Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
- December 11, 2020
+ December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
you have seen on the current dungeon level; as you explore more
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
you have available for spell casting. Again, resting will
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
scribe things that are impossible to represent visually. If you
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
Da - drop all objects, without asking for confirmation.
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
an arrow while not wielding a bow, you are throwing it by
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
(R)UNIX is a registered trademark of The Open Group.
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
! Escape to a shell. See "#shell" below for more details.
+ Del Show map without obstructions. You can view the explored
+ portion of the current level's map without monsters; without
+ monsters and objects; or without monsters, objects, and
+ traps.
+
+ The <del> key is also shown as <delete> on some keyboards or
+ <rubout> on others. It is sometimes displayed as ^? even
+ though that is not an actual control character.
+
+ Many terminals have an option to swap the <delete> and
+ <backspace> keys, so typing the <del> key might not execute
+ this command. If that happens, you can use the extended
+ command "#terrain" instead.
+
# Perform an extended command.
Adjust inventory letters (most useful when the fixinv option
is "on"). Autocompletes. Default key is `M-a'.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 19
+
+
+
This command allows you to move an item from one particular
inventory slot to another so that it has a letter which is
more meaningful for you or that it will appear in a particu-
stacks when moving to the destination. That behavior has
been changed; to gather compatible stacks, "#adjust" a stack
into its own inventory slot. If it has a name assigned,
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 19
-
-
-
other stacks with the same name or with no name will merge
provided that all their other attributes match. If it does
not have a name, only other stacks with no name are eligi-
the current level (same as "#annotate"). Default key is
`C'.
- #cast
- Cast a spell. Default key is `Z'.
-
- #chat
- Talk to someone. Default key is `M-c'.
- #close
- Close a door. Default key is `c'.
- #conduct
- List voluntary challenges you have maintained. Autocom-
- pletes. Default key is `M-C'.
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 20
+ #cast
+ Cast a spell. Default key is `Z'.
- NetHack Guidebook 20
+ #chat
+ Talk to someone. Default key is `M-c'.
+ #close
+ Close a door. Default key is `c'.
+ #conduct
+ List voluntary challenges you have maintained. Autocom-
+ pletes. Default key is `M-C'.
See the section below entitled "Conduct" for details.
#force
Force a lock. Autocompletes. Default key is `M-f'.
- #glance
- 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
- number_pad is on.
- #herecmdmenu
- Show a menu of possible actions in your current location.
- #history
- Show long version and game history. Default key is `V'.
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 21
- NetHack Guidebook 21
+ #glance
+ 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
+ number_pad is on.
+ #herecmdmenu
+ Show a menu of possible actions in your current location.
+ #history
+ Show long version and game history. Default key is `V'.
#inventory
Show your inventory. Default key is `i'.
Loot a box or bag on the floor beneath you, or the saddle
from a steed standing next to you. Autocompletes. Precede
with the `m' prefix to skip containers at your location and
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 22
+
+
+
go directly to removing a saddle. Default key is `M-l', and
also `l' if number_pad is on.
#offer
Offer a sacrifice to the gods. Autocompletes. Default key
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 22
-
-
-
is `M-o'.
You'll need to find an altar to have any chance at success.
Pick up things at the current location. Default key is `,'.
The `m' prefix forces use of a menu.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 23
+
+
+
#polyself
Polymorph self. Autocompletes. Debug mode only.
praying right away.) Since using this command by accident
can cause trouble, there is an option to make you confirm
your intent before praying. It is enabled by default, and
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 23
-
-
-
you can reset the paranoid_confirmation option to disable
it.
#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-
- r'.
- #save
- Save the game and exit the program. Default key is `S'.
+ NetHack 3.7 December 13, 2020
- #search
- Search for traps and secret doors around you. Default key
- is `s'.
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 24
+ Default key is `M-R'.
- NetHack Guidebook 24
+ #rub
+ 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
+ is `s'.
#seeall
Show all equipment in use. Default key is `*'.
objects and monsters temporarily removed, making it possible
to see all discovered traps.) Default key is `^'.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 25
+
+
+
#sit
Sit down. Autocompletes. Default key is `M-s'.
disabled at the time the program is built. When enabled,
mainly useful for tty and curses interfaces on UNIX. Use
the shell command `fg' to return to the game. Default key
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 25
-
-
-
is `^Z'.
#swap
Teleport around the level. Default key is `^T'.
#terrain
- Show bare map without displaying monsters, objects, or
- traps. Autocompletes.
+ Show map without obstructions. In normal play you can view
+ the explored portion of the current level's map without mon-
+ sters; without monsters and objects; or without monsters,
+ objects, and traps.
+
+ In explore mode, you can choose to view the full map rather
+ than just its explored portion. In debug mode there are ad-
+ ditional choices.
+
+ Autocompletes. Default key is `<del>' or `<delete>' (see
+ Del above).
#therecmdmenu
Show a menu of possible actions in a location next to you.
Look at the timeout queue. Autocompletes. Debug mode only.
#tip
- Tip over a container (bag or box) to pour out its contents.
- Autocompletes. Default key is `M-T'. The `m' prefix makes
+ Tip over a container (bag or box) to pour out its contents.
+ Autocompletes. Default key is `M-T'. The `m' prefix makes
the command use a menu.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 26
+
+
+
#travel
- Travel to a specific location on the map. Default key is
+ Travel to a specific location on the map. Default key is
`_'. Using the "request menu" prefix shows a menu of inter-
- esting targets in sight without asking to move the cursor.
- When picking a target with cursor and the autodescribe op-
- tion is on, the top line will show "(no travel path)" if
+ esting targets in sight without asking to move the cursor.
+ When picking a target with cursor and the autodescribe op-
+ tion is on, the top line will show "(no travel path)" if
your character does not know of a path to that location.
#turn
Toggle two-weapon combat on or off. Autocompletes. Default
key is `X', and also `M-2' if number_pad is off.
- Note that you must use suitable weapons for this type of
+ Note that you must use suitable weapons for this type of
combat, or it will be automatically turned off.
#untrap
Untrap something (trap, door, or chest). Default key is `M-
u', and `u' if number_pad is on.
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 26
-
-
-
- In some circumstances it can also be used to rescue trapped
+ In some circumstances it can also be used to rescue trapped
monsters.
#up
#version
Print compile time options for this version of NetHack.
- The second paragraph lists the user interface(s) that are
- included. If there are more than one, you can use the win-
+ The second paragraph lists the user interface(s) that are
+ included. If there are more than one, you can use the win-
dowtype option in your run-time configuration file to select
the one you want.
Autocompletes. Default key is `M-v'.
#versionshort
- Show the program's version number, plus the date and time
- that the running copy was built from sources (not the ver-
+ Show the program's version number, plus the date and time
+ that the running copy was built from sources (not the ver-
sion's release date). Default key is `v'.
#vision
Show vision array. Autocompletes. Debug mode only.
#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.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 27
+
+
+
#wear
Wear a piece of armor. Default key is `W'.
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
Debug mode only.
#wizbury
- Bury objects under and around you. Autocompletes. Debug
+ Bury objects under and around you. Autocompletes. Debug
mode only.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 27
-
-
-
#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
+ than one. Autocompletes. Debug mode only. Default key is
`^G'.
#wizidentify
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
- Verify rumor boundaries by displaying first and last true
+ Verify rumor boundaries by displaying first and last true
rumors and first and last false rumors.
- Also displays first, second, and last random engravings,
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 28
+
+
+
+ Also displays first, second, and last random engravings,
epitaphs, and hallucinatory monsters.
Autocompletes. Debug mode only.
#wizseenv
- Show map locations' seen vectors. Autocompletes. Debug
+ Show map locations' seen vectors. Autocompletes. Debug
mode only.
#wizsmell
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
Show wall modes. Autocompletes. Debug mode only.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 28
-
-
-
#zap
Zap a wand. Default key is `z'.
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 Windows, OS/2, PC and ST NetHack, the "Alt" key can be
+ In Windows, 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
+ this behavior. On other systems, if typing "Alt" plus another
+ key transmits a two character sequence consisting of an Escape
followed by the other key, you may set the altmeta option to have
NetHack combine them into meta+key.
M-c #chat
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 29
+
+
+
M-C #conduct
M-d #dip
M-p #pray
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 29
-
-
-
M-q #quit
M-r #rub
- 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
k #kick
- l #loot
- N #name
- u #untrap
- 5. Rooms and corridors
+ NetHack 3.7 December 13, 2020
- 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 and appear to be solid rock.
- You can find them with the `s' (search) command when adjacent to
- them. Multiple search attempts may be needed. When searching is
- successful, secret corridors become ordinary open corridor loca-
- tions. Mapping magic reveals secret corridors, so converts them
- into ordinary corridors and shows them as such.
- 5.1. Doorways
- Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
- which may be open, closed, or locked. To open a closed door, use
+ NetHack Guidebook 30
- NetHack 3.7 December 11, 2020
+ l #loot
+ N #name
+ u #untrap
- NetHack Guidebook 30
+ 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.
+ Walls and corridors remain on the map as you explore them.
+ Secret corridors are hidden and appear to be solid rock.
+ You can find them with the `s' (search) command when adjacent to
+ them. Multiple search attempts may be needed. When searching is
+ successful, secret corridors become ordinary open corridor loca-
+ tions. Mapping magic reveals secret corridors, so converts them
+ into ordinary corridors and shows them as such.
+ 5.1. Doorways
- the `o' (open) command; to close it again, use the `c' (close)
- command. By default the autoopen option is enabled, so simply
- attempting to walk onto a closed door's location will attempt to
- open it without needing `o'. Opening via autoopen will not work
- if you are confused or stunned or suffer from the fumbling at-
+ Doorways connect rooms and corridors. Some doorways have no
+ doors; you can walk right through. Others have doors in them,
+ which may be open, closed, or locked. To open a closed door, use
+ the `o' (open) command; to close it again, use the `c' (close)
+ command. By default the autoopen option is enabled, so simply
+ attempting to walk onto a closed door's location will attempt to
+ open it without needing `o'. Opening via autoopen will not work
+ if you are confused or stunned or suffer from the fumbling at-
tribute.
- 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 except on one particular
level (described by "#overview" as "a primitive area").
- Unlocking magic exists but usually won't be available early
+ Unlocking magic exists but usually won't be available early
on. You can get through a locked door without magic by first us-
- ing an unlocking tool with the `a' (apply) command, and then
+ ing an unlocking tool with the `a' (apply) command, and then
opening it. By default the autounlock option is also enabled, so
- if you attempt to open (via `o' or autoopen) a locked door while
- carrying an unlocking tool, you'll be asked whether to use it on
- the door's lock. Alternatively, you can break a closed door
- (whether locked or not) down by kicking it via the `^D' (kick)
- command. Kicking down a door destroys it and makes a lot of
+ if you attempt to open (via `o' or autoopen) a locked door while
+ carrying an unlocking tool, you'll be asked whether to use it on
+ the door's lock. Alternatively, you can break a closed door
+ (whether locked or not) down by kicking it via the `^D' (kick)
+ command. Kicking down a door destroys it and makes a lot of
noise which might wake sleeping monsters.
- Some closed doors are booby-trapped and will explode if an
- attempt is made to open (when unlocked) or unlock (when locked)
- or kick down. Like kicking, an explosion destroys the door and
- makes a lot of noise. The "#untrap" command can be used to
- search a door for traps but might take multiple attempts to find
+ Some closed doors are booby-trapped and will explode if an
+ attempt is made to open (when unlocked) or unlock (when locked)
+ or kick down. Like kicking, an explosion destroys the door and
+ makes a lot of noise. The "#untrap" command can be used to
+ search a door for traps but might take multiple attempts to find
one. When one is found, you'll be asked whether to try to disarm
- it. If you accede, success will eliminate the trap but failure
- will set off the trap's explosion. (If you decline, you effec-
- tively forget that a trap was found there.)
- Closed doors can be useful for shutting out monsters. Most
- monsters cannot open closed doors, although a few don't need to
- (for example, ghosts can walk through doors and fog clouds can
- flow under them). Some monsters who can open doors can also use
- unlocking tools. And some (giants) can smash doors.
- Secret doors are hidden and appear to be ordinary wall (from
- inside a room) or solid rock (from outside). You can find them
- with the `s' (search) command but it might take multiple tries
- (possibly many tries if your luck is poor). Once found they are
- in all ways equivalent to normal doors. Mapping magic does not
- reveal secret doors.
+ NetHack 3.7 December 13, 2020
- 5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- intruder. For example, you may suddenly fall into a pit and be
- stuck for a few turns trying to climb out (see below). A trap
- usually won't appear on your map until you trigger it by moving
- onto it, you see someone else trigger it, or you discover it with
- the `s' (search) command (multiple attempts are often needed; if
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 31
+ it. If you accede, success will eliminate the trap but failure
+ will set off the trap's explosion. (If you decline, you effec-
+ tively forget that a trap was found there.)
- NetHack Guidebook 31
+ Closed doors can be useful for shutting out monsters. Most
+ monsters cannot open closed doors, although a few don't need to
+ (for example, ghosts can walk through doors and fog clouds can
+ flow under them). Some monsters who can open doors can also use
+ unlocking tools. And some (giants) can smash doors.
+ Secret doors are hidden and appear to be ordinary wall (from
+ inside a room) or solid rock (from outside). You can find them
+ with the `s' (search) command but it might take multiple tries
+ (possibly many tries if your luck is poor). Once found they are
+ in all ways equivalent to normal doors. Mapping magic does not
+ reveal secret doors.
+ 5.2. Traps (`^')
- your luck is poor, many attempts might be needed). Wands of se-
- cret door detection and spell of detect unseen also reveal traps
- within a modest radius but only if the trap is also within line-
+ There are traps throughout the dungeon to snare the unwary
+ intruder. For example, you may suddenly fall into a pit and be
+ stuck for a few turns trying to climb out (see below). A trap
+ usually won't appear on your map until you trigger it by moving
+ onto it, you see someone else trigger it, or you discover it with
+ the `s' (search) command (multiple attempts are often needed; if
+ your luck is poor, many attempts might be needed). Wands of se-
+ cret door detection and spell of detect unseen also reveal traps
+ within a modest radius but only if the trap is also within line-
of-sight (whether you can see at the time or not). There is also
other magic which can reveal traps.
- Monsters can fall prey to traps, too, which can potentially
- be used as a defensive strategy. Unfortunately traps can be
+ Monsters can fall prey to traps, too, which can potentially
+ be used as a defensive strategy. Unfortunately traps can be
harmful to your pet(s) as well. Monsters, including pets, usual-
- ly will avoid moving onto a trap which is shown on your map if
+ ly will avoid moving onto a trap which is shown on your map if
they have encountered that type of trap before.
- Some traps such as pits, bear traps, and webs hold you in
- one place. You can escape by simply trying to move to an adja-
+ Some traps such as pits, bear traps, and webs hold you in
+ one place. You can escape by simply trying to move to an adja-
cent spot and repeat as needed; eventually you will get free.
- Other traps can send you to different locations. Tele-
- porters send you elsewhere on the same dungeon level. Level
- teleporters send you to a random dungeon level, the destination
- chosen from a few levels lower all the way to the top. Trap
- doors and holes also send you to another level, but one which is
- always below the current level. Usually that will be the next
- level down but it can be farther. All of these traps choose a
- new destination each time they're activated. Magic portals also
- send you to a different level but behave differently. Some por-
+ Other traps can send you to different locations. Tele-
+ porters send you elsewhere on the same dungeon level. Level
+ teleporters send you to a random dungeon level, the destination
+ chosen from a few levels lower all the way to the top. Trap
+ doors and holes also send you to another level, but one which is
+ always below the current level. Usually that will be the next
+ level down but it can be farther. All of these traps choose a
+ new destination each time they're activated. Magic portals also
+ send you to a different level but behave differently. Some por-
tals are two-way and their remote destination is always the same:
- another portal which can take you back. Others are one-way and
+ another portal which can take you back. Others are one-way and
send you to a specific destination level but not necessarily to a
specific location there.
- There is a special multi-level branch of the dungeon with
- pre-mapped levels based on the classic computer game "Sokoban."
- In that game, you operate as a warehouse worker who pushes crates
- around obstacles to position them at designated locations. In
- NetHack, the goal is to push boulders into pits or holes until
- those traps have all been nullified, giving access to whatever is
- beyond them. In the Sokoban game, you can only move in the four
- cardinal compass directions, and a crate in its final destination
- blocks further access to that spot. In the Sokoban levels of
- NetHack, you can move diagonally (unless that would let you pass
- between two neighboring boulders) but you can only push boulders
- in the four cardinal directions, and a boulder which fills a pit
- or hole removes both the boulder and the trap so opens up normal
- access to that spot. With careful foresight, it is possible to
- complete all of the levels according to the traditional rules of
- Sokoban. (Hint: to solve Sokoban puzzles, you often need to move
- things away from their eventual destinations in order to open up
- more room to maneuver.) Since NetHack does not support an undo
- capability, some allowances are permitted in case you get stuck.
- For example, each level has at least one extra boulder. Also, it
- is possible to drop everything in order to be able to squeeze in-
- to the same location as a boulder (and then presumably move past
- it), or to destroy a boulder with magic or tools, or to create
- new boulders with a scroll of earth. However, doing such things
-
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- will lower your luck without any specific message given about
- that. See the Conduct section for information about getting
+ There is a special multi-level branch of the dungeon with
+ pre-mapped levels based on the classic computer game "Sokoban."
+ In that game, you operate as a warehouse worker who pushes crates
+ around obstacles to position them at designated locations. In
+ NetHack, the goal is to push boulders into pits or holes until
+ those traps have all been nullified, giving access to whatever is
+ beyond them. In the Sokoban game, you can only move in the four
+ cardinal compass directions, and a crate in its final destination
+ blocks further access to that spot. In the Sokoban levels of
+ NetHack, you can move diagonally (unless that would let you pass
+ between two neighboring boulders) but you can only push boulders
+ in the four cardinal directions, and a boulder which fills a pit
+ or hole removes both the boulder and the trap so opens up normal
+ access to that spot. With careful foresight, it is possible to
+ complete all of the levels according to the traditional rules of
+ Sokoban. (Hint: to solve Sokoban puzzles, you often need to move
+ things away from their eventual destinations in order to open up
+ more room to maneuver.) Since NetHack does not support an undo
+ capability, some allowances are permitted in case you get stuck.
+ For example, each level has at least one extra boulder. Also, it
+ is possible to drop everything in order to be able to squeeze in-
+ to the same location as a boulder (and then presumably move past
+ it), or to destroy a boulder with magic or tools, or to create
+ new boulders with a scroll of earth. However, doing such things
+ will lower your luck without any specific message given about
+ that. See the Conduct section for information about getting
feedback for your actions in Sokoban.
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
- they're close enough when you travel up or down stairs, and occa-
- 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.
+ 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
- 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
+ NetHack 3.7 December 13, 2020
- Occasionally you will run across a room with a shopkeeper
- near the door and many items lying on the floor. You can buy
- items by picking them up and then using the `p' command. You can
- inquire about the price of an item prior to picking it up by us-
- ing the "#chat" command while standing on it. Using an item pri-
- or to paying for it will incur a charge, and the shopkeeper won't
- allow you to leave the shop until you have paid any debt you owe.
- You can sell items to a shopkeeper by dropping them to the
- floor while inside a shop. You will either be offered an amount
- of gold and asked whether you're willing to sell, or you'll be
- told that the shopkeeper isn't interested (generally, your item
- needs to be compatible with the type of merchandise carried by
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 33
+ they're close enough when you travel up or down stairs, and occa-
+ 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.
- NetHack Guidebook 33
+ 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 pri-
+ or to paying for it will incur a charge, and the shopkeeper won't
+ allow you to leave the shop until you have paid any debt you owe.
+ You can sell items to a shopkeeper by dropping them to the
+ floor while inside a shop. You will either be offered an amount
+ of gold and asked whether you're willing to sell, or you'll be
+ told that the shopkeeper isn't interested (generally, your item
+ needs to be compatible with the type of merchandise carried by
the shop).
- If you drop something in a shop by accident, the shopkeeper
- will usually claim ownership without offering any compensation.
+ If you drop something in a shop by accident, the shopkeeper
+ will usually claim ownership without offering any compensation.
You'll have to buy it back if you want to reclaim it.
- Shopkeepers sometime run out of money. When that happens,
- you'll be offered credit instead of gold when you try to sell
- something. Credit can be used to pay for purchases, but it is
- only good in the shop where it was obtained; other shopkeepers
- won't honor it. (If you happen to find a "credit card" in the
+ Shopkeepers sometime run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
dungeon, don't bother trying to use it in shops; shopkeepers will
not accept it.)
- The `$' command, which reports the amount of gold you are
+ The `$' command, which reports the amount of gold you are
carrying (in inventory, not inside bags or boxes), will also show
- current shop debt or credit, if any. The "Iu" command lists un-
+ current shop debt or credit, if any. The "Iu" command lists un-
paid items (those which still belong to the shop) if you are car-
- rying any. The "Ix" command shows an inventory-like display of
- any unpaid items which have been used up, along with other shop
+ rying any. The "Ix" command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
fees, if any.
5.4.1. Shop idiosyncrasies
* The price of a given item can vary due to a variety of factors.
- * A shopkeeper treats the spot immediately inside the door as if
+ * A shopkeeper treats the spot immediately inside the door as if
it were outside the shop.
- * While the shopkeeper watches you like a hawk, he or she will
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 34
+
+
+
+ * While the shopkeeper watches you like a hawk, he or she will
generally ignore any other customers.
- * If a shop is "closed for inventory," it will not open of its
+ * If a shop is "closed for inventory," it will not open of its
own accord.
* Shops do not get restocked with new items, regardless of inven-
5.5. Movement feedback
- Moving around the map usually provides no feedback--other
- than drawing the hero at the new location--unless you step on an
- object or pile of objects, or on a trap, or attempt to move onto
- a spot where a monster is located. There are several options
+ Moving around the map usually provides no feedback--other
+ than drawing the hero at the new location--unless you step on an
+ object or pile of objects, or on a trap, or attempt to move onto
+ a spot where a monster is located. There are several options
which can be used to augment the normal feedback.
- The pile_limit option controls how many objects can be in a
+ The pile_limit option controls how many objects can be in a
pile--sharing the same map location--for the game to state "there
- are objects here" instead of listing them. The default is 5.
+ are objects here" instead of listing them. The default is 5.
Setting it to 1 would always give that message instead of listing
any objects. Setting it to 0 is a special case which will always
- list all objects no matter how big a pile is. Note that the
+ list all objects no matter how big a pile is. Note that the num-
+ ber refers to the count of separate stacks of objects present
+ rather than the sum of the quantities of those stacks (so 7 ar-
+ rows or 25 gold pieces will each count as 1 rather than as 7 and
+ 25, respectively, and total to 2 when both are at the same loca-
+ tion).
+ The "nopickup" command prefix (default `m') can be used be-
+ fore a movement direction to step on objects without attempting
+ auto-pickup and without giving feedback about them.
- NetHack 3.7 December 11, 2020
+ The mention_walls option controls whether you get feedback
+ if you try to walk into a wall or solid stone or off the edge of
+ the map. Normally nothing happens (unless the hero is blind and
+ no wall is shown, then the wall that is being bumped into will be
+ drawn on the map). This option also gives feedback when rushing
+ or running stops for some non-obvious reason.
+ The mention_decor option controls whether you get feedback
+ when walking on "furniture." Normally stepping onto stairs or a
+ fountain or an altar or various other things doesn't elicit any-
+ thing unless it is covered by one or more objects so is obscured
+ on the map. Setting this option to true will describe such
+ things even when they aren't obscured. Doorless doorways and
+ open doors aren't considered worthy of mention; closed doors (if
+ you can move onto their spots) and broken doors are. Assuming
+ that you're able to do so, moving onto water or lava or ice will
+ give feedback if not yet on that type of terrain but not repeat
+ it (unless there has been some intervening message) when moving
+ from water to another water spot, or lava to lava, or ice to ice.
+ Moving off of any of those back onto "normal" terrain will give
+ one message too, unless there is feedback about one or more
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 34
- number refers to the count of separate stacks of objects present
- rather than the sum of the quantities of those stacks (so 7 ar-
- rows or 25 gold pieces will each count as 1 rather than as 7 and
- 25, respectively, and total to 2 when both are at the same loca-
- tion).
+ NetHack Guidebook 35
- The "nopickup" command prefix (default `m') can be used be-
- fore a movement direction to step on objects without attempting
- auto-pickup and without giving feedback about them.
- The mention_walls option controls whether you get feedback
- if you try to walk into a wall or solid stone or off the edge of
- the map. Normally nothing happens (unless the hero is blind and
- no wall is shown, then the wall that is being bumped into will be
- drawn on the map). This option also gives feedback when rushing
- or running stops for some non-obvious reason.
- The mention_decor option controls whether you get feedback
- when walking on "furniture." Normally stepping onto stairs or a
- fountain or an altar or various other things doesn't elicit any-
- thing unless it is covered by one or more objects so is obscured
- on the map. Setting this option to true will describe such
- things even when they aren't obscured. Doorless doorways and
- open doors aren't considered worthy of mention; closed doors (if
- you can move onto their spots) and broken doors are. Assuming
- that you're able to do so, moving onto water or lava or ice will
- give feedback if not yet on that type of terrain but not repeat
- it (unless there has been some intervening message) when moving
- from water to another water spot, or lava to lava, or ice to ice.
- Moving off of any of those back onto "normal" terrain will give
- one message too, unless there is feedback about one or more ob-
- jects, in which case the back on land circumstance is implied.
+ objects, in which case the back on land circumstance is implied.
- The confirm and safe_pet options control what happens when
- you try to move onto a peaceful monster's spot or a tame one's
+ The confirm and safe_pet options control what happens when
+ you try to move onto a peaceful monster's spot or a tame one's
spot.
- The "nopickup" command prefix (default `m') is also the
+ The "nopickup" command prefix (default `m') is also the
move-without-attacking prefix and can be used to try to step onto
a visible monster's spot without the move being considered an at-
- tack (see the Fighting subsection of Monsters below). The
- "fight" command prefix (default `F'; also `-' if number_pad is
+ tack (see the Fighting subsection of Monsters below). The
+ "fight" command prefix (default `F'; also `-' if number_pad is
on) can be used to force an attack, when guessing where an unseen
- monster is or when deliberately attacking a peaceful or tame
+ monster is or when deliberately attacking a peaceful or tame
creature.
The run_mode option controls how frequently the map gets re-
5.6. Rogue level
- One dungeon level (occurring in mid to late teens of the
- main dungeon) is a tribute to the ancestor game hack's
+ One dungeon level (occurring in mid to late teens of the
+ main dungeon) is a tribute to the ancestor game hack's inspira-
+ tion rogue.
+ It is usually displayed differently from other levels: pos-
+ sibly in characters instead of tiles, or without line-drawing
+ symbols if already in characters; also, gold is shown as * rather
+ than $ and stairs are shown as % rather than < and >. There are
+ some minor differences in actual game play: doorways lack doors;
+ a scroll, wand, or spell of light used in a room lights up the
+ whole room rather than within a radius around your character.
+ And monsters represented by lower-case letters aren't randomly
+ generated on the rogue level.
- NetHack 3.7 December 11, 2020
+ The slight strangeness of this level is a feature, not a
+ bug....
+ 6. Monsters
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
+ (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
+ 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
- NetHack Guidebook 35
+ NetHack 3.7 December 13, 2020
- inspiration rogue.
- It is usually displayed differently from other levels: pos-
- sibly in characters instead of tiles, or without line-drawing
- symbols if already in characters; also, gold is shown as * rather
- than $ and stairs are shown as % rather than < and >. There are
- some minor differences in actual game play: doorways lack doors;
- a scroll, wand, or spell of light used in a room lights up the
- whole room rather than within a radius around your character.
- And monsters represented by lower-case letters aren't randomly
- generated on the rogue level.
- The slight strangeness of this level is a feature, not a
- bug....
- 6. Monsters
+ NetHack Guidebook 36
- 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
- name which is just a space will remove any prior name.
- The extended command "#chat" can be used to interact with an
- adjacent monster. There is no actual dialog (in other words, you
don't get to choose what you'll say), but chatting with some mon-
- sters such as a shopkeeper or the Oracle of Delphi can produce
+ sters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
6.1. Fighting
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
when angered. Remember: discretion is the better part of valor.
- In most circumstances, if you attempt to attack a peaceful
- monster by moving into its location, you'll be asked to confirm
- your intent. By default an answer of `y' acknowledges that in-
- tent, which can be error prone if you're using `y' to move. You
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of `y' acknowledges that in-
+ tent, which can be error prone if you're using `y' to move. You
can set the paranoid_confirmation option to require a response of
"yes" instead.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
+ member a monster but want to try fighting anyway, you can use the
+ `F' command.
+ 6.2. Your pet
- NetHack 3.7 December 11, 2020
+ You start the game with a little dog (`d'), kitten (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. Dogs
+ and cats usually feed themselves on fresh carrion and other
+ meats; horses need vegetarian food which is harder to come by.
+ If you're worried about your pet or want to train it, you can
+ feed it, too, by throwing it food. A properly trained pet can be
+ very useful under certain circumstances.
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
+ you, which makes pets useful for low-level characters.
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
+ accompany you and any non-adjacent pet will be left behind. Your
+ pet may trigger such traps itself; you will not be carried along
+ with it even if adjacent at the time.
- NetHack Guidebook 36
+ NetHack 3.7 December 13, 2020
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
- member a monster but want to try fighting anyway, you can use the
- `F' command.
- 6.2. Your pet
- You start the game with a little dog (`d'), kitten (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. Dogs
- and cats usually feed themselves on fresh carrion and other
- meats; horses need vegetarian food which is harder to come by.
- If you're worried about your pet or want to train it, you can
- feed it, too, by throwing it food. A properly trained pet can be
- very useful under certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
- you, which makes pets useful for low-level characters.
+ NetHack Guidebook 37
+
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
- accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
- with it even if adjacent at the time.
6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
+ Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
+ control however, you can easily climb in and out of the saddle
with the "#ride" command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
- Riding skill is managed by the "#enhance" command. See the
+ Riding skill is managed by the "#enhance" command. See the
section on Weapon proficiency for more information about that.
Use the `a' (apply) command and pick a saddle in your inven-
- tory to attempt to put that saddle on an adjacent creature. If
+ tory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature
- to try to remove the saddle from that creature. If successful,
+ to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 37
-
-
-
6.4. Bones levels
- You may encounter the shades and corpses of other adventur-
+ You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal
- effects. Ghosts are hard to kill, but easy to avoid, since
- they're slow and do little damage. You can plunder the deceased
- adventurer's possessions; however, they are likely to be cursed.
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
6.5. Persistence of Monsters
Monsters (a generic reference which also includes humans and
- pets) are only shown while they can be seen or otherwise sensed.
- Moving to a location where you can't see or sense a monster any
- more will result in it disappearing from your map, similarly if
+ pets) are only shown while they can be seen or otherwise sensed.
+ Moving to a location where you can't see or sense a monster any
+ more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
- However, if you encounter a monster which you can't see or
- sense--perhaps it is invisible and has just tapped you on the
- noggin--a special "remembered, unseen monster" marker will be
- displayed at the location where you think it is. That will per-
- sist until you have proven that there is no monster there, even
- if the unseen monster moves to another location or you move to a
- spot where the marker's location ordinarily wouldn't be seen any
+ However, if you encounter a monster which you can't see or
+ sense--perhaps it is invisible and has just tapped you on the
+ noggin--a special "remembered, unseen monster" marker will be
+ displayed at the location where you think it is. That will per-
+ sist until you have proven that there is no monster there, even
+ if the unseen monster moves to another location or you move to a
+ spot where the marker's location ordinarily wouldn't be seen any
more.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
- 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
- picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger and
- sturdier you are, the less the additional load will affect you.
- There comes a point, though, when the weight of all of that stuff
- you are carrying around with you through the dungeon will encum-
- ber you. Your reactions will get slower and you'll burn calories
- faster, requiring food more frequently to cope with it. Eventu-
- ally, you'll be so overloaded that you'll either have to discard
- some of what you're carrying or collapse under its weight.
+ NetHack 3.7 December 13, 2020
- 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
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 38
- NetHack Guidebook 38
+ 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
+ picked up.
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
+ There comes a point, though, when the weight of all of that stuff
+ you are carrying around with you through the dungeon will encum-
+ ber you. Your reactions will get slower and you'll burn calories
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
+ some of what you're carrying or collapse under its weight.
+ NetHack will tell you how badly you have loaded yourself.
+ If you are encumbered, one of the conditions Burdened, Stressed,
+ 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,
- specifying a space as the value will remove the prior name in-
+ NetHack will remember what it is for you. If its effect isn't
+ extremely obvious, you will be asked what you want to call this
+ type of object so you will recognize it later. You can also use
+ the "#name" command, for the same purpose at any time, to name
+ all objects of a particular type or just an individual object.
+ When you use "#name" on an object which has already been named,
+ specifying a space as the value will remove the prior name in-
stead of assigning a new one.
7.1. Curses and Blessings
- Any object that you find may be cursed, even if the object
+ Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
- stuck with (and to) the item. Cursed weapons weld themselves to
- your hand when wielded, so you cannot unwield them. Any cursed
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
- chantments that make them less effective in combat. Other cursed
- objects may act poorly or detrimentally in other ways.
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
- Objects can also be blessed instead. Blessed items usually
- work better or more beneficially than normal uncursed items. For
- example, a blessed weapon will do slightly more damage against
- 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"
- situation; make of that what you will.
+ NetHack 3.7 December 13, 2020
- 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
- roles. Dropping objects onto an altar will reveal their bless or
- curse state provided that you can see them land.
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 39
- NetHack Guidebook 39
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
+ chantments that make them less effective in combat. Other cursed
+ objects may act poorly or detrimentally in other ways.
+ Objects can also be blessed instead. Blessed items usually
+ work better or more beneficially than normal uncursed items. For
+ example, a blessed weapon will do slightly more damage against
+ demons.
+ Objects which are neither cursed nor blessed are referred to
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A "glass half full versus glass half empty"
+ 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
+ roles. Dropping objects onto an altar will reveal their bless or
+ curse state provided that you can see them land.
- An item with unknown status will be reported in your inven-
+ An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
- cursed, uncursed, or blessed in the description of the item. In
- some cases uncursed will be omitted as being redundant when
+ distinguished in your inventory by the presence of the word
+ cursed, uncursed, or blessed in the description of the item. In
+ some cases uncursed will be omitted as being redundant when
enough other information is displayed. The implicit_uncursed op-
- tion can be used to control this; toggle it off to have uncursed
+ tion can be used to control this; toggle it off to have uncursed
be displayed even when that can be deduced from other attributes.
Sometimes the bless or curse state of objects is referred to
as their "BUC" attribute, for Blessed, Uncursed, or Cursed state,
- or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
+ or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term
beatitude is occasionally used as well.)
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
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ weapons, like arrows and spears. To hit monsters with a weapon,
+ you must wield it and attack them, or throw it at them. You can
+ simply elect to throw a spear. To shoot an arrow, you should
+ first wield a bow, then throw the arrow. Crossbows shoot cross-
bow bolts. Slings hurl rocks and (other) stones (like gems).
- Enchanted weapons have a "plus" (or "to hit enhancement"
- which can be either positive or negative) that adds to your
- chance to hit and the damage you do to a monster. The only way
- to determine a weapon's enchantment is to have it magically iden-
- 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-
- chantment and/or erosion), experience level, strength, dexterity,
- encumbrance, and proficiency (see below). The monster's armor
- class--a general defense rating, not necessarily due to wearing
- of armor--is a factor too; also, some monsters are particularly
- 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-
- taneously as primary and secondary; use the `X' command to engage
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 40
- NetHack Guidebook 40
+ 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
+ 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-
+ chantment and/or erosion), experience level, strength, dexterity,
+ encumbrance, and proficiency (see below). The monster's armor
+ class--a general defense rating, not necessarily due to wearing
+ of armor--is a factor too; also, some monsters are particularly
+ vulnerable to certain types of weapons.
- or disengage that. Only some types of characters (barbarians,
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the "two weapon combat" skill, you may wield both weapons simul-
+ taneously as primary and secondary; use the `X' command to engage
+ or disengage that. Only some types of characters (barbarians,
for instance) have the necessary skill available. Even with that
- skill, using two weapons at once incurs a penalty in the chance
+ 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
+ You can throw just about anything via the `t' command. It
+ will prompt for the item to throw; picking `?' will list things
+ in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- for a specific target. The distance something can be thrown de-
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
- more likely to hit when thrown while you are wielding a bow.
+ be thrown by hand, but can be thrown much farther and will be
- 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
- for `Q' runs out.
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
- of ammunition at once--or hold several missiles in your hand--and
- still hit a target is not an easy task. Rangers are among those
- who are adept at this task, as are those with a high level of
- proficiency in the relevant weapon skill (in bow skill if you're
- wielding one to shoot arrows, in crossbow skill if you're wield-
- ing one to shoot bolts, or in sling skill if you're wielding one
- to shoot stones). The number of items that the character has a
- chance to fire varies from turn to turn. You can explicitly lim-
- it the number of shots by using a numeric prefix before the `t'
- or `f' command. For example, "2f" (or "n2f" if using number_pad
- mode) would ensure that at most 2 arrows are shot even if you
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ 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
+ 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
+ for `Q' runs out.
- could have fired 3. If you specify a larger number than would
- have been shot ("4f" in this example), you'll just end up shoot-
- ing the same number (3, here) as if no limit had been specified.
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
+ of ammunition at once--or hold several missiles in your hand--and
+ still hit a target is not an easy task. Rangers are among those
+ who are adept at this task, as are those with a high level of
+ proficiency in the relevant weapon skill (in bow skill if you're
+ wielding one to shoot arrows, in crossbow skill if you're wield-
+ ing one to shoot bolts, or in sling skill if you're wielding one
+ to shoot stones). The number of items that the character has a
+ chance to fire varies from turn to turn. You can explicitly lim-
+ it the number of shots by using a numeric prefix before the `t'
+ or `f' command. For example, "2f" (or "n2f" if using number_pad
+ mode) would ensure that at most 2 arrows are shot even if you
+ could have fired 3. If you specify a larger number than would
+ have been shot ("4f" in this example), you'll just end up shoot-
+ ing the same number (3, here) as if no limit had been specified.
Once the volley is in motion, all of the items will travel in the
- same direction; if the first ones kill a monster, the others can
+ same direction; if the first ones kill a monster, the others can
still continue beyond that spot.
7.2.2. Weapon proficiency
You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
+ 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
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
bows.
- The "#enhance" extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
+ The "#enhance" extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
- become eligible to do so. The skill rankings are "none" (some-
+ become eligible to do so. The skill rankings are "none" (some-
times also referred to as "restricted", because you won't be able
- to advance), "unskilled", "basic", "skilled", and "expert". Re-
+ to advance), "unskilled", "basic", "skilled", and "expert". Re-
stricted skills simply will not appear in the list shown by "#en-
hance". (Divine intervention might unrestrict a particular
- skill, in which case it will start at unskilled and be limited to
- basic.) Some characters can enhance their barehanded combat or
- 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
- to enhance and which to ignore.
- 7.2.3. Two-Weapon combat
+ NetHack 3.7 December 13, 2020
- Some characters can use two weapons at once. Setting things
- up to do so can seem cumbersome but becomes second nature with
- use. To wield two weapons, you need to use the "#twoweapon"
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 42
- NetHack Guidebook 42
+ skill, in which case it will start at unskilled and be limited to
+ basic.) Some characters can enhance their barehanded combat or
+ martial arts skill beyond expert to "master" or "grand master".
+ 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
+ to enhance and which to ignore.
+ 7.2.3. Two-Weapon combat
- command. But first you need to have a weapon in each hand.
- (Note that your two weapons are not fully equal; the one in the
- hand you normally wield with is considered primary and the other
- one is considered secondary. The most noticeable difference is
- after you stop--or before you begin, for that matter--wielding
- two weapons at once. The primary is your wielded weapon and the
- secondary is just an item in your inventory that's been designat-
- ed as alternate weapon.)
+ Some characters can use two weapons at once. Setting things
+ up to do so can seem cumbersome but becomes second nature with
+ use. To wield two weapons, you need to use the "#twoweapon" com-
+ mand. But first you need to have a weapon in each hand. (Note
+ that your two weapons are not fully equal; the one in the hand
+ you normally wield with is considered primary and the other one
+ is considered secondary. The most noticeable difference is after
+ you stop--or before you begin, for that matter--wielding two
+ weapons at once. The primary is your wielded weapon and the sec-
+ ondary is just an item in your inventory that's been designated
+ as alternate weapon.)
If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence `x', `w', `x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
+ or has the wrong weapon, use the sequence `x', `w', `x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
hands. If your secondary or alternate weapon is correct but your
primary one is not, simply use `w' to wield the primary. Lastly,
- if neither hand holds the correct weapon, use `w', `x', `w' to
+ if neither hand holds the correct weapon, use `w', `x', `w' to
first wield the intended secondary, swap it to off hand, and then
wield the primary.
- The whole process can be simplified via use of the push-
+ The whole process can be simplified via use of the push-
weapon option. When it is enabled, then using `w' to wield some-
- thing causes the currently wielded weapon to become your alter-
+ thing causes the currently wielded weapon to become your alter-
nate weapon. So the sequence `w', `w' can be used to first wield
the weapon you intend to be secondary, and then wield the one you
- want as primary which will push the first into secondary posi-
+ 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.
+ 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
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 43
+
+
+
+ also make you revert to single-weapon combat.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack.
- Here is a list of the armor class values provided by suits
+ Here is a list of the armor class values provided by suits
of armor:
Dragon scale mail 1
Plate mail, Crystal plate mail 3
Ring mail, Studded leather armor,
Dragon scales 7
Leather armor, Orcish ring mail 8
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 43
-
-
-
Leather jacket 9
none 10
- You can also wear other pieces of armor (cloak over suit,
- shirt under suit, helmet, gloves, boots, shield) to lower your
- armor class even further. Most of these provide a one or two
- point improvement to AC (making the overall value smaller and
- eventually negative) but can also be enchanted. Shirts are an
- exception; they don't provide any protection unless enchanted.
+ You can also wear other pieces of armor (cloak over suit,
+ shirt under suit, helmet, gloves, boots, shield) to lower your
+ armor class even further. Most of these provide a one or two
+ point improvement to AC (making the overall value smaller and
+ eventually negative) but can also be enchanted. Shirts are an
+ exception; they don't provide any protection unless enchanted.
Some cloaks also don't improve AC when unenchanted but all cloaks
offer some protection against rust or corrosion to suits worn un-
der them and against some monster touch attacks.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its "plus" (or minus) will
- subtract from your armor class. For example, a +1 chain mail
+ 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
+ your armor class one unit further to 4. When you put on a piece
+ of armor, you immediately find out the armor class and any
"plusses" it provides. Cursed pieces of armor usually have nega-
tive enchantments (minuses) in addition to being unremovable.
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
- The nudist option can be set (prior to game start) to at-
- tempt to play the entire game without wearing any armor (a self-
+ The nudist option can be set (prior to game start) to at-
+ tempt to play the entire game without wearing any armor (a self-
imposed challenge which is extremely difficult to accomplish).
- The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can be used to take off armor as well as other
- worn items. Also, `P' (put on) and `R' (remove) which are nor-
- mally for accessories can be used for armor, but pieces of armor
- won't be shown as likely candidates in a prompt for choosing what
- to put on or remove.
- 7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
- protected. Food stored in ice boxes or tins ("cans") will usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
- open.
- When you kill monsters, they usually leave corpses which are
- also "food." Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
- is "you are what you eat."
+ NetHack 3.7 December 13, 2020
- 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-
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 44
- NetHack Guidebook 44
+ The commands to use armor are `W' (wear) and `T' (take off).
+ The `A' command can be used to take off armor as well as other
+ worn items. Also, `P' (put on) and `R' (remove) which are nor-
+ mally for accessories can be used for armor, but pieces of armor
+ won't be shown as likely candidates in a prompt for choosing what
+ to put on or remove.
+ 7.4. Food (`%')
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
+ protected. Food stored in ice boxes or tins ("cans") will usual-
+ ly stay fresh, but ice boxes are heavy, and tins take a while to
+ open.
- effects.
+ When you kill monsters, they usually leave corpses which are
+ also "food." Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
+ is "you are what you eat."
+
+ Some character roles and some monsters are vegetarian. Veg-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
+ fects.
- 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
+ so want to set the "MAILREADER" environment variable to the file
name of your favorite reader, so NetHack can shell to it when you
- read the scroll. On versions of NetHack where mail is randomly
- generated internal to the game, these environment variables are
+ read the scroll. On versions of NetHack where mail is randomly
+ generated internal to the game, these environment variables are
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 45
+
+
+
ignored. You can disable the mail daemon by turning off the mail
option.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Wands usually have multiple magical charges. Some types of
+ Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
- them at yourself (just give a `.' or `s' for the direction). Be
- warned, however, for this is often unwise. Other types of wands
-
+ 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.
- NetHack 3.7 December 11, 2020
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
+ Occasionally, however, it may be possible to squeeze the last few
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
+ then by its current number of charges. A current charge count of
+ -1 is a special case indicating that the wand has been cancelled.
+ The command to use a wand is `z' (zap). To break one, use
+ the `a' (apply) command.
+ 7.8. Rings (`=')
- NetHack Guidebook 45
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
+ NetHack 3.7 December 13, 2020
- don't require a direction. The number of charges in a wand is
- random and decreases by one whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
- Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
- the wand is recharged.
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
- then by its current number of charges. A current charge count of
- -1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
- the `a' (apply) command.
+ NetHack Guidebook 46
+
- 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 at most
two rings at any time, one on the ring finger of each hand.
- Most worn rings also cause you to grow hungry more rapidly,
+ Most worn rings also cause you to grow hungry more rapidly,
the rate varying with the type of ring.
- When wearing gloves, rings are worn underneath. If the
- gloves are cursed, rings cannot be put on and any already being
- worn cannot be removed. When worn gloves aren't cursed, you
- don't have to manually take them off before putting on or remov-
- ing a ring and then re-wear them after. That's done implicitly
+ When wearing gloves, rings are worn underneath. If the
+ gloves are cursed, rings cannot be put on and any already being
+ worn cannot be removed. When worn gloves aren't cursed, you
+ don't have to manually take them off before putting on or remov-
+ ing a ring and then re-wear them after. That's done implicitly
to avoid unnecessary tedium.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable)--unless the
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable)--unless the
attempt backfires. Reading a cursed spellbook or one with mystic
+ runes beyond your ken can be harmful to your health!
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
+ casting.
- NetHack 3.7 December 11, 2020
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
+ power, which will slowly be recovered, and causes you to need ad-
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
+ and you will need to relearn it.
+ Some spells require a direction in which to cast them, simi-
+ lar to wands. To cast one at yourself, just give a `.' or `s'
+ for the direction. A few spells require you to pick a target lo-
+ cation rather than just specify a particular direction. Other
+ 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
+ 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
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 46
- runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
- casting.
+ NetHack Guidebook 47
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you. Casting temporarily drains your magical
- power, which will slowly be recovered, and causes you to need ad-
- ditional food. Casting of spells also requires practice. With
- practice, your skill in each category of spell casting will im-
- prove. Over time, however, your memory of each spell will dim,
- and you will need to relearn it.
- Some spells require a direction in which to cast them, simi-
- lar to wands. To cast one at yourself, just give a `.' or `s'
- for the direction. A few spells require you to pick a target lo-
- cation rather than just specify a particular direction. Other
- 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
- grouped. Successfully casting a spell exercises its skill group;
- using the "#enhance" command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
+ The command to read a spellbook is the same as for scrolls,
`r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
- estimate of how strongly it is remembered. The `Z' (cast) com-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
- Some tools (such as a blindfold) can be worn and can be put
- on and removed like other accessories (rings, amulets); see
- Amulets. Other tools (such as pick-axe) can be wielded as
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 47
-
-
-
+ Some tools (such as a blindfold) can be worn and can be put
+ on and removed like other accessories (rings, amulets); see
+ Amulets. Other tools (such as pick-axe) can be wielded as
weapons in addition to being applied for their usual purpose, and
- in some cases (again, pick-axe) become wielded as a weapon even
+ in some cases (again, pick-axe) become wielded as a weapon even
when applied.
The blind option can be set (prior to game start) to attempt
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.
- Like rings, amulets have various magical properties, some benefi-
- cial, some harmful, which are activated by putting them on.
+ Amulets are very similar to rings, and often more powerful.
+ Like rings, amulets have various magical properties, some
- Only one amulet may be worn at a time, around your neck.
- Like wearing rings, wearing an amulet affects your metabolism,
- causing you to grow hungry more rapidly.
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove). `A' can be used to remove various
- worn items including amulets. Also, `W' (wear) and `T' (take
- off) which are normally for armor can be used for amulets and
- other accessories (rings and eyewear), but accessories won't be
- shown as likely candidates in a prompt for choosing what to wear
- or take off.
+ NetHack 3.7 December 13, 2020
- 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.
- 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
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 48
+ beneficial, some harmful, which are activated by putting them on.
+ Only one amulet may be worn at a time, around your neck.
+ Like wearing rings, wearing an amulet affects your metabolism,
+ causing you to grow hungry more rapidly.
- NetHack Guidebook 48
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove). `A' can be used to remove various
+ worn items including amulets. Also, `W' (wear) and `T' (take
+ off) which are normally for armor can be used for amulets and
+ other accessories (rings and eyewear), but accessories won't be
+ shown as likely candidates in a prompt for choosing what to wear
+ or take off.
+ 7.12. Gems (`*')
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
+ Valuable gems increase your score if you bring them with you when
+ you exit.
+ Other small rocks are also categorized as gems, but they are
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Boulders occasionally block your path. You can push one
+ Boulders occasionally block your path. You can push one
forward (by attempting to walk onto its spot) when nothing blocks
- its path, or you can smash it into a pile of small rocks with
- breaking magic or a pick-axe. Very large humanoids (giants and
- their ilk) have been known to pick up boulders and use them as
+ its path, or you can smash it into a pile of small rocks with
+ breaking magic or a pick-axe. Very large humanoids (giants and
+ their ilk) have been known to pick up boulders and use them as
missile weapons.
- Unlike boulders, statues can't be pushed, but don't need to
- be because they don't block movement. They can be smashed into
+ Unlike boulders, statues can't be pushed, but don't need to
+ be because they don't block movement. They can be smashed into
rocks though.
- For some configurations of the program, statues are no
- longer shown as ``' but by the letter representing the monster
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
they depict instead.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
- Gold pieces are the only type of object where bless/curse
- state does not apply. They're always uncursed but never de-
- scribed as uncursed even if you turn off the implicit_uncursed
- option. You can set the goldX option if you prefer to have gold
- pieces be treated as bless/curse state unknown rather than as
- known to be uncursed. Only matters when you're using an object
- selection prompt that can filter by "BUCX" state.
- 7.15. Persistence of Objects
- Normally, if you have seen an object at a particular map lo-
- cation and move to another location where you can't directly see
- that object any more, it will continue to be displayed on your
- map. That remains the case even if it is not actually there any
- more--perhaps a monster has picked it up or it has rotted away--
- until you can see or feel that location again. One notable ex-
- ception is that if the object gets covered by the "remembered,
- unseen monster" marker. When that marker is later removed after
- you've verified that no monster is there, you will have forgotten
- that there was any object there regardless of whether the unseen
- monster actually took the object. If the object is still there,
- then once you see or feel that location again you will re-discov-
- er the object and resume remembering it.
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 49
- NetHack Guidebook 49
+ Gold pieces are the only type of object where bless/curse
+ state does not apply. They're always uncursed but never de-
+ scribed as uncursed even if you turn off the implicit_uncursed
+ option. You can set the goldX option if you prefer to have gold
+ pieces be treated as bless/curse state unknown rather than as
+ known to be uncursed. Only matters when you're using an object
+ selection prompt that can filter by "BUCX" state.
+ 7.15. Persistence of Objects
+ Normally, if you have seen an object at a particular map lo-
+ cation and move to another location where you can't directly see
+ that object any more, it will continue to be displayed on your
+ map. That remains the case even if it is not actually there any
+ more--perhaps a monster has picked it up or it has rotted away--
+ until you can see or feel that location again. One notable ex-
+ ception is that if the object gets covered by the "remembered,
+ unseen monster" marker. When that marker is later removed after
+ you've verified that no monster is there, you will have forgotten
+ that there was any object there regardless of whether the unseen
+ monster actually took the object. If the object is still there,
+ 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
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra "bragging rights" for winning the game
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
they win the game.
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
- while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
- counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
- to the vegan items listed above, they may eat any kind of pudding
- (`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
- 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
- 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
- brains while polymorphed into a mind flayer, is considered eating
+ NetHack 3.7 December 13, 2020
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 50
- NetHack Guidebook 50
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
+ while polymorphed into a creature that can digest it is also con-
+ sidered vegan food. Note however that eating such items still
+ counts against foodless conduct.
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
+ to the vegan items listed above, they may eat any kind of pudding
+ (`P') other than the black puddings, eggs and food made from eggs
+ (fortune cookies and pancakes), food made with milk (cream pies
+ 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
+ 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
+ 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 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
+ 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
+ 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
- of item; or fight with your hands and feet.
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
- possible to gain experience by other means.
- An illiterate character does not read or write. This in-
- cludes reading a scroll, spellbook, fortune cookie message, or t-
- shirt; writing a scroll; or making an engraving of anything other
- than a single "X" (the traditional signature of an illiterate
- person). Reading an engraving, or any item that is absolutely
- necessary to win the game, is not counted against this conduct.
- The identity of scrolls and spellbooks (and knowledge of spells)
- in your starting inventory is assumed to be learned from your
- teachers prior to the start of the game and isn't counted.
+ NetHack 3.7 December 13, 2020
- There is a side-branch to the main dungeon called "Sokoban,"
- briefly described in the earlier section about Traps. As men-
- tioned there, the goal is to push boulders into pits and/or holes
- to plug those in order to both get the boulders out of the way
- and be able to go past the traps. There are some special "rules"
- that are active when in that branch of the dungeon. Some rules
- can't be bypassed, such as being unable to push a boulder
- NetHack 3.7 December 11, 2020
+ NetHack Guidebook 51
- NetHack Guidebook 51
+ 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
+ possible to gain experience by other means.
+ An illiterate character does not read or write. This in-
+ cludes reading a scroll, spellbook, fortune cookie message, or t-
+ shirt; writing a scroll; or making an engraving of anything other
+ than a single "X" (the traditional signature of an illiterate
+ person). Reading an engraving, or any item that is absolutely
+ necessary to win the game, is not counted against this conduct.
+ The identity of scrolls and spellbooks (and knowledge of spells)
+ in your starting inventory is assumed to be learned from your
+ teachers prior to the start of the game and isn't counted.
- diagonally. Other rules can, such as not smashing boulders with
- magic or tools, but doing so causes you to receive a luck penal-
- ty. No message about that is given at the time, but it is
- tracked as a conduct. The #conduct command and end of game dis-
- closure will report whether you have abided by the special rules
- of Sokoban, and if not, how many times you violated them, provid-
- ing you with a way to discover which actions incur bad luck so
- that you can be better informed about whether or not to avoid re-
- peating those actions in the future. (Note: the Sokoban conduct
- will only be displayed if you have entered the Sokoban branch of
- the dungeon during the current game. Once that has happened, it
- becomes part of disclosed conduct even if you haven't done any-
- thing interesting there. Ending the game with "never broke the
- Sokoban rules" conduct is most meaningful if you also manage to
- perform the "obtained the Sokoban prize" achievement (see
- Achievements below).)
+ There is a side-branch to the main dungeon called "Sokoban,"
+ briefly described in the earlier section about Traps. As men-
+ tioned there, the goal is to push boulders into pits and/or holes
+ to plug those in order to both get the boulders out of the way
+ and be able to go past the traps. There are some special "rules"
+ that are active when in that branch of the dungeon. Some rules
+ can't be bypassed, such as being unable to push a boulder diago-
+ nally. Other rules can, such as not smashing boulders with magic
+ or tools, but doing so causes you to receive a luck penalty. No
+ message about that is given at the time, but it is tracked as a
+ conduct. The #conduct command and end of game disclosure will
+ report whether you have abided by the special rules of Sokoban,
+ and if not, how many times you violated them, providing you with
+ a way to discover which actions incur bad luck so that you can be
+ better informed about whether or not to avoid repeating those ac-
+ tions in the future. (Note: the Sokoban conduct will only be
+ displayed if you have entered the Sokoban branch of the dungeon
+ during the current game. Once that has happened, it becomes part
+ of disclosed conduct even if you haven't done anything interest-
+ ing there. Ending the game with "never broke the Sokoban rules"
+ conduct is most meaningful if you also manage to perform the "ob-
+ tained the Sokoban prize" achievement (see Achievements below).)
There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
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
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 52
+
+
+
make a wish for an item, you may choose "nothing" if you want to
decline.
Sokoban - Entered Sokoban.
Big Room - Entered the Big Room.
Soko-Prize - Explored to the top of Sokoban
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
and found a special item there.
Mines' End - Explored to the bottom of the Gnomish Mines
and found a special item there.
There's no guaranteed Novel so the achievement to read one
might not always be attainable (except perhaps by wishing). Sim-
ilarly, the Big Room level is not always present. Unlike with
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 53
+
+
+
the Novel, there's no way to wish for this opportunity.
The "special items" hidden in Mines' End and Sokoban are not
Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 53
-
-
-
how NetHack behaves.
9.1. Setting the options
figuration file, NetHack will create the configuration file for
you using the default template file.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 54
+
+
+
On MS-DOS, it is "defaults.nh" in the same folder as
nethack.exe.
Here is a list of allowed directives:
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 54
-
-
-
OPTIONS
There are two types of options, boolean and compound options.
Boolean options toggle a setting on or off, while compound op-
The location where saved games are kept. Defaults to HACKDIR,
must be writable.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 55
+
+
+
BONESDIR
The location that bones files are kept. Defaults to HACKDIR,
must be writable.
AUTOCOMPLETE=zap,!annotate
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 55
-
-
-
AUTOPICKUP_EXCEPTION
Set exceptions to the pickup_types option. See the "Configur-
ing Autopickup Exceptions" section.
OPTIONS=!rest_on_space
If [] is present, the preceding section is closed and no new
- section begins; whatever follows will be common to all sec-
- tions. Otherwise the last section extends to the end of the
+ section begins; whatever follows will be common to all
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 56
+
+
+
+ sections. Otherwise the last section extends to the end of the
options file.
MENUCOLOR
Define the directory that contains the sound files. See the
"Configuring User Sounds" section.
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 56
-
-
-
SYMBOLS
Override one or more symbols in the symbol set used for all
dungeon levels except for the special rogue level. See the
Here is an example of configuration file contents:
+
+
+
+
+
+
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 57
+
+
+
# Set your character's role, race, gender, and alignment.
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
#
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 57
-
-
-
For example, to set up an environment variable so that color
is on, legacy is off, character name is set to "Blue Meanie", and
named fruit is set to "lime", you would enter the command
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.
+ as a file name. If it does start with `/', the at-sign is
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 58
+
+
+
+ optional.
9.4. Customization options
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 58
-
-
-
autodig
Automatically dig if you are wielding a digging tool and moving
into a place that can be dug (default false). Persistent.
command instead. If no weapon is found or the option is false,
the `t' (throw) command is executed instead. Persistent.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 59
+
+
+
autounlock
Walking into a locked door or looting a locked container while
carrying an unlocking tool (such as a key) will ask whether to
Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 59
-
-
-
clicklook
Allows looking at things on the screen by navigating the mouse
over them and clicking the right mouse button (default off).
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 60
+
+
+
i - disclose your inventory;
a - disclose your attributes;
v - summarize monsters that have been vanquished;
Order of the disclosure categories does not matter, program
display for end-of-game disclosure follows a set sequence.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 60
-
-
-
(for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
tional interface except that it does not require that you hit
Enter. It is implemented for the tty interface (default off).
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 61
+
+
+
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
option will take precedence. The default is to randomly pick
an appropriate gender. If you prefix the value with `!' or
"no", you will exclude that gender from being picked randomly.
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 61
-
-
-
Cannot be set with the `O' command. Persistent.
goldX
herecmd_menu
When using a windowport that supports mouse and clicking on
yourself or next to you, show a menu of possible actions for
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 62
+
+
+
the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
Ignore interrupt signals, including breaks (default off). Per-
sistent.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 62
-
-
-
implicit_uncursed
Omit "uncursed" from object descriptions when it can be deduced
from other aspects of the description (default on). Persis-
`a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 63
+
+
+
mail
Enable mail delivery during the game (default on). Persistent.
class(es) of interest, but then displays a menu of matching ob-
jects rather than prompting one-by-one. Full displays a menu
of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 63
-
-
-
- object class filtering and immediately displays a menu of all
- objects. Persistent.
+ 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.
are "none", "bold", "dim", "underline", "blink", or "inverse".
Not all ports can actually display all types.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 64
+
+
+
menu_invert_all
Menu character accelerator to invert all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `@'.
Menu character accelerator to search for a menu item. Imple-
mented by the Amiga, Gem, X11 and tty ports. Default `:'.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 64
-
-
-
menu_select_all
Menu character accelerator to select all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `.'.
1 - enabled and make OS adjustments to support mouse use
2 - like 1 but does not make any OS adjustments
- Omitting a value is the same as specifying 1 and negating
- mouse_support is the same as specifying 0.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 65
+
+
+
+ Omitting a value is the same as specifying 1 and negating
+ mouse_support is the same as specifying 0.
msghistory
The number of top line messages to keep (and be able to recall
news
Read the NetHack news file, if present (default on). Since the
news is shown at the beginning of the game, there's no point in
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 65
-
-
-
setting this with the `O' command.
nudist
For backward compatibility, omitting a value is the same as
specifying 1 and negating number_pad is the same as specifying
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 66
+
+
+
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-
bones data when dying in debug mode;
attack - require "yes" rather than `y' to confirm attack-
ing a peaceful monster;
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 66
-
-
-
wand-break - require "yes" rather than `y' to confirm breaking
a wand;
eating - require "yes" rather than `y' to confirm whether
any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 67
+
+
+
perm_invent
If true, always display your current inventory in a window.
This only makes sense for windowing system interfaces that im-
pettype
Specify the type of your initial pet, if you are playing a
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 67
-
-
-
character class that uses multiple types of pets; or choose to
have no initial pet at all. Possible values are "cat", "dog",
"horse", and "none". If the choice is not allowed for the role
pickup_types
Specify the object types to be picked up when autopickup is on.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 68
+
+
+
Default is all types. You can use autopickup_exception config-
uration file lines to further refine autopickup behavior. Per-
sistent.
message where play pauses to allow you to browse the map when-
ever clairvoyance randomly activates. Some situations, such as
being underwater or engulfed, ignore this option. It does not
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 68
-
-
-
affect the clairvoyance spell where pausing to examine revealed
objects or monsters is less intrusive. Default is off. Per-
sistent.
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",
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 69
+
+
+
you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
of terminal. Persistent.
safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
- Persistent.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 69
-
-
+ Prevent you from (knowingly) attacking your pets (default on).
+ Persistent.
safe_wait
Prevents you from waiting or searching when next to a hostile
showrace
Display yourself as the glyph for your race, rather than the
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 70
+
+
+
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.
standout
Boldface monsters and "--More--" (default off). Persistent.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 70
-
-
-
statushilites
Controls how many turns status hilite behaviors highlight the
field. If negated or set to zero, disables status hiliting.
screen. Use "symset:default" to explicitly select the default
symbols.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 71
+
+
+
time
Show the elapsed game time in turns on bottom line (default
off). Persistent.
Provide more commentary during the game (default on). Persis-
tent.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 71
-
-
-
whatis_coord
When using the `/' or `;' commands to look around on the map
with autodescribe on, display coordinates after the descrip-
whatis_filter
When getting a location on the map, and using the keys to cycle
- through next and previous targets, allows filtering the possi-
- ble targets.
+ through next and previous targets, allows filtering the
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 72
+
+
+
+ possible targets.
n - no filtering [default]
v - in view only
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
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 72
-
-
-
NETHACKOPTIONS or an OPTIONS line in a configuration file, that
would be the rightmost option in the list.
listed here. You can safely add any of these options to your
configuration file, and if the window port is capable of adjust-
ing to suit your preferences, it will attempt to do so. If it
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 73
+
+
+
can't it will silently ignore it. You can find out if an option
is supported by the window port that you are currently using by
checking to see if it shows up in the Options list. Some options
font_map
if NetHack can, it should use a font by the chosen name for the
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 73
-
-
-
map window.
font_menu
If NetHack can, it should use this size font for the map win-
dow.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 74
+
+
+
font_size_menu
If NetHack can, it should use this size font for menu windows.
player_selection
If NetHack can, it should pop up dialog boxes, or use prompts
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 74
-
-
-
for character selection.
popup_dialog
cursor is this number of cells away from the edge of the win-
dow.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 75
+
+
+
selectsaved
If NetHack can, it should display a menu of existing saved
games for the player to choose from at game startup, if it can.
be slightly condensed, moving some fields to different lines to
eliminate one whole line, reducing the height needed. For Qt,
statuslines can only be set in the configuration file or via
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 75
-
-
-
NETHACKOPTIONS, not with the `O' command.
term_cols and
tile_width
Specify the preferred width of each tile in a tile capable port
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 76
+
+
+
tiled_map
If NetHack can, it should display the map using tiles graphics
rather than simple characters (letters and punctuation, possi-
If NetHack can, it should display windows with the specified
foreground/background colors. Windows GUI only. The format is
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 76
-
-
-
OPTION=windowcolors:wintype foreground/background
where wintype is one of "menu", "message", "status", or
If NetHack can, it should wrap long lines of text if they don't
fit in the visible area of the window.
+
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 77
+
+
+
9.6. Platform-specific Customization options
Here are explanations of options that are used by specific
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
PC, and ST NetHack only).
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 77
-
-
-
flush
(default off, Amiga NetHack only).
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 78
+
+
+
keystrokes that the operating system returns to NetHack to help
compensate for international keyboard issues. OPTIONS=subkey-
value:171/92 will return 92 to NetHack, if 171 was originally
command.
videoshades
- Set the intensity level of the three gray scales available
+ Set the intensity level of the three gray scales available (de-
+ fault dark normal light, PC NetHack only). If the game display
+ is difficult to read, try adjusting these scales; if this does
+ not correct the problem, try !color. Cannot be set with the
+ `O' command.
+ 9.7. Regular Expressions
- NetHack 3.7 December 11, 2020
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
+ your NetHack was built this way, patterns are instead glob pat-
+ terns. This applies to Autopickup exceptions, Message types, Menu
+ colors, and User sounds.
- NetHack Guidebook 78
+ NetHack 3.7 December 13, 2020
- (default dark normal light, PC NetHack only). If the game dis-
- play is difficult to read, try adjusting these scales; if this
- does not correct the problem, try !color. Cannot be set with
- the `O' command.
- 9.7. Regular Expressions
- Regular expressions are normally POSIX extended regular ex-
- pressions. It is possible to compile NetHack without regular ex-
- pression support on a platform where there is no regular expres-
- sion library. While this is not true of any modern platform, if
- your NetHack was built this way, patterns are instead glob pat-
- terns. This applies to Autopickup exceptions, Message types, Menu
- colors, and User sounds.
+
+ NetHack Guidebook 79
+
+
9.8. Configuring Autopickup Exceptions
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
+ 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
+ key can be a single character ("x"), a control key ("^X", "C-x"),
+ a meta key ("M-x"), or a three-digit decimal ASCII code.
+ For example:
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 79
- exclusion of items known to be cursed from autopickup.
- 9.9. Changing Key Bindings
+ NetHack Guidebook 80
- It is possible to change the default key bindings of some
- special commands, menu accelerator keys, and extended commands,
- by using BIND stanzas in the configuration file. Format is key,
- followed by the command to bind to, separated by a colon. The
- key can be a single character ("x"), a control key ("^X", "C-x"),
- a meta key ("M-x"), or a three-digit decimal ASCII code.
- For example:
BIND=^X:getpos.autodescribe
BIND={:menu_first_page
When asked for a direction, the key to show the help. Default
is `?'.
+ getdir.self
+ When asked for a direction, the key to target yourself. De-
+ fault is `.'.
+ getdir.self2
+ When asked for a direction, the key to target yourself. De-
+ fault is `s'.
+ getpos.autodescribe
+ When asked for a location, the key to toggle autodescribe. De-
+ fault is `#'.
- NetHack 3.7 December 11, 2020
-
-
+ getpos.all.next
+ When asked for a location, the key to go to next closest
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 80
- getdir.self
- When asked for a direction, the key to target yourself. De-
- fault is `.'.
- getdir.self2
- When asked for a direction, the key to target yourself. De-
- fault is `s'.
+ NetHack Guidebook 81
- getpos.autodescribe
- When asked for a location, the key to toggle autodescribe. De-
- fault is `#'.
- getpos.all.next
- When asked for a location, the key to go to next closest inter-
- esting thing. Default is `a'.
+
+ interesting thing. Default is `a'.
getpos.all.prev
When asked for a location, the key to go to previous closest
ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 81
-
-
-
getpos.moveskip
When asked for a location, and using the shifted movement keys
or meta-digit keys to fast-move around, move by skipping the
When asked for a location, the key to choose the location, and
possibly ask for more info. Default is `.'.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 82
+
+
+
getpos.pick.once
When asked for a location, the key to choose the location, and
skip asking for more info. Default is `,'.
nopickup
Prefix key to move without picking up items. Default is `m'.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 82
-
-
-
redraw
Key to redraw the screen. Default is `^R'.
reqmenu
Prefix key to request menu from some commands. Default is `m'.
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 83
+
+
+
run
Prefix key to run towards a direction. Default is `G'.
show - show message normally;
hide - never show the message;
stop - wait for user with more-prompt;
- norep - show the message once, but not again if no other
+ norep - show the message once, but not again if no other mes-
+ sage is shown in between.
+ Here's an example of message types using NetHack's internal
+ pattern matching facility:
- NetHack 3.7 December 11, 2020
+ MSGTYPE=stop "You feel hungry."
+ MSGTYPE=hide "You displaced *."
+ specifies that whenever a message "You feel hungry" is shown,
+ the user is prompted with more-prompt, and a message matching
+ "You displaced <something>." is not shown at all.
- NetHack Guidebook 83
+ NetHack 3.7 December 13, 2020
- message is shown in between.
- Here's an example of message types using NetHack's internal
- pattern matching facility:
- MSGTYPE=stop "You feel hungry."
- MSGTYPE=hide "You displaced *."
+ NetHack Guidebook 84
+
- specifies that whenever a message "You feel hungry" is shown,
- the user is prompted with more-prompt, and a message matching
- "You displaced <something>." is not shown at all.
The order of the defined MSGTYPE lines is important; the last
matching rule is used. Put the general case first, exceptions
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
+ specifies that any menu line with " blessed " contained in it
+ will be shown in green color, lines with " cursed " will be
+ shown in red, and lines with " cursed " followed by "(being
+ worn)" on the same line will be shown in red color and under-
+ lined. You can have multiple MENUCOLOR entries in your config-
+ uration file, and the last MENUCOLOR line that matches a menu
+ line will be used for the line.
+
+ Note that if you intend to have one or more color specifica-
+ tions match " uncursed ", you will probably want to turn the im-
+ plicit_uncursed option off so that all items known to be uncursed
- NetHack 3.7 December 11, 2020
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 84
+ NetHack Guidebook 85
- specifies that any menu line with " blessed " contained in
- it will be shown in green color, lines with " cursed "
- will be shown in red, and lines with " cursed " followed
- by "(being worn)" on the same line will be shown in red
- color and underlined. You can have multiple MENUCOLOR en-
- tries in your configuration file, and the last MENUCOLOR
- line that matches a menu line will be used for the line.
- Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
- plicit_uncursed option off so that all items known to be uncursed
are actually displayed with the "uncursed" description.
9.12. Configuring User Sounds
OPTION=hilite_status:field-name/behavior/color&attributes
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 85
-
-
-
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%:
tion file will cause wisdom to be displayed red if it drops and
green if it rises:
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 86
+
+
+
OPTION=hilite_status:wisdom/down/red/up/green
Allowed colors are black, red, green, brown, blue, magenta,
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
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 86
-
-
-
polymorphed. "experience", "time", and "score" are condition-
ally displayed depending upon your other option settings.
Allowed behaviors are "always", "up", "down", "changed", a per-
centage or absolute number threshold, or text to match against.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 87
+
+
+
* "always" will set the default attributes for that field.
* "up", "down" set the field attributes for when the field
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
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 87
-
-
-
match when strictly above or below.
* text match sets the attribute when the field value matches
The whole feature can be disabled by setting option sta-
tushilites to 0.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 88
+
+
+
Example hilites:
OPTION=hilite_status: gold/up/yellow/down/brown
NetHack Symbols
Symbol Name Description
-----------------------------------------------------------------
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 88
-
-
-
S_air (air)
_ S_altar (altar)
" S_amulet (amulet)
B S_bat (bat or bird)
^ S_bear_trap (bear trap)
- S_blcorn (bottom left corner)
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 89
+
+
+
b S_blob (blob)
+ S_book (spellbook)
) S_boomleft (boomerang open left)
! S_flashbeam (flash beam)
% S_food (piece of food)
{ S_fountain (fountain)
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 89
-
-
-
F S_fungus (fungus or mold)
* S_gem (gem or rock)
S_ghost (ghost)
. S_hodbridge (horizontal lowered drawbridge)
| S_hodoor (open door in horizontal wall)
^ S_hole (hole)
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 90
+
+
+
@ S_human (human or elf)
h S_humanoid (humanoid)
- S_hwall (horizontal wall)
q S_quadruped (quadruped)
Q S_quantmech (quantum mechanic)
= S_ring (ring)
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 90
-
-
-
` S_rock (boulder or statue)
r S_rodent (rodent)
^ S_rolling_boulder_trap (rolling boulder trap)
s S_spider (arachnid or centipede)
^ S_spiked_pit (spiked pit)
^ S_squeaky_board (squeaky board)
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 91
+
+
+
0 S_ss1 (magic shield 1 of 4)
# S_ss2 (magic shield 2 of 4)
@ S_ss3 (magic shield 3 of 4)
+ S_vcdoor (closed door in vertical wall)
. S_venom (splash of venom)
^ S_vibrating_square (vibrating square)
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 91
-
-
-
. S_vodbridge (vertical lowered drawbridge)
- S_vodoor (open door in vertical wall)
v S_vortex (vortex)
x S_xan (xan or other extraordinary insect)
X S_xorn (xorn)
Y S_yeti (apelike creature)
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 92
+
+
+
Z S_zombie (zombie)
z S_zruty (zruty)
S_pet_override (any pet if ACCESSIBILITY=1 is set)
examine this Guidebook before playing so you have an idea what
the screen layout is like. You'll also need to be able to locate
the PC cursor. It is always where your character is located.
- Merely searching for an @-sign will not always find your charac-
- ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
- sense of the overall location of items on the screen.
-
- NetHack can also be compiled with support for sending the
- game messages to an external program, such as a text-to-speech
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 92
-
-
+ Merely searching for an @-sign will not always find your charac-
+ ter since there are other humanoids represented by the same sign.
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
+ sense of the overall location of items on the screen.
+ NetHack 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
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
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 93
+
+
+
gained some experience with the game and with editing files, you
may want to alter settings via SYMBOLS= and ROGUESYMBOLS= in your
configuration file to better suit your preferences. See the pre-
When targeting with cursor, describe the cursor position with
coordinates relative to your character.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 93
-
-
-
whatis_filter:area
When targeting with cursor, filter possible locations so only
those in the same area (eg. same room, or same corridor) are
screen, if your screen-reader reads those lines. The same in-
formation can be seen via the "#attributes" command.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 94
+
+
+
9.16. Global Configuration for System Administrators
If NetHack is compiled with the SYSCF option, a system ad-
each field in little-endian order, "ascii" for writing the
bones file content in ascii text.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 94
-
-
-
SUPPORT = A string explaining how to get local support (no de-
fault value).
ARDS, and SHELLERS check for the player name instead of the us-
er's login name.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 95
+
+
+
CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
UID (used identification number) checking for save files (to
verify that the user who is restoring is the same one who
%T - current time, UNIX timestamp format
%d - game start time, YYYYMMDDhhmmss format
%D - current time, YYYYMMDDhhmmss format
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 95
-
-
-
%n - player name
%N - first character of player name
proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 96
+
+
+
Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
vide god-like powers to your character, and players who attempt
debugging are expected to figure out how to use it themselves.
It is initiated by starting the game with the -D command-line
+ switch or with the playmode:debug option.
+ For some systems, the player must be logged in under a par-
+ ticular user name to be allowed to use debug mode; for others,
+ the hero must be given a particular character name (but may be
+ any role; there's no connection between "wizard mode" and the
+ Wizard role). Attempting to start a game in debug mode when not
+ allowed or not available will result in falling back to explore
+ mode instead.
- NetHack 3.7 December 11, 2020
- NetHack Guidebook 96
+ NetHack 3.7 December 13, 2020
- switch or with the playmode:debug option.
- For some systems, the player must be logged in under a par-
- ticular user name to be allowed to use debug mode; for others,
- the hero must be given a particular character name (but may be
- any role; there's no connection between "wizard mode" and the
- Wizard role). Attempting to start a game in debug mode when not
- allowed or not available will result in falling back to explore
- mode instead.
+
+ NetHack Guidebook 97
+
+
12. Credits
archives accessible via ftp and uucp after expiring from the
newsgroup.
+ Later, Mike coordinated a major re-write of the game, head-
+ ing a team which included Ken Arromdee, Jean-Christophe Collet,
+ Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond,
+ John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack
+ 3.0c.
+ NetHack 3.0 was ported to the Atari by Eric R. Smith, to
+ OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
+ of them and Kevin Darcy later joined the main NetHack Development
+ Team to produce subsequent revisions of 3.0.
- NetHack 3.7 December 11, 2020
-
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 97
+ NetHack Guidebook 98
- Later, Mike coordinated a major re-write of the game, head-
- ing a team which included Ken Arromdee, Jean-Christophe Collet,
- Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond,
- John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack
- 3.0c.
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
- of them and Kevin Darcy later joined the main 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
Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 98
-
-
-
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11. It drew the map as text rather than graphically but
included nh10.bdf, an optionally used custom X11 font which has
mor and so forth, not separate images for beetles and ants or for
cloaks and boots).
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 99
+
+
+
Warwick Allison wrote a graphically displayed version of
NetHack for the Atari where the tiny pictures were described as
"icons" and were distinct for specific types of monsters and ob-
ing system with the Wizard Patch. Warwick Allison also ported
NetHack to use the Qt interface.
+ 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 into 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
+ time for the Year 2000. Because of the newer version, 3.2.3 was
+ released as a source code patch only, without any ready-to-play
+ distribution for systems that usually had such.
- NetHack 3.7 December 11, 2020
-
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 99
+ NetHack Guidebook 100
- 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 into 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
- time for the Year 2000. Because of the newer version, 3.2.3 was
- released as a source code patch only, without any ready-to-play
- distribution for systems that usually had such.
(To anyone considering resurrecting an old version: all
versions before 3.2.3 had a Y2K bug. The high scores file and
Pat Rankin maintained 3.4 for VMS.
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 100
-
-
-
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 101
+
+
+
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
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
+ 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
+ 3.6.0 introduced a tribute to him.
- NetHack 3.7 December 11, 2020
+ 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
+ beloved community patches. Many bugs were fixed and some code was
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 101
+ NetHack Guidebook 102
- Stephenson, 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
- 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
- beloved community patches. Many bugs were fixed and some code was
restructured.
The NetHack Development Team, as well as Steve VanDevender
NetHack 3.6.3 was released on December 5, 2019 containing
over 190 bug fixes to NetHack 3.6.2.
+ NetHack 3.6.4 was released on December 18, 2019 containing a
+ security fix and a few bug fixes.
+ NetHack 3.6.5 was released on January 27, 2020 containing
+ some security fixes and a small number of bug fixes.
+ NetHack 3.6.6 was released on March 8, 2020 containing a se-
+ curity fix and some bug fixes.
- NetHack 3.7 December 11, 2020
+ The official NetHack web site is maintained by Ken Lorber at
+ https://www.nethack.org/.
+ NetHack 3.7 December 13, 2020
- NetHack Guidebook 102
- NetHack 3.6.4 was released on December 18, 2019 containing a
- security fix and a few bug fixes.
- NetHack 3.6.5 was released on January 27, 2020 containing
- some security fixes and a small number of bug fixes.
+ NetHack Guidebook 103
- NetHack 3.6.6 was released on March 8, 2020 containing a se-
- curity fix and some bug fixes.
- The official NetHack web site is maintained by Ken Lorber at
- https://www.nethack.org/.
12.1. SPECIAL THANKS
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
-
-
-
- NetHack 3.7 December 11, 2020
-
-
-
-
-
- NetHack Guidebook 103
-
-
-
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O'Donnell Leon Arnott Stephen Spackman
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
+
+
+
+ NetHack 3.7 December 13, 2020
+
+
+
+
+
+ NetHack Guidebook 104
+
+
+
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
- NetHack 3.7 December 11, 2020
+
+
+
+
+
+
+
+
+
+
+
+
+ NetHack 3.7 December 13, 2020