message Types" section.
MENUCOLOR
ing Menu Colors" section.
SYMBOLS
- Override one or more symbols in the symbols files. See the
+ Override one or more symbols in the symbols files. See the
"Modifying NetHack Symbols" section.
Example:
SYMBOLS=S_boulder:0
WIZKIT
- Debug mode only: extra items to add to initial inventory.
- Value is the name of a text file containing a list of item
- names, one per line, up to a maximum of 128 lines. Each line
+ Debug mode only: extra items to add to initial inventory.
+ Value is the name of a text file containing a list of item
+ names, one per line, up to a maximum of 128 lines. Each line
is processed by the function that handles wishing.
Example:
WIZKIT=~/wizkit.txt
SOUNDDIR
- Define the directory that contains the sound files. See the
+ Define the directory that contains the sound files. See the
"Configuring User Sounds" section.
SOUND
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
9.3. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
- option to the list, and turn it off by typing a `!' or "no" be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
+ option to the list, and turn it off by typing a `!' or "no" be-
+ fore the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
% setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
- in csh (note the need to escape the `!' since it's special to
+ in csh (note the need to escape the `!' since it's special to
that shell), or the pair of commands
$ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
The NETHACKOPTIONS value is effectively the same as a single
OPTIONS statement in a configuration file. The "OPTIONS=" prefix
- is implied and comma separated options are processed from right
+ is implied and comma separated options are processed from right
to left. Other types of configuration statements such as BIND or
MSGTYPE are not allowed.
Instead of a comma-separated list of options, NETHACKOPTIONS
- can be set to the full name of a configuration file you want to
- use. If that full name doesn't start with a slash, precede it
- with `@' (at-sign) to let NetHack know that the rest is intended
- as a file name. If it does start with `/', the at-sign is op-
+ can be set to the full name of a configuration file you want to
+ use. If that full name doesn't start with a slash, precede it
+ with `@' (at-sign) to let NetHack know that the rest is intended
+ as a file name. If it does start with `/', the at-sign is op-
tional.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
9.4. Customization options
Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
+ acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
- Some options are persistent, and are saved and reloaded
+ Some options are persistent, and are saved and reloaded
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
acoustics
- Enable messages about what your character hears (default on).
+ Enable messages about what your character hears (default on).
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
align
- Your starting alignment (align:lawful, align:neutral, or
- align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. If you
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
prefix the value with `!' or "no", you will exclude that align-
- ment from being picked randomly. Cannot be set with the `O'
+ ment from being picked randomly. Cannot be set with the `O'
command. Persistent.
autodescribe
- Automatically describe the terrain under cursor when asked to
+ Automatically describe the terrain under cursor when asked to
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
tent.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
Show out-of-sight areas of lit rooms (default on). Persistent.
disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is "ni na nv ng nc no", prompt with default re-
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is "ni na nv ng nc no", prompt with default re-
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
c - display your conduct;
o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
+ Each disclosure possibility can optionally be preceded by a
+ prefix which lets you refine how it behaves. Here are the
valid prefixes:
y - prompt you and default to yes on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
- The listing of vanquished monsters can be sorted, so there are
+ The listing of vanquished monsters can be sorted, so there are
two additional choices for `v':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The
- `+' disclose without prompting choice, or being prompted and
+ `+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
Omitted categories are implicitly added with `n' prefix. Spec-
ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
+ Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
- (for example "disclose:yi na +v -g o") The example sets inven-
+ (for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
- and default to no, and overview to disclose without prompting.
+ and default to no, and overview to disclose without prompting.
Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
Changes the extended commands interface to pop-up a menu of
available commands. It is keystroke compatible with the tradi-
tional interface except that it does not require that you hit
- Enter. It is implemented for the tty interface (default off).
+ Enter. It is implemented for the tty interface (default off).
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
For the X11 interface, which always uses a menu for choosing an
extended command, it controls whether the menu shows all avail-
- able commands (on) or just the subset of commands which have
+ able commands (on) or just the subset of commands which have
traditionally been considered extended ones (off).
female
- An obsolete synonym for "gender:female". Cannot be set with
+ An obsolete synonym for "gender:female". Cannot be set with
the `O' command.
fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
+ An object's inventory letter sticks to it when it's dropped
+ (default on). If this is off, dropping an object shifts all
the remaining inventory letters. Persistent.
force_invmenu
- Commands asking for an inventory item show a menu instead of a
+ Commands asking for an inventory item show a menu instead of a
text query with possible menu letters. Default is off.
fruit
- Name a fruit after something you enjoy eating (for example
- "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 already exist in
+ Name a fruit after something you enjoy eating (for example
+ "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 already exist in
NetHack, so don't use those.
gender
- Your starting gender (gender:male or gender:female). You may
- specify just the first letter. Although you can still denote
+ Your starting gender (gender:male or gender:female). You may
+ specify just the first letter. Although you can still denote
your gender using the "male" and "female" options, the "gender"
- option will take precedence. The default is to randomly pick
- an appropriate gender. If you prefix the value with `!' or
- "no", you will exclude that gender from being picked randomly.
+ option will take precedence. The default is to randomly pick
+ an appropriate gender. If you prefix the value with `!' or
+ "no", you will exclude that gender from being picked randomly.
Cannot be set with the `O' command. Persistent.
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 de-
- fault). Gold is never blessed or cursed, but it is not de-
+ 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 de-
+ fault). Gold is never blessed or cursed, but it is not de-
scribed as "uncursed" even when the implicit_uncursed option is
"off".
help
- If more information is available for an object looked at with
+ If more information is available for an object looked at with
the `/' command, ask if you want to see it (default on). Turn-
- ing help off makes just looking at things faster, since you
- aren't interrupted with the "More info?" prompt, but it also
+ ing help off makes just looking at things faster, since you
+ aren't interrupted with the "More info?" prompt, but it also
means that you might miss some interesting and/or important in-
formation. Persistent.
herecmd_menu
- When using a windowport that supports mouse and clicking on
- yourself or next to you, show a menu of possible actions for
+ When using a windowport that supports mouse and clicking on
+ yourself or next to you, show a menu of possible actions for
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
+ the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
hilite_pet
- Visually distinguish pets from similar animals (default off).
- The behavior of this option depends on the type of windowing
+ Visually distinguish pets from similar animals (default off).
+ The behavior of this option depends on the type of windowing
you use. In text windowing, text highlighting or inverse video
- is often used; with tiles, generally displays a heart symbol
+ is often used; with tiles, generally displays a heart symbol
near pets.
- With the curses interface, the petattr option controls how to
- highlight pets and setting it will turn the hilite_pet option
+ With the curses interface, the petattr option controls how to
+ highlight pets and setting it will turn the hilite_pet option
on or off as warranted.
hilite_pile
- Visually distinguish piles of objects from individual objects
+ Visually distinguish piles of objects from individual objects
(default off). The behavior of this option depends on the type
- of windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays a
+ of windowing you use. In text windowing, text highlighting or
+ inverse video is often used; with tiles, generally displays a
small plus-symbol beside the object on the top of the pile.
hitpointbar
- Show a hit point bar graph behind your name and title. Only
- available for TTY and Windows GUI, and only when statushilites
+ Show a hit point bar graph behind your name and title. Only
+ available for TTY and Windows GUI, and only when statushilites
is on.
horsename
- Name your starting horse (for example "horsename:Trigger").
+ Name your starting horse (for example "horsename:Trigger").
Cannot be set with the `O' command.
ignintr
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
male
- An obsolete synonym for "gender:male". Cannot be set with the
+ An obsolete synonym for "gender:male". Cannot be set with the
`O' command.
mention_walls
Give feedback when walking against a wall (default off).
menucolors
- Enable coloring menu lines (default off). See "Configuring
+ Enable coloring menu lines (default off). See "Configuring
Menu Colors" on how to configure the colors.
menustyle
Controls the interface used when you need to choose various ob-
- jects (in response to the Drop command, for instance). The
- value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Tradi-
- tional was the only interface available for early versions; it
- consists of a prompt for object class characters, followed by
- an object-by-object prompt for all items matching the selected
- object class(es). Combination starts with a prompt for object
+ jects (in response to the Drop command, for instance). The
+ value specified should be the first letter of one of the fol-
+ lowing: traditional, combination, full, or partial. Tradi-
+ tional was the only interface available for early versions; it
+ consists of a prompt for object class characters, followed by
+ an object-by-object prompt for all items matching the selected
+ object class(es). Combination starts with a prompt for object
class(es) of interest, but then displays a menu of matching ob-
- jects rather than prompting one-by-one. Full displays a menu
- of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the ob-
+ jects rather than prompting one-by-one. Full displays a menu
+ of object classes rather than a character prompt, and then a
+ menu of matching objects for selection. Partial skips the ob-
ject class filtering and immediately displays a menu of all ob-
jects. Persistent.
menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
+ Menu character accelerator to deselect all items in a menu.
Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
menu_deselect_page
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
Send padding nulls to the terminal (default on). Persistent.
number_pad
- Use digit keys instead of letters to move (default 0 or off).
+ Use digit keys instead of letters to move (default 0 or off).
Valid settings are:
0 - move by letters; "yuhjklbn"
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
- For backward compatibility, omitting a value is the same as
- specifying 1 and negating number_pad is the same as specifying
- 0. (Settings 2 and 4 are for compatibility with MS-DOS or old
+ For backward compatibility, omitting a value is the same as
+ specifying 1 and negating number_pad is the same as specifying
+ 0. (Settings 2 and 4 are for compatibility with 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 accommo-
- date some QWERTZ keyboards which have the location of the `y'
- and `z' keys swapped.) When moving by numbers, to enter a
+ date 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'
+ to search twelve times), precede it with the letter `n'
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
("n12s").
packorder
- Specify the order to list object types in (default
+ Specify the order to list object types in (default
"")[%?+!=/(*`0_"). The value of this option should be a string
containing the symbols for the various object types. Any omit-
ted types are filled in at the end from the previous order.
paranoid_confirmation
- A space separated list of specific situations where alternate
- prompting is desired. The default is paranoid_confirma-
+ A space separated list of specific situations where alternate
+ prompting is desired. The default is paranoid_confirma-
tion:pray.
- Confirm - for any prompts which are set to require "yes"
- rather than `y', also require "no" to reject in-
+ 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
+ the game or switching into non-scoring explore
mode;
- die - require "yes" rather than `y' to confirm dying
- (not useful in normal play; applies to explore
+ die - require "yes" rather than `y' to confirm dying
+ (not useful in normal play; applies to explore
mode);
- bones - require "yes" rather than `y' to confirm saving
+ bones - require "yes" rather than `y' to confirm saving
bones data when dying in debug mode;
- attack - require "yes" rather than `y' to confirm attack-
+ attack - require "yes" rather than `y' to confirm attack-
ing a peaceful monster;
wand-break - require "yes" rather than `y' to confirm breaking
a wand;
Were-change - require "yes" rather than `y' to confirm changing
- form due to lycanthropy when hero has polymorph
+ form due to lycanthropy when hero has polymorph
control;
- pray - require `y' to confirm an attempt to pray rather
+ pray - require `y' to confirm an attempt to pray rather
than immediately praying; on by default;
- Remove - require selection from inventory for `R' and `T'
- commands even when wearing just one applicable
+ Remove - require selection from inventory for `R' and `T'
+ commands even when wearing just one applicable
item.
all - turn on all of the above.
- By default, the pray choice is enabled, the others disabled.
- To disable it without setting any of the other choices, use
+ By default, the pray choice is enabled, the others disabled.
+ To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
- any of the others, include it in the list, such as "para-
+ any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that im-
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
plement this feature.
petattr
- Specifies one or more text highlighting attributes to use when
- showing pets on the map. Effectively a superset of the
+ Specifies one or more text highlighting attributes to use when
+ showing pets on the map. Effectively a superset of the
hilite_pet boolean option. Curses interface only; value is one
or more of the following letters.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
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
+ 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
- simply stringing them together (for example, "bk"), but in the
- future they might require being separated by plus signs (such
- as "b+k", which works already). When using the `n' choice, it
- should be specified on its own, not in combination with any of
+ Currently multiple highlight-style letters can be combined by
+ simply stringing them together (for example, "bk"), but in the
+ future they might require being separated by plus signs (such
+ as "b+k", which works already). When using the `n' choice, it
+ should be specified on its own, not in combination with any of
the other letters.
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",
+ Specify the type of your initial pet, if you are playing a
+ character class that uses multiple types of pets; or choose to
+ have no initial pet at all. Possible values are "cat", "dog",
"horse", and "none". If the choice is not allowed for the role
- you are currently playing, it will be silently ignored. For
- example, "horse" will only be honored when playing a knight.
+ you are currently playing, it will be silently ignored. For
+ example, "horse" will only be honored when playing a knight.
Cannot be set with the `O' command.
pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
+ When you pick up an item that would exceed this encumbrance
+ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
(Default `S'). Persistent.
pickup_thrown
- If this option is on and autopickup is also on, try to pick up
- things that you threw, even if they aren't in pickup_types or
+ If this option is on and autopickup is also on, try to pick up
+ things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
pickup_types
sistent.
pile_limit
- When walking across a pile of objects on the floor, threshold
- at which the message "there are few/several/many objects here"
- is given instead of showing a popup list of those objects. A
- value of 0 means "no limit" (always list the objects); a value
- of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
+ When walking across a pile of objects on the floor, threshold
+ at which the message "there are few/several/many objects here"
+ is given instead of showing a popup list of those objects. A
+ value of 0 means "no limit" (always list the objects); a value
+ of 1 effectively means "never show the objects" since the pile
+ size will always be at least that big; default value is 5.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
Persistent.
playmode
- Values are "normal", "explore", or "debug". Allows selection
- of explore mode (also known as discovery mode) or debug mode
+ Values are "normal", "explore", or "debug". Allows selection
+ of explore mode (also known as discovery mode) or debug mode
(also known as wizard mode) instead of normal play. Debug mode
- might only be allowed for someone logged in under a particular
- user name (on multi-user systems) or specifying a particular
+ might only be allowed for someone logged in under a particular
+ user name (on multi-user systems) or specifying a particular
character name (on single-user systems) or it might be disabled
- entirely. Requesting it when not allowed or not possible re-
+ entirely. Requesting it when not allowed or not possible re-
sults in explore mode instead. Default is normal play.
pushweapon
- Using the `w' (wield) command when already wielding something
- pushes the old item into your alternate weapon slot (default
- off). Likewise for the `a' (apply) command if it causes the
+ Using the `w' (wield) command when already wielding something
+ pushes the old item into your alternate weapon slot (default
+ off). Likewise for the `a' (apply) command if it causes the
applied item to become wielded. Persistent.
race
Selects your race (for example, "race:human"). Default is ran-
- dom. If you prefix the value with `!' or "no", you will ex-
+ dom. If you prefix the value with `!' or "no", you will ex-
clude that race from being picked randomly. Cannot be set with
the `O' command. Persistent.
rest_on_space
- Make the space bar a synonym for the `.' (#wait) command (de-
+ Make the space bar a synonym for the `.' (#wait) command (de-
fault off). Persistent.
role
- Pick your type of character (for example "role:Samurai"); syn-
- onym 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",
+ Pick your type of character (for example "role:Samurai"); syn-
+ onym 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 exclude that role from being picked randomly. Cannot
+ you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
roguesymset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
+ This option may be used to select one of the named symbol sets
+ found within "symbols" to alter the symbols displayed on the
screen on the rogue level.
rlecomp
When writing out a save file, perform run length compression of
- the map. Not all ports support run length compression. It has
+ the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
runmode
- Controls the amount of screen updating for the map window when
- engaged in multi-turn movement (running via shift+direction or
- control+direction and so forth, or via the travel command or
+ Controls the amount of screen updating for the map window when
+ engaged in multi-turn movement (running via shift+direction or
+ control+direction and so forth, or via the travel command or
mouse click). The possible values are:
teleport - update the map after movement has finished;
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
crawl - like walk, but pause briefly after each step.
This option only affects the game's screen display, not the ac-
- tual results of moving. The default is "run"; versions prior
- to 3.4.1 used "teleport" only. Whether or not the effect is
+ tual results of moving. The default is "run"; versions prior
+ to 3.4.1 used "teleport" only. Whether or not the effect is
noticeable will depend upon the window port used or on the type
of terminal. Persistent.
safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
+ Prevent you from (knowingly) attacking your pets (default on).
Persistent.
sanity_check
off). Debug mode only.
scores
- Control what parts of the score list you are shown at the end
- (for example "scores:5 top scores/4 around my score/own
+ Control what parts of the score list you are shown at the end
+ (for example "scores:5 top scores/4 around my score/own
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
off). Persistent.
showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting af-
- fects only the appearance of the display, not the way the game
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting af-
+ fects only the appearance of the display, not the way the game
treats you. Persistent.
showscore
sortloot
Controls the sorting behavior of the pickup lists for inventory
- and #loot commands and some others. Persistent. The possible
+ and #loot commands and some others. Persistent. The possible
values are:
full - always sort the lists;
- loot - only sort the lists that don't use inventory letters,
+ loot - only sort the lists that don't use inventory letters,
like with the #loot and pickup commands;
none - show lists the traditional way without sorting.
sortpack
- Sort the pack contents by type when displaying inventory (de-
+ Sort the pack contents by type when displaying inventory (de-
fault on). Persistent.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
sparkle
Display a sparkly effect when a monster (including yourself) is
- hit by an attack to which it is resistant (default on). Per-
+ hit by an attack to which it is resistant (default on). Per-
sistent.
standout
Boldface monsters and "--More--" (default off). Persistent.
statushilites
- Controls how many turns status hilite behaviors highlight the
- field. If negated or set to zero, disables status hiliting.
+ Controls how many turns status hilite behaviors highlight the
+ field. If negated or set to zero, disables status hiliting.
See "Configuring Status Hilites" for further information.
status_updates
- Allow updates to the status lines at the bottom of the screen
+ Allow updates to the status lines at the bottom of the screen
(default true).
suppress_alert
- This option may be set to a NetHack version level to suppress
- alert notification messages about feature changes for that and
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that and
prior versions (for example "suppress_alert:3.3.1").
symset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
- screen. Use "symset:default" to explicitly select the default
+ 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.
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off). Persistent.
timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to "tty" interface
+ When pausing momentarily for display effect, such as with ex-
+ plosions and moving objects, use a timer rather than sending
+ extra characters to the screen. (Applies to "tty" interface
only; "X11" interface always uses a timer based delay. The de-
fault is on if configured into the program.) Persistent.
toptenwin
Put the ending display in a NetHack window instead of on stdout
- (default off). Setting this option makes the score list visi-
- ble when a windowing version of NetHack is started without a
- parent window, but it no longer leaves the score list around
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
travel
Allow the travel command (default on). Turning this option off
- will prevent the game from attempting unintended moves if you
+ will prevent the game from attempting unintended moves if you
make inadvertent mouse clicks on the map window. Persistent.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
verbose
- Provide more commentary during the game (default on). Persis-
+ Provide more commentary during the game (default on). Persis-
tent.
whatis_coord
- When using the `/' or `;' commands to look around on the map
- with autodescribe on, display coordinates after the descrip-
- tion. Also works in other situations where you are asked to
+ When using the `/' or `;' commands to look around on the map
+ with autodescribe on, display coordinates after the descrip-
+ tion. Also works in other situations where you are asked to
pick a location.
The possible settings are:
whatis_filter
When getting a location on the map, and using the keys to cycle
- through next and previous targets, allows filtering the possi-
+ through next and previous targets, allows filtering the possi-
ble targets.
n - no filtering [default]
v - in view only
a - in same area only
- The area-filter tries to be slightly predictive -- if you're
+ The area-filter tries to be slightly predictive -- if you're
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
- Filtering can also be changed when getting a location with the
+ Filtering can also be changed when getting a location with the
"getpos.filter" key.
whatis_menu
- When getting a location on the map, and using a key to cycle
+ 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. (default off)
whatis_moveskip
- When getting a location on the map, and using shifted movement
+ When getting a location on the map, and using shifted movement
keys or meta-digit keys to fast-move, instead of moving 8 units
at a time, move by skipping the same glyphs. (default off)
windowtype
When the program has been built to support multiple interfaces,
- select which one to use, such as "tty" or "X11" (default de-
+ select which one to use, such as "tty" or "X11" (default de-
pends on build-time settings; use "#version" to check). Cannot
be set with the `O' command.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- When used, it should be the first option set since its value
- might enable or disable the availability of various other op-
- tions. For multiple lines in a configuration file, that would
- be the first non-comment line. For a comma-separated list in
+ When used, it should be the first option set since its value
+ might enable or disable the availability of various other op-
+ tions. For multiple lines in a configuration file, that would
+ be the first non-comment line. For a comma-separated list in
NETHACKOPTIONS or an OPTIONS line in a configuration file, that
would be the rightmost option in the list.
off). Debug mode only.
zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
9.5. Window Port Customization options
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- config file, and if the window port is capable of adjusting to
- suit your preferences, it will attempt to do so. If it can't it
- will silently ignore it. You can find out if an option is sup-
- ported by the window port that you are currently using by check-
- ing to see if it shows up in the Options list. Some options are
- dynamic and can be specified during the game with the `O' com-
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ config file, and if the window port is capable of adjusting to
+ suit your preferences, it will attempt to do so. If it can't it
+ will silently ignore it. You can find out if an option is sup-
+ ported by the window port that you are currently using by check-
+ ing to see if it shows up in the Options list. Some options are
+ dynamic and can be specified during the game with the `O' com-
mand.
align_message
- Where to align or place the message window (top, bottom, left,
+ Where to align or place the message window (top, bottom, left,
or right)
align_status
- Where to align or place the status window (top, bottom, left,
+ Where to align or place the status window (top, bottom, left,
or right).
ascii_map
- If NetHack can, it should display an ascii character map if it
+ If NetHack can, it should display an ascii character map if it
can.
color
monsters, objects, and dungeon features.
eight_bit_tty
- If NetHack can, it should pass eight-bit character values (for
- example, specified with the traps option) straight through to
+ If NetHack can, it should pass eight-bit character values (for
+ example, specified with the traps option) straight through to
your terminal (default off).
font_map
if NetHack can, it should use a font by the chosen name for the
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
map window.
font_menu
- If NetHack can, it should use a font by the chosen name for
+ If NetHack can, it should use a font by the chosen name for
menu windows.
font_message
status window.
font_text
- If NetHack can, it should use a font by the chosen name for
+ If NetHack can, it should use a font by the chosen name for
text windows.
font_size_map
- If NetHack can, it should use this size font for the map win-
+ If NetHack can, it should use this size font for the map win-
dow.
font_size_menu
- If NetHack can, it should use this size font for menu windows.
+ If NetHack can, it should use this size font for menu windows.
font_size_message
If NetHack can, it should use this size font for the message
window.
font_size_text
- If NetHack can, it should use this size font for text windows.
+ If NetHack can, it should use this size font for text windows.
fullscreen
- If NetHack can, it should try and display on the entire screen
+ If NetHack can, it should try and display on the entire screen
rather than in a window.
guicolor
- Use color text and/or highlighting attributes when displaying
- some non-map data (such as menu selector letters). Curses in-
+ Use color text and/or highlighting attributes when displaying
+ some non-map data (such as menu selector letters). Curses in-
terface only; default is on.
large_font
If NetHack can, it should use a large font.
map_mode
- If NetHack can, it should display the map in the manner speci-
+ If NetHack can, it should display the map in the manner speci-
fied.
player_selection
- If NetHack can, it should pop up dialog boxes, or use prompts
+ If NetHack can, it should pop up dialog boxes, or use prompts
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
preload_tiles
If NetHack can, it should preload tiles into memory. For exam-
- ple, in the protected mode MS-DOS version, control whether
- tiles get pre-loaded into RAM at the start of the game. Doing
- so enhances performance of the tile graphics, but uses more
+ ple, in the protected mode MS-DOS version, control whether
+ tiles get pre-loaded into RAM at the start of the game. Doing
+ so enhances performance of the tile graphics, but uses more
memory. (default on). Cannot be set with the `O' command.
scroll_amount
- If NetHack can, it should scroll the display by this number of
+ If NetHack can, it should scroll the display by this number of
cells when the hero reaches the scroll_margin.
scroll_margin
- If NetHack can, it should scroll the display when the hero or
- cursor is this number of cells away from the edge of the win-
+ If NetHack can, it should scroll the display when the hero or
+ cursor is this number of cells away from the edge of the win-
dow.
selectsaved
- If NetHack can, it should display a menu of existing saved
+ If NetHack can, it should display a menu of existing saved
games for the player to choose from at game startup, if it can.
Not all ports support this option.
softkeyboard
- Display an onscreen keyboard. Handhelds are most likely to
+ Display an onscreen keyboard. Handhelds are most likely to
support this option.
splash_screen
it starts up (default yes).
statuslines
- Number of lines for traditional below-the-map status display.
- Acceptable values are 2 and 3 (default is 2). Curses and tty
+ Number of lines for traditional below-the-map status display.
+ Acceptable values are 2 and 3 (default is 2). Curses and tty
interfaces only.
term_cols and
term_rows
- Curses interface only. Number of columns and rows to use for
+ Curses interface only. Number of columns and rows to use for
the display. Curses will attempt to resize to the values spec-
- ified but will settle for smaller sizes if they are too big.
+ ified but will settle for smaller sizes if they are too big.
Default is the current window size.
tiled_map
If NetHack can, it should display a tiled map if it can.
tile_file
- Specify the name of an alternative tile file to override the
+ Specify the name of an alternative tile file to override the
default.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
tile_height
- Specify the preferred height of each tile in a tile capable
+ Specify the preferred height of each tile in a tile capable
port.
tile_width
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
(default on, PC NetHack only). Cannot be set with the `O'
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
up_exception option should be followed by a regular expression
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
- A "never pickup" rule takes precedence over an "always pickup"
- rule if both match.
+ The autopickup_exception rules are processed in the order in
+ which they appear in your config file, thus allowing a later
+ rule to override an earlier rule.
- Exceptions can be set with the `O' command, but ones set that
- way will not be preserved across saves and restores.
+ Exceptions can be set with the `O' command, but because they
+ are not included in your config file, they won't be in effect
+ if you save and then restore your game. autopickup_exception
+ rules and not saved with the game.
Here are some examples:
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
- The first example above will result in autopickup of any
- type of arrow. The second example results in the exclusion of
- any corpse from autopickup. The last example results in the ex-
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
9.9. Changing Key Bindings
- It is possible to change the default key bindings of some
- special commands, menu accelerator keys, and extended commands,
- by using BIND stanzas in the configuration file. Format is key,
- followed by the command to bind to, separated by a colon. The
+ It is possible to change the default key bindings of some
+ special commands, menu accelerator keys, and extended commands,
+ by using BIND stanzas in the configuration file. Format is key,
+ followed by the command to bind to, separated by a colon. The
key can be a single character ("x"), a control key ("^X", "C-x"),
a meta key ("M-x"), or a three-digit decimal ASCII code.
BIND=v:loot
Extended command keys
- You can bind multiple keys to the same extended command. Un-
- bind a key by using "nothing" as the extended command to bind
- to. You can also bind the "<esc>", "<enter>", and "<space>"
+ You can bind multiple keys to the same extended command. Un-
+ bind a key by using "nothing" as the extended command to bind
+ to. You can also bind the "<esc>", "<enter>", and "<space>"
keys.
Menu accelerator keys
- The menu control or accelerator keys can also be rebound via
- OPTIONS-lines in the config file. You cannot bind object sym-
+ The menu control or accelerator keys can also be rebound via
+ OPTIONS-lines in the config file. You cannot bind object sym-
bols into menu accelerators.
- Special command keys
- Below are the special commands you can rebind. Some of them
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- 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
+ 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.
count
- Prefix key to start a count, to repeat a command this many
+ Prefix key to start a count, to repeat a command this many
times. With number_pad only. Default is `n'.
doinv
Prefix key to force fight a direction. Default is `F'.
fight.numpad
- Prefix key to force fight a direction. With number_pad only.
+ Prefix key to force fight a direction. With number_pad only.
Default is `-'.
getdir.help
- When asked for a direction, the key to show the help. Default
+ When asked for a direction, the key to show the help. Default
is `?'.
getdir.self
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `.'.
getdir.self2
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `s'.
getpos.autodescribe
esting thing. Default is `a'.
getpos.all.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
interesting thing. Default is `A'.
getpos.door.next
- When asked for a location, the key to go to next closest door
+ When asked for a location, the key to go to next closest door
or doorway. Default is `d'.
getpos.door.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
door or doorway. Default is `D'.
- getpos.help
- When asked for a location, the key to show help. Default is
- `?'.
- NetHack 3.6 May 7, 2019
+
+ NetHack 3.6 October 1, 2019
+ getpos.help
+ When asked for a location, the key to show help. Default is
+ `?'.
+
getpos.mon.next
- When asked for a location, the key to go to next closest mon-
+ When asked for a location, the key to go to next closest mon-
ster. Default is `m'.
getpos.mon.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
monster. Default is `M'.
getpos.obj.next
- When asked for a location, the key to go to next closest ob-
+ When asked for a location, the key to go to next closest ob-
ject. Default is `o'.
getpos.obj.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
object. Default is `O'.
getpos.menu
- When asked for a location, and using one of the next or previ-
- ous keys to cycle through targets, toggle showing a menu in-
+ When asked for a location, and using one of the next or previ-
+ ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
getpos.moveskip
- When asked for a location, and using the shifted movement keys
- or meta-digit keys to fast-move around, move by skipping the
+ When asked for a location, and using the shifted movement keys
+ or meta-digit keys to fast-move around, move by skipping the
same glyphs instead of by 8 units. Default is `*'.
getpos.filter
When asked for a location, change the filtering mode when using
- one of the next or previous keys to cycle through targets.
- Toggles between no filtering, in view only, and in the same
+ one of the next or previous keys to cycle through targets.
+ Toggles between no filtering, in view only, and in the same
area only. Default is `"'.
getpos.pick
- When asked for a location, the key to choose the location, and
+ When asked for a location, the key to choose the location, and
possibly ask for more info. Default is `.'.
getpos.pick.once
- When asked for a location, the key to choose the location, and
+ When asked for a location, the key to choose the location, and
skip asking for more info. Default is `,'.
getpos.pick.quick
When asked for a location, the key to choose the location, skip
- asking for more info, and exit the location asking loop. De-
+ asking for more info, and exit the location asking loop. De-
fault is `;'.
getpos.pick.verbose
- When asked for a location, the key to choose the location, and
+ When asked for a location, the key to choose the location, and
show more info without asking. Default is `:'.
- getpos.self
- When asked for a location, the key to go to your location. De-
- fault is `@'.
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ getpos.self
+ When asked for a location, the key to go to your location. De-
+ fault is `@'.
+
getpos.unexplored.next
- When asked for a location, the key to go to next closest unex-
+ When asked for a location, the key to go to next closest unex-
plored location. Default is `x'.
getpos.unexplored.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
unexplored location. Default is `X'.
getpos.valid
- When asked for a location, the key to go to show valid target
+ When asked for a location, the key to go to show valid target
locations. Default is `$'.
getpos.valid.next
- When asked for a location, the key to go to next closest valid
+ When asked for a location, the key to go to next closest valid
location. Default is `z'.
getpos.valid.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
valid location. Default is `Z'.
nopickup
Key to redraw the screen. Default is `^R'.
redraw.numpad
- Key to redraw the screen. With number_pad only. Default is
+ Key to redraw the screen. With number_pad only. Default is
`^L'.
repeat
rush
Prefix key to rush towards a direction. Default is `g'.
- 9.10. Configuring Message Types
- You can change the way the messages are shown in the message
- area, when the message matches a user-defined pattern.
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ 9.10. Configuring Message Types
+
+ You can change the way the messages are shown in the message
+ area, when the message matches a user-defined pattern.
+
In general, the config file entries to configure the message
types look like this: MSGTYPE=type "pattern"
ing ampersand. If no attribute is defined,
no attribute is used.
- The pattern should be a regular expression.
-
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, light-green, yellow, light-blue, light-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- magenta, light-cyan, and white. And no-color, the default
- foreground color, which isn't necessarily the same as any of
- the other colors.
+ The pattern should be a regular expression.
+
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, light-green, yellow, light-blue, light-ma-
+ genta, light-cyan, and white. And no-color, the default fore-
+ ground color, which isn't necessarily the same as any of the
+ other colors.
Allowed attributes are none, bold, dim, underline, blink, and
inverse. "Normal" is a synonym for "none". Note that the
3.6);
pattern - the pattern to match;
sound file - the sound file to play;
- volume - the volume to be set while playing the sound file.
- The pattern should be a POSIX extended regular expression.
+ NetHack 3.6 October 1, 2019
- NetHack 3.6 May 7, 2019
+ NetHack Guidebook 76
- NetHack Guidebook 76
+ volume - the volume to be set while playing the sound file.
+ The pattern should be a POSIX extended regular expression.
9.13. Configuring Status Hilites
Your copy of NetHack may have been compiled with support for
- "Status Hilites". If so, you can customize your game display by
+ "Status Hilites". If so, you can customize your game display by
setting thresholds to change the color or appearance of fields in
the status display.
OPTION=hilite_status:field-name/behavior/color&attributes
- For example, the following line in your configuration file
- will cause the hitpoints field to display in the color red if
+ For example, the following line in your configuration file
+ will cause the hitpoints field to display in the color red if
your hitpoints drop to or below a threshold of 30%:
OPTION=hilite_status:hitpoints/<=30%/red/normal
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
- For another example, the following line in your configura-
- tion file will cause wisdom to be displayed red if it drops and
+ For another example, the following line in your configura-
+ tion file will cause wisdom to be displayed red if it drops and
green if it rises:
OPTION=hilite_status:wisdom/down/red/up/green
- Allowed colors are black, red, green, brown, blue, magenta,
+ Allowed colors are black, red, green, brown, blue, magenta,
cyan, gray, orange, light-green, yellow, light-blue, light-magen-
- ta, light-cyan, and white. And "no-color", the default fore-
+ ta, light-cyan, and white. And "no-color", the default fore-
ground color on the display, which is not necessarily the same as
black or white or any of the other colors.
- Allowed attributes are none, bold, dim, underline, blink,
- and inverse. "Normal" is a synonym for "none"; they should not
+ Allowed attributes are none, bold, dim, underline, blink,
+ and inverse. "Normal" is a synonym for "none"; they should not
be used in combination with any of the other attributes.
To specify both a color and an attribute, use `&' to combine
- them. To specify multiple attributes, use `+' to combine those.
+ them. To specify multiple attributes, use `+' to combine those.
For example: "magenta&inverse+dim".
- Note that the display may substitute or ignore particular
- attributes depending upon its capabilities, and in general may
- interpret the attributes any way it wants. For example, on some
+ Note that the display may substitute or ignore particular
+ attributes depending upon its capabilities, and in general may
+ interpret the attributes any way it wants. For example, on some
display systems a request for bold might yield blink or vice ver-
sa. On others, issuing an attribute request while another is al-
- ready set up will replace the earlier attribute rather than com-
- bine with it. Since NetHack issues attribute requests sequen-
+ ready set up will replace the earlier attribute rather than com-
+ bine with it. Since NetHack issues attribute requests sequen-
tially (at least with the tty interface) rather than all at once,
the only way a situation like that can be controlled is to speci-
fy just one attribute.
- You can adjust the appearance of the following status
- fields:
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ You can adjust the appearance of the following status
+ fields:
title dungeon-level experience-level
strength gold experience
dexterity hitpoints HD
charisma armor-class condition
alignment score
- The pseudo-field "characteristics" can be used to set all six
- of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
- dice", an approximation of experience level displayed when
- polymorphed. "experience", "time", and "score" are condition-
+ The pseudo-field "characteristics" can be used to set all six
+ of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
+ dice", an approximation of experience level displayed when
+ polymorphed. "experience", "time", and "score" are condition-
ally displayed depending upon your other option settings.
- Instead of a behavior, "condition" takes the following condi-
- tion flags: stone, slime, strngl, foodpois, termill, blind,
- deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
- jor_troubles" as an alias for stone through termill, "mi-
+ Instead of a behavior, "condition" takes the following condi-
+ tion flags: stone, slime, strngl, foodpois, termill, blind,
+ deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
+ jor_troubles" as an alias for stone through termill, "mi-
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
when value is below or above the percentage. Use prefix
`<' or `>' to match when strictly below or above. (The
numeric limit is relaxed slightly for those: >-1% and
- <101% are allowed.) Only valid for "hitpoints" and "pow-
- er" fields.
-
- * absolute value sets the attribute when the field value
- matches that number. The number must be 0 or higher, ex-
- cept for "armor-class' which allows negative values, and
- may optionally be preceded by `='. If the number is pre-
- ceded by `<=' or `>=' instead, it also matches when value
- is below or above. If the prefix is `<' or `>', only
- match when strictly above or below.
+ <101% are allowed.) Only four fields support percentage
+ rules. Percentages for "hitpoints" and "power" are
+ straightforward; they're based on the corresponding maxi-
+ mum field. Percentage highlight rules are also allowed
+ for "experience level" and "experience points" (valid when
+ the showexp option is enabled). For those, the percentage
+ is based on the progress from the start of the current ex-
+ perience level to the start of the next level. So if
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ level 2 starts at 20 points and level 3 starts at 40
+ points, having 30 points is 50% and 35 points is 75%.
+ 100% is unattainable for experience because you'll gain a
+ level and the calculations will be reset for that new lev-
+ el, but a rule for =100% is allowed and matches the spe-
+ cial case of being exactly 1 experience point short of the
+ next level.
+
+ * absolute value sets the attribute when the field value
+ matches that number. The number must be 0 or higher, ex-
+ cept for "armor-class' which allows negative values, and
+ may optionally be preceded by `='. If the number is pre-
+ ceded by `<=' or `>=' instead, it also matches when value
+ is below or above. If the prefix is `<' or `>', only
+ match when strictly above or below.
+
* text match sets the attribute when the field value matches
- the text. Text matches can only be used for "alignment",
- "carrying-capacity", "hunger", "dungeon-level", and "ti-
- tle". For title, only the role's rank title is tested;
+ the text. Text matches can only be used for "alignment",
+ "carrying-capacity", "hunger", "dungeon-level", and "ti-
+ tle". For title, only the role's rank title is tested;
the character's name is ignored.
- The in-game options menu can help you determine the correct
+ The in-game options menu can help you determine the correct
syntax for a config file.
- The whole feature can be disabled by setting option sta-
+ The whole feature can be disabled by setting option sta-
tushilites to 0.
Example hilites:
NetHack can load entire symbol sets from the symbol file.
- The options that are used to select a particular symbol set
+ The options that are used to select a particular symbol set
from the symbol file are:
symset
Set the name of the symbol set that you want to load.
roguesymset
- Set the name of the symbol set that you want to load for dis-
+ Set the name of the symbol set that you want to load for dis-
play on the rogue level.
- You can also override one or more symbols using the SYMBOLS
- config file option. Symbols are specified as name:value pairs.
- Note that NetHack escape-processes the value string in conven-
- tional C fashion. This means that \ is a prefix to take the fol-
- lowing character literally. Thus \ needs to be represented as
- \\. The special prefix form \m switches on the meta bit in the
- symbol value, and the ^ prefix causes the following character to
- be treated as a control character.
-
- NetHack Symbols
- Default Symbol Name Description
- ------------------------------------------------------------------------
- S_air (air)
- _ S_altar (altar)
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ You can also override one or more symbols using the SYMBOLS
+ config file option. Symbols are specified as name:value pairs.
+ Note that NetHack escape-processes the value string in conven-
+ tional C fashion. This means that \ is a prefix to take the fol-
+ lowing character literally. Thus \ needs to be represented as
+ \\. The special prefix form \m switches on the meta bit in the
+ symbol value, and the ^ prefix causes the following character to
+ be treated as a control character.
+
+ NetHack Symbols
+ Default Symbol Name Description
+ ------------------------------------------------------------------------
+ S_air (air)
+ _ S_altar (altar)
" S_amulet (amulet)
A S_angel (angelic being)
a S_ant (ant or other insect)
- S_explode2 (explosion top center)
\ S_explode3 (explosion top right)
| S_explode4 (explosion middle left)
+
+
+
+ NetHack 3.6 October 1, 2019
+
+
+
+
+
+ NetHack Guidebook 80
+
+
+
S_explode5 (explosion middle center)
| S_explode6 (explosion middle right)
\ S_explode7 (explosion bottom left)
{ S_fountain (fountain)
F S_fungus (fungus or mold)
* S_gem (gem or rock)
-
-
-
- NetHack 3.6 May 7, 2019
-
-
-
-
-
- NetHack Guidebook 80
-
-
-
S_ghost (ghost)
H S_giant (giant humanoid)
G S_gnome (gnome)
N S_naga (naga)
. S_ndoor (doorway without door)
n S_nymph (nymph)
+
+
+
+ NetHack 3.6 October 1, 2019
+
+
+
+
+
+ NetHack Guidebook 81
+
+
+
O S_ogre (ogre)
o S_orc (orc)
p S_piercer (piercer)
= S_ring (ring)
` S_rock (boulder or statue)
r S_rodent (rodent)
-
-
-
- NetHack 3.6 May 7, 2019
-
-
-
-
-
- NetHack Guidebook 81
-
-
-
^ S_rolling_boulder_trap (rolling boulder trap)
. S_room (floor of a room)
/ S_rslant (diagonal beam [zap animation])
# S_tree (tree)
T S_troll (troll)
| S_trwall (wall)
+
+
+
+ NetHack 3.6 October 1, 2019
+
+
+
+
+
+ NetHack Guidebook 82
+
+
+
- S_tuwall (wall)
U S_umber (umber hulk)
u S_unicorn (unicorn or horse)
. S_vodbridge (vertical lowered drawbridge)
- S_vodoor (open door in vertical wall)
v S_vortex (vortex)
-
-
-
- NetHack 3.6 May 7, 2019
-
-
-
-
-
- NetHack Guidebook 82
-
-
-
| S_vwall (vertical wall)
/ S_wand (wand)
} S_water (water)
Z S_zombie (zombie)
z S_zruty (zruty)
- There is one additional class of object, described as
- "strange object", 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 "S_mimic_def", it is a different symbol and there is no cor-
- responding "S_strange_object" symbol nor any way to assign an al-
- ternate value for it.
-
9.15. Configuring NetHack for Play by the Blind
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- examine this Guidebook before playing so you have an idea what
- the screen layout is like. You'll also need to be able to locate
- the PC cursor. It is always where your character is located.
- Merely searching for an @-sign will not always find your charac-
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
- NetHack 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
+ 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
- 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.
-
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
+ and other POSIX systems, define MSGHANDLER to enable it. To use
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ 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.
+
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
somewhat daunting. Included within the "symbols" file of all of-
ficial distributions of NetHack is a symset called NHAccess. Se-
- lecting that symset in your configuration file will cause the
- game to run in a manner accessible to the blind. After you have
- gained some experience with the game and with editing files, you
- may want to alter settings via SYMBOLS= in your configuration
- file to better suit your preferences. The most crucial settings
+ lecting that symset in your configuration file will cause the
+ game to run in a manner accessible to the blind. After you have
+ gained some experience with the game and with editing files, you
+ may want to alter settings via SYMBOLS= in your configuration
+ file to better suit your preferences. The most crucial settings
to make the game accessible are:
symset:NHAccess
Load a symbol set appropriate for use by blind players.
roguesymset:NHAccess
- Load a symbol set for the rogue level that is appropriate for
+ Load a symbol set for the rogue level that is appropriate for
use by blind players.
menustyle:traditional
Show menus on a cleared screen and aligned to the left edge.
number_pad
- A lot of speech access programs use the number-pad to review
+ A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
autodescribe
- Automatically describe the terrain under the cursor when tar-
+ Automatically describe the terrain under the cursor when tar-
geting.
mention_walls
- Give feedback messages when walking towards a wall or when
+ Give feedback messages when walking towards a wall or when
travel command was interrupted.
whatis_coord:compass
- When targeting with cursor, describe the cursor position with
+ When targeting with cursor, describe the cursor position with
coordinates relative to your character.
whatis_filter:area
- When targeting with cursor, filter possible locations so only
- those in the same area (eg. same room, or same corridor) are
+ When targeting with cursor, filter possible locations so only
+ those in the same area (eg. same room, or same corridor) are
considered.
whatis_moveskip
- When targeting with cursor and using fast-move, skip the same
+ When targeting with cursor and using fast-move, skip the same
glyphs instead of moving 8 units at a time.
- nostatus_updates
- Prevent updates to the status lines at the bottom of the
- screen, if your screen-reader reads those lines. The same in-
- formation can be seen via the #attributes command.
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ nostatus_updates
+ Prevent updates to the status lines at the bottom of the
+ screen, if your screen-reader reads those lines. The same in-
+ formation can be seen via the #attributes command.
+
9.16. Global Configuration for System Administrators
- If NetHack is compiled with the SYSCF option, a system ad-
- ministrator should set up a global configuration; this is a file
+ If NetHack is compiled with the SYSCF option, a system ad-
+ ministrator should set up a global configuration; this is a file
in the same format as the traditional per-user configuration file
(see above). This file should be named sysconf and placed in the
- same directory as the other NetHack support files. The options
+ same directory as the other NetHack support files. The options
recognized in this file are listed below. Any option not set us-
- es a compiled-in default (which may not be appropriate for your
+ es a compiled-in default (which may not be appropriate for your
system).
- WIZARDS = A space-separated list of user names who are allowed
+ WIZARDS = A space-separated list of user names who are allowed
to play in debug mode (commonly referred to as wizard mode). A
value of a single asterisk (*) allows anyone to start a game in
debug mode.
SHELLERS = A list of users who are allowed to use the shell es-
cape command (!). The syntax is the same as WIZARDS.
- EXPLORERS = A list of users who are allowed to use the explore
+ EXPLORERS = A list of users who are allowed to use the explore
mode. The syntax is the same as WIZARDS.
MAXPLAYERS = Limit the maximum number of games that can be run-
ning at the same time.
- SUPPORT = A string explaining how to get local support (no de-
+ SUPPORT = A string explaining how to get local support (no de-
fault value).
- RECOVER = A string explaining how to recover a game on this
+ RECOVER = A string explaining how to recover a game on this
system (no default value).
- SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
- option. When disabled, incubi and succubi behave like nymphs.
+ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
+ option. When disabled, incubi and succubi behave like nymphs.
CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
ARDS, and SHELLERS check for the player name instead of the us-
ENTRYMAX = Maximum number of entries in the score file.
- POINTSMIN = Minimum number of points to get an entry in the
- score file.
-
- PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
- spectively, to identify unique people for the score file.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ POINTSMIN = Minimum number of points to get an entry in the
+ score file.
+
+ PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
+ spectively, to identify unique people for the score file.
+
MAX_STATUENAME_RANK = Maximum number of score file entries to
use for random statue names (default is 10).
falter in fear, aware of their ignorance of the means to survive.
Well, fear not. Your dungeon comes equipped with an "explore" or
"discovery" mode that enables you to keep old save files and
- cheat death, at the paltry cost of not getting on the high score
- list.
-
- There are two ways of enabling explore mode. One is to
- start the game with the -X command-line switch or with the play-
- mode:explore option. The other is to issue the "#exploremode"
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ cheat death, at the paltry cost of not getting on the high score
+ list.
+
+ There are two ways of enabling explore mode. One is to
+ start the game with the -X command-line switch or with the play-
+ mode:explore option. The other is to issue the "#exploremode"
extended command while already playing the game. Starting a new
game in explore mode provides your character with a wand of wish-
ing in initial inventory; switching during play does not. The
in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
- R. Black ported PC HACK 3.51 to Lattice C and the Atari
- 520/1040ST, producing ST Hack 1.03.
- Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ R. Black ported PC HACK 3.51 to Lattice C and the Atari
+ 520/1040ST, producing ST Hack 1.03.
+
+ Mike Stephenson merged these various versions back together,
+ incorporating many of the added features, and produced NetHack
1.4. He then coordinated a cast of thousands in enhancing and
- debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
+ debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
oint, and Janet Walz, to produce NetHack 3.0c.
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
+ NetHack 3.0 was ported to the Atari by Eric R. Smith, to
+ OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main NetHack Development
Team to produce subsequent revisions of 3.0.
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
+ Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
+ Meluch, Stephen Spackman and Pierre Martineau designed overlay
+ code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the NetHack Development Team which now included
- Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
- Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the NetHack Development Team which now included
+ Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
+ Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
Eric Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
+ the code. They added multiple dungeons, a new display, special
+ individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
+ Ken Lorber, Gregg Wonderly and Greg Olson, with help from
+ Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
+ Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
- Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
- Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
+ Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
+ Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their de-
velopment, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the NetHack De-
- velopment Team and tile support was then added to other plat-
- forms.
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ Dean Luick, with help from David Cohrs, developed NetHack
+ 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the NetHack De-
+ velopment Team and tile support was then added to other plat-
+ forms.
+
The 3.2 NetHack Development Team, comprised of Michael Alli-
son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
- ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
+ ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original NetHack Development
- Team remained on the team at the start of work on that release.
- During the interval between the release of 3.1.3 and 3.2, one of
- the founding members of the NetHack Development Team, Dr. Izchak
- Miller, was diagnosed with cancer and passed away. That release
- of the game was dedicated to him by the development and porting
+ the development team. In a testament to their dedication to the
+ game, all thirteen members of the original NetHack Development
+ Team remained on the team at the start of work on that release.
+ During the interval between the release of 3.1.3 and 3.2, one of
+ the founding members of the NetHack Development Team, Dr. Izchak
+ Miller, was diagnosed with cancer and passed away. That release
+ of the game was dedicated to him by the development and porting
teams.
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
- asts of the game added their own modifications to the game and
+ asts of the game added their own modifications to the game and
made these "variants" publicly available:
- Tom Proudfoot and Yuval Oren created NetHack++, which was
- quickly renamed NetHack--. Working independently, Stephen White
- wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
+ Tom Proudfoot and Yuval Oren created NetHack++, which was
+ quickly renamed NetHack--. Working independently, Stephen White
+ wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
- wick Allison improved the spell casting system with the Wizard
- Patch. Warwick Allison also ported NetHack to use the Qt inter-
+ wick Allison improved the spell casting system with the Wizard
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'EM, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the NetHack Development Team and in-
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'EM, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the NetHack Development Team and in-
corporated the best of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
- was released simultaneously with 3.3.0 in December 1999 just in
+ was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
- The 3.3 NetHack Development Team, consisting of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
- Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
- ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
- Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
+ The 3.3 NetHack Development Team, consisting of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
+ Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
+ ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
+ Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
in August of 2000.
Version 3.3 offered many firsts. It was the first version to
- separate race and profession. The Elf class was removed in pref-
+ separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
- made their first appearance in the game alongside the familiar
- human race. Monk and Ranger roles joined Archeologists, Barbar-
- ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
- Tourists, Valkyries and of course, Wizards. It was also the
- first version to allow you to ride a steed, and was the first
- version to have a publicly available web-site listing all the
- bugs that had been discovered. Despite that constantly growing
+ made their first appearance in the game alongside the familiar
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- bug list, 3.3 proved stable enough to last for more than a year
+ human race. Monk and Ranger roles joined Archeologists, Barbar-
+ ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
+ Tourists, Valkyries and of course, Wizards. It was also the
+ first version to allow you to ride a steed, and was the first
+ version to have a publicly available web-site listing all the
+ bugs that had been discovered. Despite that constantly growing
+ bug list, 3.3 proved stable enough to last for more than a year
and a half.
- The 3.4 NetHack Development Team initially consisted of
- Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
- Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
- Walz, and Paul Winner, with Warwick Allison joining just before
+ The 3.4 NetHack Development Team initially consisted of
+ Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
+ Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
+ Walz, and Paul Winner, with Warwick Allison joining just before
the release of NetHack 3.4.0 in March 2002.
- As with version 3.3, various people contributed to the game
+ As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
- Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
+ Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
+ Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
hanced the Macintosh port of 3.4.
- Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
- and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
+ Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
+ and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
- face for the Windows port. Alex Kompel also contributed a Win-
+ face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
- the past several releases. Unfortunately Ron's last OS/2 machine
- stopped working in early 2006. A great many thanks to Ron for
+ the past several releases. Unfortunately Ron's last OS/2 machine
+ stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
- Janne Salmijarvi and Teemu Suikki maintained and enhanced
- the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
Christian "Marvin" Bressler maintained 3.4 for the Atari af-
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
- for more than a decade. The NetHack Development Team slowly and
- quietly continued to work on the game behind the scenes during
- the tenure of 3.4.3. It was during that same period that several
+ for more than a decade. The NetHack Development Team slowly and
+ quietly continued to work on the game behind the scenes during
+ the tenure of 3.4.3. It was during that same period that several
new variants emerged within the NetHack community. Notably
sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack
- and its successors originally by Daniel Thaler and then by Alex
- Smith, and Dynahack by Tung Nguyen. Some of those variants con-
- tinue to be developed, maintained, and enjoyed by the community
- to this day.
+ and its successors originally by Daniel Thaler and then by Alex
- In September 2014, an interim snapshot of the code under de-
- velopment was released publicly by other parties. Since that code
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- was a work-in-progress and had not gone through the process of
- debugging it as a suitable release, it was decided that the ver-
- sion numbers present on that code snapshot would be retired and
- never used in an official NetHack release. An announcement was
- posted on the NetHack Development Team's official nethack.org
- website to that effect, stating that there would never be a
+ Smith, and Dynahack by Tung Nguyen. Some of those variants con-
+ tinue to be developed, maintained, and enjoyed by the community
+ to this day.
+
+ In September 2014, an interim snapshot of the code under de-
+ velopment was released publicly by other parties. Since that code
+ was a work-in-progress and had not gone through the process of
+ debugging it as a suitable release, it was decided that the ver-
+ sion numbers present on that code snapshot would be retired and
+ never used in an official NetHack release. An announcement was
+ posted on the NetHack Development Team's official nethack.org
+ website to that effect, stating that there would never be a
3.4.4, 3.5, or 3.5.0 official release version.
- In January 2015, preparation began for the release of
+ In January 2015, preparation began for the release of
NetHack 3.6.
- At the beginning of development for what would eventually
- get released as 3.6.0, the NetHack Development Team consisted of
- Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
- Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
- son, Janet Walz, and Paul Winner. In early 2015, ahead of the
+ At the beginning of development for what would eventually
+ get released as 3.6.0, the NetHack Development Team consisted of
+ Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
+ Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
+ son, Janet Walz, and Paul Winner. In early 2015, ahead of the
release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
S. Ray joined the NetHack Development Team.
Near the end of the development of 3.6.0, one of the signif-
- icant inspirations for many of the humorous and fun features
- found in the game, author Terry Pratchett, passed away. NetHack
+ icant inspirations for many of the humorous and fun features
+ found in the game, author Terry Pratchett, passed away. NetHack
3.6.0 introduced a tribute to him.
3.6.0 was released in December 2015, and merged work done by
- the development team since the release of 3.4.3 with some of the
+ the development team since the release of 3.4.3 with some of the
beloved community patches. Many bugs were fixed and some code was
restructured.
- The NetHack Development Team, as well as Steve VanDevender
+ The NetHack Development Team, as well as Steve VanDevender
and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
- Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
+ Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
tained the port of NetHack 3.6 for Mac OSX.
- Michael Allison, David Cohrs, Barton House, Pasi Kallinen,
- Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
+ Michael Allison, David Cohrs, Barton House, Pasi Kallinen,
+ Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
tained the port of NetHack 3.6 for Microsoft Windows.
- Pat Rankin attempted to keep the VMS port running for
+ Pat Rankin attempted to keep the VMS port running for
NetHack 3.6, hindered by limited access. Kevin Smolkowski has up-
- dated and tested it for the most recent version of OpenVMS (V8.4
+ dated and tested it for the most recent version of OpenVMS (V8.4
as of this writing) on Alpha and Integrity (aka Itanium aka IA64)
but not VAX.
- Ray Chason resurrected the msdos port for 3.6 and contrib-
+ Ray Chason resurrected the msdos port for 3.6 and contrib-
uted the necessary updates to the community at large.
- In late April 2018, several hundred bug fixes for 3.6.0 and
- some new features were assembled and released as NetHack 3.6.1.
- The NetHack Development Team at the time of release of 3.6.1 con-
- sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
- Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
- Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
+ In late April 2018, several hundred bug fixes for 3.6.0 and
+ some new features were assembled and released as NetHack 3.6.1.
+ The NetHack Development Team at the time of release of 3.6.1 con-
+ sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
+ Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
+ Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
Stephenson, Janet Walz, and Paul Winner.
In early May 2019, another 320 bug fixes along with some en-
- hancements and the adopted curses window port, were released as
+ hancements and the adopted curses window port, were released as
3.6.2.
The official NetHack web site is maintained by Ken Lorber at
12.1. SPECIAL THANKS
On behalf of the NetHack community, thank you very much once
- again to M. Drew Streib and Pasi Kallinen for providing a public
- NetHack server at nethack.alt.org. Thanks to Keith Simpson and
+ again to M. Drew Streib and Pasi Kallinen for providing a public
+ NetHack server at nethack.alt.org. Thanks to Keith Simpson and
Andy Thomson for hardfought.org. Thanks to all those unnamed dun-
- geoneers who invest their time and effort into annual NetHack
- tournaments such as Junethack, The November NetHack Tournament
- and in days past, devnull.net (gone for now, but not forgotten).
+ geoneers who invest their time and effort into annual NetHack
+ tournaments such as Junethack, The November NetHack Tournament
+ and in days past, devnull.net (gone for now, but not forgotten).
- - - - - - - - - -
David Gentzel Kevin Darcy Ron Van Iwaarden
David Hairston Kevin Hugo Ronnen Miller
Dean Luick Kevin Sitze Ross Brown
- Del Lamb Kevin Smolkowski Sascha Wostmann
- Derek S. Ray Kevin Sweet Scott Bigham
- Deron Meranda Lars Huttar Scott R. Turner
- Dion Nicolaas Leon Arnott Sean Hunt
- Dylan O'Donnell M. Drew Streib Stephen Spackman
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019
+ Del Lamb Kevin Smolkowski Sascha Wostmann
+ Derek S. Ray Kevin Sweet Scott Bigham
+ Deron Meranda Lars Huttar Scott R. Turner
+ Dion Nicolaas Leon Arnott Sean Hunt
+ Dylan O'Donnell M. Drew Streib Stephen Spackman
Eric Backus Malcolm Ryan Stefan Thielscher
Eric Hendrickson Mark Gooderum Stephen White
Eric R. Smith Mark Modrall Steve Creps
-
-
-
-
-
- NetHack 3.6 May 7, 2019
+ NetHack 3.6 October 1, 2019