as well as tracking and stealthy movement.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
played.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
ed. Typing a `*' lists your entire inventory, so you can see the
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
same conditions as the `G' command, but without picking up
objects, similar to the `M' command. For ports with mouse
support, the command is also invoked when a mouse-click
- takes place on a location further than 1 cell away from the
- current position.
+ takes place on a location other than the current position.
. Rest, do nothing for one turn.
a Apply (use) a tool (pick-axe, key, lamp...).
A Remove one or more worn items, such as armor. Use `T' (take
- off) to take off only one piece of armor or `R' (remove) to
+ off) to take off only one piece of armor or `R' (remove) to
take off only one accessory.
^A Redo the previous command.
- NetHack 3.4 July 27, 2002
+
+ NetHack 3.4 September 3, 2002
^C Panic button. Quit the game.
- d Drop something. Ex. ``d7a'' means drop seven items of ob-
+ d Drop something. Ex. ``d7a'' means drop seven items of ob-
ject a.
D Drop several things. In answer to the question ``What kinds
- of things do you want to drop? [!%= BUCXaium]'' you should
- type zero or more object symbols possibly followed by `a'
- and/or `i' and/or `u' and/or `m'. In addition, one or more
+ of things do you want to drop? [!%= BUCXaium]'' you should
+ type zero or more object symbols possibly followed by `a'
+ and/or `i' and/or `u' and/or `m'. In addition, one or more
of the blessed/uncursed/cursed groups may be typed.
DB - drop all objects known to be blessed.
e Eat food.
- E Engrave a message on the floor. Engraving the word ``El-
+ E Engrave a message on the floor. Engraving the word ``El-
bereth'' will cause most monsters to not attack you hand-to-
hand (but if you attack, you will rub it out); this is often
- useful to give yourself a breather. (This feature may be
- compiled out of the game, so your version might not have
+ useful to give yourself a breather. (This feature may be
+ compiled out of the game, so your version might not have
it.)
E- - write in the dust with your fingers.
- f Fire one of the objects placed in your quiver. You may se-
+ f Fire one of the objects placed in your quiver. You may se-
lect ammunition with a previous `Q' command, or let the com-
puter pick something appropriate if autoquiver is true.
o Open a door.
- O Set options. A menu showing the current option values will
- be displayed. You can change most values simply by select-
- ing the menu entry for the given option (ie, by typing its
+ O Set options. A menu showing the current option values will
+ be displayed. You can change most values simply by select-
+ ing the menu entry for the given option (ie, by typing its
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- letter or clicking upon it, depending on your user inter-
- face). For the non-boolean choices, a further menu or
+ letter or clicking upon it, depending on your user inter-
+ face). For the non-boolean choices, a further menu or
prompt will appear once you've closed this menu. The avail-
- able options are listed later in this Guidebook. Options
- are usually set before the game rather than with the `O'
+ able options are listed later in this Guidebook. Options
+ are usually set before the game rather than with the `O'
command; see the section on options below.
p Pay your shopping bill.
q Quaff (drink) a potion.
- Q Select an object for your quiver. You can then throw this
- using the `f' command. (In versions prior to 3.3 this was
- the command to quit the game, which has now been moved to
+ Q Select an object for your quiver. You can then throw this
+ using the `f' command. (In versions prior to 3.3 this was
+ the command to quit the game, which has now been moved to
`#quit'.)
r Read a scroll or spellbook.
^R Redraw the screen.
- s Search for secret doors and traps around you. It usually
+ s Search for secret doors and traps around you. It usually
takes several tries to find something.
- S Save (and suspend) the game. The game will be restored au-
+ S Save (and suspend) the game. The game will be restored au-
tomatically the next time you play.
t Throw an object or shoot a projectile.
W Wear armor.
x Exchange your wielded weapon with the item in your alternate
- weapon slot. The latter is used as your secondary weapon
- when engaging in two-weapon combat. Note that if one of
+ weapon slot. The latter is used as your secondary weapon
+ when engaging in two-weapon combat. Note that if one of
these slots is empty, the exchange still takes place.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
^X Display your name, role, race, gender, and alignment as well
as the various deities in your game.
- z Zap a wand. To aim at yourself, use `.' for the direction.
+ z Zap a wand. To aim at yourself, use `.' for the direction.
- Z Zap (cast) a spell. To cast at yourself, use `.' for the
+ Z Zap (cast) a spell. To cast at yourself, use `.' for the
direction.
^Z Suspend the game (UNIX(R) versions with job control only).
( Tell what tools you are using.
- * Tell what equipment you are using; combines the preceding
+ * Tell what equipment you are using; combines the preceding
five type-specific commands into one.
$ Count your gold pieces.
- + List the spells you know. Using this command, you can also
- rearrange the order in which your spells are listed. They
- are shown via a menu, and if you select a spell in that
+ + List the spells you know. Using this command, you can also
+ rearrange the order in which your spells are listed. They
+ are shown via a menu, and if you select a spell in that
menu, you'll be re-prompted for another spell to swap places
- with it, and then have opportunity to make further ex-
+ with it, and then have opportunity to make further ex-
changes.
\ Show what types of objects have been discovered.
! Escape to a shell.
# Perform an extended command. As you can see, the authors of
- NetHack used up all the letters, so this is a way to
+ NetHack used up all the letters, so this is a way to
__________
(R)UNIX is a registered trademark of AT&T.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- introduce the less frequently used commands. What extended
+ introduce the less frequently used commands. What extended
commands are available depends on what features the game was
compiled with.
Talk to someone.
#conduct
- List which challenges you have adhered to. See the section
+ List which challenges you have adhered to. See the section
below entitled ``Conduct'' for details.
#dip Dip an object into something.
Jump to another location.
#loot
- Loot a box or bag on the floor beneath you, or the saddle
+ Loot a box or bag on the floor beneath you, or the saddle
from a horse standing next to you.
#monster
- Use a monster's special ability (when polymorphed into mon-
+ Use a monster's special ability (when polymorphed into mon-
ster form).
#name
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
Turn undead.
#twoweapon
- Toggle two-weapon combat on or off. Note that you must use
- suitable weapons for this type of combat, or it will be au-
+ Toggle two-weapon combat on or off. Note that you must use
+ suitable weapons for this type of combat, or it will be au-
tomatically turned off.
#untrap
#? Help menu: get the list of available extended commands.
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
- meta-ing the first letter of the command. In NT, OS/2, and PC
+ bination with another key, modifies it by setting the `meta'
+ [8th, or `high'] bit), you can invoke many extended commands by
+ meta-ing the first letter of the command. In NT, OS/2, and PC
NetHack, the `Alt' key can be used in this fashion.
M-? #? (not supported by all platforms)
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
M-w #wipe
- If the number_pad option is on, some additional letter com-
+ If the number_pad option is on, some additional letter com-
mands are available:
- h Help menu: display one of several help texts available,
+ h Help menu: display one of several help texts available,
like ``?''.
j Jump to another location. Same as ``#jump'' or ``M-j''.
k Kick something (usually a door). Same as `^D'.
- l Loot a box or bag on the floor beneath you, or the saddle
- from a horse standing next to you. Same as ``#loot'' or
+ l Loot a box or bag on the floor beneath you, or the saddle
+ from a horse standing next to you. Same as ``#loot'' or
``M-l''.
- N Name an item or type of object. Same as ``#name'' or ``M-
+ N Name an item or type of object. Same as ``#name'' or ``M-
n''.
- u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
+ u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed; dark
- areas are only displayed if they are within one space of you.
+ Rooms and corridors in the dungeon are either lit or dark.
+ Any lit areas within your line of sight will be displayed; dark
+ areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
+ doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
+ the `o' (open) command; to close it again, use the `c' (close)
command.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- You can get through a locked door by using a tool to pick
+ You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
- Open doors cannot be entered diagonally; you must approach
- them straight on, horizontally or vertically. Doorways without
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
- Doors can be useful for shutting out monsters. Most mon-
+ Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
- Secret doors are hidden. You can find them with the `s'
- (search) command. Once found they are in all ways equivalent to
+ Secret doors are hidden. You can find them with the `s'
+ (search) command. Once found they are in all ways equivalent to
normal doors.
5.2. Traps (`^')
- There are traps throughout the dungeon to snare the unwary
- delver. For example, you may suddenly fall into a pit and be
+ There are traps throughout the dungeon to snare the unwary
+ delver. For example, you may suddenly fall into a pit and be
stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
- mand. Monsters can fall prey to traps, too, which can be a very
+ mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
There is a special pre-mapped branch of the dungeon based on
- the classic computer game ``Sokoban.'' The goal is to push the
- boulders into the pits or holes. With careful foresight, it is
- possible to complete all of the levels according to the tradi-
- tional rules of Sokoban. Some allowances are permitted in case
+ the classic computer game ``Sokoban.'' The goal is to push the
+ boulders into the pits or holes. With careful foresight, it is
+ possible to complete all of the levels according to the tradi-
+ tional rules of Sokoban. Some allowances are permitted in case
the player gets stuck; however, they will lower your luck.
5.3. Stairs (`<', `>')
- In general, each level in the dungeon will have a staircase
+ 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
- levels, from a template for some ``special'' levels, or loaded
- from the remains of an earlier game for a ``bones'' level as
- briefly described below). Monsters are only active on the
+ and reactivated. If you're moving to a level which has not yet
+ been visited, it will be created (from scratch for most random
+ levels, from a template for some ``special'' levels, or loaded
+ from the remains of an earlier game for a ``bones'' level as
+ briefly described below). Monsters are only active on the
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- current level; those on other levels are essentially placed into
+ current level; those on other levels are essentially placed into
stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
+ sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
5.4. Ladders (`<', `>')
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
during game play.
6. Monsters
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- magic items can help you locate them before they locate you
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
(which some monsters can do very well).
- The commands `/' and `;' may be used to obtain information
- about those monsters who are displayed on the screen. The com-
- mand `C' allows you to assign a name to a monster, which may be
- useful to help distinguish one from another when multiple mon-
- sters are present. Assigning a name which is just a space will
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand `C' allows you to assign a name to a monster, which may be
+ useful to help distinguish one from another when multiple mon-
+ sters 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
+ The extended command ``#chat'' can be used to interact with
+ an adjacent monster. There is no actual dialog (in other words,
+ you don't get to choose what you'll say), but chatting with some
monsters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
6.1. Fighting
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
+ 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.
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
- `m' command to move without fighting; likewise, if you don't re-
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
member a monster but want to try fighting anyway, you can use the
`F' command.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
6.2. Your pet
- You start the game with a little dog (`d'), cat (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. It
+ You start the game with a little dog (`d'), cat (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. It
usually feeds itself on fresh carrion and other meats. If you're
- worried about it or want to train it, you can feed it, too, by
- throwing it food. A properly trained pet can be very useful un-
+ worried about it or want to train it, you can feed it, too, by
+ throwing it food. A properly trained pet can be very useful un-
der certain circumstances.
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
+ pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
6.3. Steeds
- Some types of creatures in the dungeon can actually be rid-
+ 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.
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.
to pick it up. In NetHack, this is accomplished automatically by
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger you
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger you
are, the less the additional load will affect you. There comes a
- point, though, when the weight of all of that stuff you are car-
- rying around with you through the dungeon will encumber you.
- Your reactions will get slower and you'll burn calories faster,
- requiring food more frequently to cope with it. Eventually,
- you'll be so overloaded that you'll either have to discard some
+ point, though, when the weight of all of that stuff you are car-
+ rying around with you through the dungeon will encumber you.
+ Your reactions will get slower and you'll burn calories faster,
+ requiring food more frequently to cope with it. Eventually,
+ you'll be so overloaded that you'll either have to discard some
of what you're carrying or collapse under its weight.
- NetHack will tell you how badly you have loaded yourself.
- The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
+ NetHack will tell you how badly you have loaded yourself.
+ The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
`Overloaded' are displayed on the bottom line display to indicate
your condition.
When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
+ 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.
+ 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-
+ 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
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
- Objects can also be blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For ex-
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
roles.
- An item with unknown status will be reported in your inven-
+ An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
+ distinguished in your inventory by the presence of the word
``cursed'', ``uncursed'' or ``blessed'' in the description of the
item.
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
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
exception; they normally do much more damage with bare hands than
they do with weapons.
There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows and spears. To hit monsters with a weapon,
- you must wield it and attack them, or throw it at them. You can
- simply elect to throw a spear. To shoot an arrow, you should
- first wield a bow, then throw the arrow. Crossbows shoot cross-
+ 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
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
+ tified somehow. Most weapons are subject to some type of damage
like rust. Such ``erosion'' damage can be repaired.
- The chance that an attack will successfully hit a monster,
- and the amount of damage such a hit will do, depends upon many
- factors. Among them are: type of weapon, quality of weapon (en-
+ The chance that an attack will successfully hit a monster,
+ and the amount of damage such a hit will do, depends upon many
+ factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
- encumbrance, and proficiency (see below). The monster's armor
- class - a general defense rating, not necessarily due to wearing
- of armor - is a factor too; also, some monsters are particularly
+ encumbrance, and proficiency (see below). The monster's armor
+ class - a general defense rating, not necessarily due to wearing
+ of armor - is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and alternate weapons. And if you have proficiency in
- the ``two weapon combat'' skill, you may wield both weapons si-
- multaneously as primary and secondary; use the `#twoweapon' ex-
- tended command to engage or disengage that. Only some types of
- characters (barbarians, for instance) have the necessary skill
- available. Even with that skill, using two weapons at once in-
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the ``two weapon combat'' skill, you may wield both weapons si-
+ multaneously as primary and secondary; use the `#twoweapon' ex-
+ tended command to engage or disengage that. Only some types of
+ characters (barbarians, for instance) have the necessary skill
+ available. Even with that skill, using two weapons at once in-
curs a penalty in the chance to hit your target compared to using
just one weapon at a time.
- There might be times when you'd rather not wield any weapon
- at all. To accomplish that, wield `-', or else use the `A' com-
- mand which allows you to unwield the current weapon in addition
+ 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 alternative way of throwing), `Q' (quiver), `x'
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
(exchange), `#twoweapon', and `#enhance' (see below).
7.2.1. Throwing and shooting
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
+ You can throw just about anything via the `t' command. It
+ will prompt for the item to throw; picking `?' will list things
+ in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- for a specific target. The distance something can be thrown de-
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
+ be thrown by hand, but can be thrown much farther and will be
more likely to hit when thrown while you are wielding a bow.
- You can simplify the throwing operation by using the `Q'
- command to select your preferred ``missile'', then using the `f'
- command to throw it. You'll be prompted for a direction as
- above, but you don't have to specify which item to throw each
+ You can simplify the throwing operation by using the `Q'
+ command to select your preferred ``missile'', then using the `f'
+ command to throw it. You'll be prompted for a direction as
+ above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
- NetHack choose another item to automatically fill your quiver
+ NetHack choose another item to automatically fill your quiver
when the inventory slot used for `Q' runs out.
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
of ammunition at once -- or hold several missiles in your hand --
- and still hit a target is not an easy task. Rangers are among
- those who are adept at this task, as are those with a high level
+ 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
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
wielding one to shoot bolts, or in sling skill if you're wielding
one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
number_pad mode) would ensure that at most 2 arrows are shot even
- if you could have fired 3. If you specify a larger number than
+ if you could have fired 3. If you specify a larger number than
would have been shot (``4f'' in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
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-
- times also referred to as ``restricted'', because you won't be
- able to advance), ``unskilled'', ``basic'', ``skilled'', and
+ times also referred to as ``restricted'', because you won't be
+ able to advance), ``unskilled'', ``basic'', ``skilled'', and
``expert''. Restricted skills simply will not appear in the list
- shown by `#enhance'. (Divine intervention might unrestrict a
+ shown by `#enhance'. (Divine intervention might unrestrict a
particular skill, in which case it will start at unskilled and be
- limited to basic.) Some characters can enhance their barehanded
- combat or martial arts skill beyond expert to ``master'' or
+ limited to basic.) Some characters can enhance their barehanded
+ combat or martial arts skill beyond expert to ``master'' or
``grand master''.
Use of a weapon in which you're restricted or unskilled will
incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use `#enhance' to increase one or more skills. Such skills are
+ 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
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
+ 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.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
+ protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
no armor 10
You can also wear other pieces of armor (ex. helmets, boots,
- shields, cloaks) to lower your armor class even further, but you
- can only wear one item of each category (one suit of armor, one
+ shields, cloaks) to lower your armor class even further, but you
+ can only wear one item of each category (one suit of armor, one
cloak, one helmet, one shield, and so on) at a time.
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its ``plus'' (or minus)
- will subtract from your armor class. For example, a +1 chain
- mail would give you better protection than normal chain mail,
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its ``plus'' (or minus)
+ will subtract from your armor class. For example, a +1 chain
+ mail would give you better protection than normal chain mail,
lowering your armor class one unit further to 4. When you put on
- a piece of armor, you immediately find out the armor class and
+ a piece of armor, you immediately find out the armor class and
any ``plusses'' it provides. Cursed pieces of armor usually have
negative enchantments (minuses) in addition to being unremovable.
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can also be used to take off armor as well as
+ The `A' command can also be used to take off armor as well as
other worn items.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins (``cans'') will usu-
- ally stay fresh, but ice boxes are heavy, and tins take a while
+ ally stay fresh, but ice boxes are heavy, and tins take a while
to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
fects.
- You can name one food item after something you like to eat
+ You can name one food item after something you like to eat
with the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (ex. ``READ ME,'' or
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (ex. ``READ ME,'' or
``THANX MAUD'' backwards). Scrolls disappear after you read them
(except for blank ones, without magic spells on them).
- One of the most useful of these is the scroll of identify,
+ 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
- NetHack know where to look for new mail by setting the ``MAIL''
- environment variable to the file name of your mailbox. You may
- also want to set the ``MAILREADER'' environment variable to the
- file name of your favorite reader, so NetHack can shell to it
- when you read the scroll. On versions of NetHack where mail is
- randomly generated internal to the game, these environment vari-
- ables are ignored. You can disable the mail daemon by turning
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
+ NetHack know where to look for new mail by setting the ``MAIL''
+ environment variable to the file name of your mailbox. You may
+ also want to set the ``MAILREADER'' environment variable to the
+ file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll. On versions of NetHack where mail is
+ randomly generated internal to the game, these environment vari-
+ ables are ignored. You can disable the mail daemon by turning
off the mail option.
The command to read a scroll is `r'.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip (``#dip'') an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Magic wands usually have multiple magical charges. Some
- wands are directional--you must give a direction in which to zap
- them. You can also zap them at yourself (just give a `.' or `s'
+ Magic wands usually have multiple magical charges. Some
+ wands are directional--you must give a direction in which to zap
+ them. You can also zap them at yourself (just give a `.' or `s'
for the direction). Be warned, however, for this is often unwise.
- Other wands are nondirectional--they don't require a direction.
- The number of charges in a wand is random and decreases by one
+ Other wands are nondirectional--they don't require a direction.
+ The number of charges in a wand is random and decreases by one
whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
the wand is recharged.
In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
tainly cause a catastrophic release of magical energies.
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
+ The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
7.8. Rings (`=')
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
- Putting on a ring activates its magic. You can wear only
+ Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- Most rings also cause you to grow hungry more rapidly, the
+ Most rings also cause you to grow hungry more rapidly, the
rate varying with the type of ring.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable) -- unless
- the attempt backfires. Reading a cursed spellbook or one with
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable) -- unless
+ the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
casting.
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you, and casting several spells in a row may
- tire you. Casting of spells also requires practice. With prac-
- tice, your skill in each category of spell casting will improve.
- Over time, however, your memory of each spell will dim, and you
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you, and casting several spells in a row may
+ tire you. Casting of spells also requires practice. With prac-
+ tice, your skill in each category of spell casting will improve.
+ Over time, however, your memory of each spell will dim, and you
will need to relearn it.
- Some spells are directional--you must give a direction in
- which to cast them. You can also cast them at yourself (just
- give a `.' or `s' for the direction). Be warned, however, for
- this is often unwise. Other spells are nondirectional--they
+ Some spells are directional--you must give a direction in
+ which to cast them. You can also cast them at yourself (just
+ give a `.' or `s' for the direction). Be warned, however, for
+ this is often unwise. Other spells are nondirectional--they
don't require a direction.
Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
+ can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises the skill group;
sufficient skill may increase the potency of the spell and reduce
- the risk of spell failure. Skill slots are shared with weapons
+ the risk of spell failure. Skill slots are shared with weapons
skills. (See also the section on ``Weapon proficiency''.)
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
- `r' (read). The `+' command lists your current spells, their
+ The command to read a spellbook is the same as for scrolls,
+ `r' (read). The `+' command lists your current spells, their
levels, categories, and chances for failure. 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
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the ``#loot'' extended
- command when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the ``#loot'' extended
+ command when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
+ kicking it with the `^D' command, or by using a weapon to force
the lock with the ``#force'' extended command.
Some chests are trapped, causing nasty things to happen when
7.11. Amulets (`"')
- Amulets are very similar to rings, and often more powerful.
+ Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck.
- The commands to use amulets are the same as for rings, `P'
+ The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
7.12. Gems (`*')
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
- much less valuable. All rocks, however, can be used as projec-
- tile weapons (if you have a sling). In the most desperate of
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks (``')
- Statues and boulders are not particularly useful, and are
- generally heavy. It is rumored that some statues are not what
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
they seem.
- Very large humanoids (giants and their ilk) have been known
+ Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
This gives players extra ``bragging rights'' for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
they win the game.
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
+ sidered vegan food. Note however that eating such items still
counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
ing the monster's corpse. Please note that the term ``vegan'' is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
keep track of this for you. Also note that ``milky'' potions may
be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- ``fruits'', although they could be anything from ``cherries'' to
+ compatible with a vegan diet. Slime molds or player-defined
+ ``fruits'', although they could be anything from ``cherries'' to
``pork chops'', are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this 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
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single ``x'' (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
- There are several other challenges tracked by the game. It
+ There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
+ cide; playing without this feature is considered a challenge.
When you game offers you an opportunity to genocide monsters, you
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- may respond with the monster type ``none'' if you want to de-
- cline. You can change the form of an item into another item of
- the same type (``polypiling'') or the form of your own body into
- another creature (``polyself'') by wand, spell, or potion of
+ may respond with the monster type ``none'' if you want to de-
+ cline. You can change the form of an item into another item of
+ the same type (``polypiling'') or the form of your own body into
+ another creature (``polyself'') by wand, spell, or potion of
polymorph; avoiding these effects are each considered challenges.
- Polymorphing monsters, including pets, does not break either of
- these challenges. Finally, you may sometimes receive wishes; a
- game without an attempt to wish for any items is a challenge, as
- is a game without wishing for an artifact (even if the artifact
+ Polymorphing monsters, including pets, does not break either of
+ these challenges. Finally, you may sometimes receive wishes; a
+ game without an attempt to wish for any items is a challenge, as
+ is a game without wishing for an artifact (even if the artifact
immediately disappears). When the game offers you an opportunity
- to make a wish for an item, you may choose ``nothing'' if you
+ to make a wish for an item, you may choose ``nothing'' if you
want to decline.
9. Options
- Due to variations in personal tastes and conceptions of how
+ Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
how NetHack behaves.
9.1. Setting the options
- Options may be set in a number of ways. Within the game,
+ Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- the NETHACKOPTIONS environment variable or in a configuration
+ them. You can also set options automatically by placing them in
+ the NETHACKOPTIONS environment variable or in a configuration
file. Some versions of NetHack also have front-end programs that
allow you to set options before starting the game.
9.2. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
option to the list, and turn it off by typing a `!' or ``no'' be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
+ fore the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
For example, to set up an environment variable so that ``au-
- toquiver'' is on, ``autopickup'' is off, the name is set to
- ``Blue Meanie'', and the fruit is set to ``papaya'', you would
+ toquiver'' is on, ``autopickup'' is off, the name is set to
+ ``Blue Meanie'', and the fruit is set to ``papaya'', you would
enter the command
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
- in csh (note the need to escape the ! since it's special to the
+ in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
in sh or ksh.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
9.3. Using a configuration file
- Any line in the configuration file starting with ``OP-
- TIONS='' may be filled out with options in the same syntax as in
+ Any line in the configuration file starting with ``OP-
+ TIONS='' may be filled out with options in the same syntax as in
NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
- FECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
- DER='' is taken as defining the corresponding dungeon, effects,
- monsters, objects traps or boulder option in a different syntax,
- a sequence of decimal numbers giving the character position in
- the current font to be used in displaying each entry. Such a se-
- quence can be continued to multiple lines by putting a `\' at the
- end of each line to be continued. Any line starting with `#' is
- treated as a comment.
+ FECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
+ DER='' is taken as defining the corresponding dungeon, effects,
+ monsters, objects traps or boulder option in a different syntax,
+ a sequence of decimal numbers giving the character position in
+ the current font to be used in displaying each entry. A zero in
+ any entry in such a sequence leaves the display of that entry un-
+ changed; this feature is not available using the option syntax.
+ Such a sequence can be continued to multiple lines by putting a
+ `\' at the end of each line to be continued. Any line starting
+ with `#' is treated as a comment.
The default name of the configuration file varies on differ-
- ent operating systems, but NETHACKOPTIONS can also be set to the
- full name of a file you want to use (possibly preceded by an
+ ent operating systems, but NETHACKOPTIONS can also be set to the
+ full name of a file you want to use (possibly preceded by an
`@').
9.4. Customization options
Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
+ acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
align
- Your starting alignment (align:lawful, align:neutral, or
+ Your starting alignment (align:lawful, align:neutral, or
align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. Can-
+ default is to randomly pick an appropriate alignment. Can-
not be set with the `O' command.
autodig
- Automatically dig if you are wielding a digging tool and
+ Automatically dig if you are wielding a digging tool and
moving into a place that can be dug (default false).
autopickup
- Automatically pick up things onto which you move (default
+ Automatically pick up things onto which you move (default
on).
autoquiver
- This option controls what happens when you attempt the `f'
+ This option controls what happens when you attempt the `f'
(fire) command with an empty quiver. When true, the comput-
- er will fill your quiver with some suitable weapon. Note
- that it will not take into account the blessed/cursed sta-
- tus, enchantment, damage, or quality of the weapon; you are
- free to manually fill your quiver with the `Q' command in-
- stead. If no weapon is found or the option is false, the
+ er will fill your quiver with some suitable weapon. Note
+ that it will not take into account the blessed/cursed sta-
+ tus, enchantment, damage, or quality of the weapon; you are
+ free to manually fill your quiver with the `Q' command in-
+ stead. If no weapon is found or the option is false, the
`t' (throw) command is executed instead. (default false)
boulder
- Set the character used to display boulders (default is rock
+ Set the character used to display boulders (default is rock
class symbol).
-
-
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be
+ Name your starting cat (ex. ``catname:Morris''). Cannot be
set with the `O' command.
character
- Pick your type of character (ex. ``character:Monk''); syn-
- onym for ``role''. See ``name'' for an alternate method of
+ Pick your type of character (ex. ``character:Monk''); syn-
+ onym for ``role''. See ``name'' for an alternate method of
specifying your role. Normally only the first letter of the
value is examined; the string ``random'' is an exception.
ery after program crash (default on).
checkspace
- Check free disk space before writing files to disk (default
- on). You may have to turn this off if you have more than 2
- GB free space on the partition used for your save and level
- files. Only applies when MFLOPPY was defined during compi-
+ Check free disk space before writing files to disk (default
+ on). You may have to turn this off if you have more than 2
+ GB free space on the partition used for your save and level
+ files. Only applies when MFLOPPY was defined during compi-
lation.
cmdassist
on).
confirm
- Have user confirm attacks on pets, shopkeepers, and other
+ Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on).
DECgraphics
- Use a predefined selection of characters from the DEC VT-
- xxx/DEC Rainbow/ANSI line-drawing character set to display
+ Use a predefined selection of characters from the DEC VT-
+ xxx/DEC Rainbow/ANSI line-drawing character set to display
the dungeon/effects/traps instead of having to define a full
- graphics set yourself (default off). This option also sets
- up proper handling of graphics characters for such termi-
- nals, so you should specify it when appropriate even if you
+ graphics set yourself (default off). This option also sets
+ up proper handling of graphics characters for such termi-
+ nals, so you should specify it when appropriate even if you
override the selections with your own graphics strings.
disclose
Controls options for disclosing various information when the
- game ends (defaults to all possibilities being disclosed).
+ game ends (defaults to all possibilities being disclosed).
The possibilities are:
i - disclose your inventory.
g - list monster species that have been genocided.
c - display your conduct.
- Each disclosure possibility can optionally be preceded by a
- prefix which let you refine how it behaves. Here are the
+ Each disclosure possibility can optionally be preceded by a
+ prefix which let you refine how it behaves. Here are the
valid prefixes:
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- - do not disclose it and do not prompt.
(ex. ``disclose:yi na +v -g -c'') The example sets inventory
- to prompt and default to yes, attributes to prompt and de-
+ to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, geno-
cided to not disclose and not to prompt, conduct to not dis-
- close and not to prompt. Note that the vanquished monsters
+ close and not to prompt. Note that the vanquished monsters
list includes all monsters killed by traps and each other as
well as by you.
dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be
+ Name your starting dog (ex. ``dogname:Fang''). Cannot be
set with the `O' command.
dungeon
Set the graphics symbols for displaying the dungeon (default
`` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The dun-
- geon option should be followed by a string of 1-41 charac-
- ters to be used instead of the default map-drawing charac-
- ters. The dungeon map will use the characters you specify
- instead of the default symbols, and default symbols for any
- you do not specify. Remember that you may need to escape
- some of these characters on a command line if they are spe-
+ geon option should be followed by a string of 1-41 charac-
+ ters to be used instead of the default map-drawing charac-
+ ters. The dungeon map will use the characters you specify
+ instead of the default symbols, and default symbols for any
+ you do not specify. Remember that you may need to escape
+ some of these characters on a command line if they are spe-
cial to your shell.
- Note that NetHack escape-processes this option string in
- conventional C fashion. This means that `\' is a prefix to
- take the following character literally. Thus `\' needs to
- be represented as `\\'. The special escape form `\m'
+ Note that NetHack escape-processes this option string in
+ conventional C fashion. This means that `\' is a prefix to
+ take the following character literally. Thus `\' needs to
+ be represented as `\\'. The special escape form `\m'
switches on the meta bit in the following character, and the
`^' prefix causes the following character to be treated as a
control character.
- The order of the symbols is: solid rock, vertical wall,
+ The order of the symbols is: solid rock, vertical wall,
horizontal wall, upper left corner, upper right corner, low-
- er left corner, lower right corner, cross wall, upward T
+ er left corner, lower right corner, cross wall, upward T
wall, downward T wall, leftward T wall, rightward T wall, no
- door, vertical open door, horizontal open door, vertical
- closed door, horizontal closed door, iron bars, tree, floor
- of a room, dark corridor, lit corridor, stairs up, stairs
- down, ladder up, ladder down, altar, grave, throne, kitchen
- sink, fountain, pool or moat, ice, lava, vertical lowered
- drawbridge, horizontal lowered drawbridge, vertical raised
- drawbridge, horizontal raised drawbridge, air, cloud, under
+ door, vertical open door, horizontal open door, vertical
+ closed door, horizontal closed door, iron bars, tree, floor
+ of a room, dark corridor, lit corridor, stairs up, stairs
+ down, ladder up, ladder down, altar, grave, throne, kitchen
+ sink, fountain, pool or moat, ice, lava, vertical lowered
+ drawbridge, horizontal lowered drawbridge, vertical raised
+ drawbridge, horizontal raised drawbridge, air, cloud, under
water.
- You might want to use `+' for the corners and T walls for a
- more aesthetic, boxier display. Note that in the next re-
- lease, new symbols may be added, or the present ones rear-
+ You might want to use `+' for the corners and T walls for a
+ more aesthetic, boxier display. Note that in the next re-
+ lease, new symbols may be added, or the present ones rear-
ranged.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
effects
Set the graphics symbols for displaying special effects (de-
- fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
- option should be followed by a string of 1-29 characters to
- be used instead of the default special-effects characters.
- This string is subjected to the same processing as the dun-
+ fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
+ option should be followed by a string of 1-29 characters to
+ be used instead of the default special-effects characters.
+ This string is subjected to the same processing as the dun-
geon option.
- The order of the symbols is: vertical beam, horizontal
- beam, left slant, right slant, digging beam, camera flash
- beam, left boomerang, right boomerang, four glyphs giving
- the sequence for magic resistance displays, the eight sur-
- rounding glyphs for swallowed display, nine glyphs for ex-
+ The order of the symbols is: vertical beam, horizontal
+ beam, left slant, right slant, digging beam, camera flash
+ beam, left boomerang, right boomerang, four glyphs giving
+ the sequence for magic resistance displays, the eight sur-
+ rounding glyphs for swallowed display, nine glyphs for ex-
plosions. An explosion consists of three rows (top, middle,
- and bottom) of three characters. The explosion is centered
+ and bottom) of three characters. The explosion is centered
in the center of this 3 by 3 array.
- Note that in the next release, new symbols may be added, or
+ Note that in the next release, new symbols may be added, or
the present ones rearranged.
Cannot be set with the `O' command.
extmenu
- Changes the extended commands interface to pop-up a menu of
- available commands. It is keystroke compatible with the
- traditional interface except that it does not require that
- you hit Enter. It is implemented only by the tty port (de-
- fault off), when the game has been compiled to support tty
+ Changes the extended commands interface to pop-up a menu of
+ available commands. It is keystroke compatible with the
+ traditional interface except that it does not require that
+ you hit Enter. It is implemented only by the tty port (de-
+ fault off), when the game has been compiled to support tty
graphics.
female
- An obsolete synonym for ``gender:female''. Cannot be set
+ An obsolete synonym for ``gender:female''. Cannot be set
with the `O' command.
fixinv
- An object's inventory letter sticks to it when it's dropped
+ An object's inventory letter sticks to it when it's dropped
(default on). If this is off, dropping an object shifts all
the remaining inventory letters.
fruit
- Name a fruit after something you enjoy eating (ex.
+ Name a fruit after something you enjoy eating (ex.
``fruit:mango'') (default ``slime mold''). Basically a nos-
- talgic whimsy that NetHack uses from time to time. You
- should set this to something you find more appetizing than
+ talgic whimsy that NetHack uses from time to time. You
+ should set this to something you find more appetizing than
slime mold. Apples, oranges, pears, bananas, and melons al-
ready exist in NetHack, so don't use those.
gender
- Your starting gender (gender:male or gender:female). You
- may specify just the first letter. Although you can still
- denote your gender using the ``male'' and ``female'' op-
- tions, the ``gender'' option will take precedence. The
+ Your starting gender (gender:male or gender:female). You
+ may specify just the first letter. Although you can still
+ denote your gender using the ``male'' and ``female'' op-
+ tions, the ``gender'' option will take precedence. The
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- default is to randomly pick an appropriate gender. Cannot
+ default is to randomly pick an appropriate gender. Cannot
be set with the `O' command.
- help If more information is available for an object looked at
- with the `/' command, ask if you want to see it (default
- on). Turning help off makes just looking at things faster,
+ help If more information is available for an object looked at
+ with the `/' command, ask if you want to see it (default
+ on). Turning help off makes just looking at things faster,
since you aren't interrupted with the ``More info?'' prompt,
- but it also means that you might miss some interesting
+ but it also means that you might miss some interesting
and/or important information.
horsename
- Name your starting horse (ex. ``horsename:Trigger''). Can-
+ Name your starting horse (ex. ``horsename:Trigger''). Can-
not be set with the `O' command.
IBMgraphics
- Use a predefined selection of IBM extended ASCII characters
- to display the dungeon/effects/traps instead of having to
+ Use a predefined selection of IBM extended ASCII characters
+ to display the dungeon/effects/traps instead of having to
define a full graphics set yourself (default off). This op-
tion also sets up proper handling of graphics characters for
- such terminals, so you should specify it when appropriate
- even if you override the selections with your own graphics
+ such terminals, so you should specify it when appropriate
+ even if you override the selections with your own graphics
strings.
ignintr
Ignore interrupt signals, including breaks (default off).
legacy
- Display an introductory message when starting the game (de-
+ Display an introductory message when starting the game (de-
fault on).
lit_corridor
held by your character as lit (default off).
lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when loot-
- ing, rather than the mnemonics `o', `i', and `b' (default
+ Use the old `a', `b', and `c' keyboard shortcuts when loot-
+ ing, rather than the mnemonics `o', `i', and `b' (default
off).
mail
the `O' command.
menustyle
- Controls the interface used when you need to choose various
- objects (in response to the Drop command, for instance).
+ Controls the interface used when you need to choose various
+ objects (in response to the Drop command, for instance).
The value specified should be the first letter of one of the
following: traditional, combination, partial, or full.
- Traditional was the only interface available for earlier
- versions; it consists of a prompt for object class charac-
- ters, followed by an object-by-object prompt for all items
+ Traditional was the only interface available for earlier
+ versions; it consists of a prompt for object class charac-
+ ters, followed by an object-by-object prompt for all items
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- matching the selected object class(es). Combination starts
- with a prompt for object class(es) of interest, but then
- displays a menu of matching objects rather than prompting
- one-by-one. Partial skips the object class filtering and
+ matching the selected object class(es). Combination starts
+ with a prompt for object class(es) of interest, but then
+ displays a menu of matching objects rather than prompting
+ one-by-one. Partial skips the object class filtering and
immediately displays a menu of all objects. Full displays a
- menu of object classes rather than a character prompt, and
+ menu of object classes rather than a character prompt, and
then a menu of matching objects for selection.
menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
+ Menu character accelerator to deselect all items in a menu.
+ Implemented by the Amiga, Gem, X11 and tty ports. Default
'-'.
menu_deselect_page
- Menu character accelerator deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
+ Menu character accelerator deselect all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports.
Default '\'.
menu_first_page
- Menu character accelerator to jump to the first page in a
+ Menu character accelerator to jump to the first page in a
menu. Implemented by the Amiga, Gem and tty ports. Default
'^'.
menu_invert_all
- Menu character accelerator to invert all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
+ Menu character accelerator to invert all items in a menu.
+ Implemented by the Amiga, Gem, X11 and tty ports. Default
'@'.
menu_invert_page
- Menu character accelerator to invert all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
+ Menu character accelerator to invert all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports.
Default '~'.
menu_last_page
- Menu character accelerator to jump to the last page in a
+ Menu character accelerator to jump to the last page in a
menu. Implemented by the Amiga, Gem and tty ports. Default
'|'.
menu_next_page
- Menu character accelerator to goto the next menu page. Im-
+ Menu character accelerator to goto the next menu page. Im-
plemented by the Amiga, Gem and tty ports. Default '>'.
menu_previous_page
- Menu character accelerator to goto the previous menu page.
+ Menu character accelerator to goto the previous menu page.
Implemented by the Amiga, Gem and tty ports. Default '<'.
menu_search
- Menu character accelerator to search for a menu item. Im-
+ Menu character accelerator to search for a menu item. Im-
plemented by the Amiga, Gem and X11 ports. Default ':'.
menu_select_all
- Menu character accelerator to select all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
+ Menu character accelerator to select all items in a menu.
+ Implemented by the Amiga, Gem, X11 and tty ports. Default
'.'.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
menu_select_page
- Menu character accelerator to select all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
+ Menu character accelerator to select all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports.
Default ','.
monsters
- Set the characters used to display monster classes (default
+ Set the characters used to display monster classes (default
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
VWXYZ@ '&;:~]''). This string is subjected to the same pro-
- cessing as the dungeon option. The order of the symbols is
- ant or other insect, blob, cockatrice, dog or other canine,
- eye or sphere, feline, gremlin, humanoid, imp or minor de-
- mon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer,
+ cessing as the dungeon option. The order of the symbols is
+ ant or other insect, blob, cockatrice, dog or other canine,
+ eye or sphere, feline, gremlin, humanoid, imp or minor de-
+ mon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer,
quadruped, rodent, spider, trapper or lurker above, horse or
- unicorn, vortex, worm, xan or other mythical/fantastic in-
- sect, light, zruty, angelic being, bat or bird, centaur,
- dragon, elemental, fungus or mold, gnome, giant humanoid,
- invisible monster, jabberwock, Keystone Kop, lich, mummy,
+ unicorn, vortex, worm, xan or other mythical/fantastic in-
+ sect, light, zruty, angelic being, bat or bird, centaur,
+ dragon, elemental, fungus or mold, gnome, giant humanoid,
+ invisible monster, jabberwock, Keystone Kop, lich, mummy,
naga, ogre, pudding or ooze, quantum mechanic, rust monster,
snake, troll, umber hulk, vampire, wraith, xorn, yeti or ape
or some large beast, zombie, human, ghost, golem, demon, sea
- monster, lizard, long worm tail, and mimic. Cannot be set
+ monster, lizard, long worm tail, and mimic. Cannot be set
with the `O' command.
msghistory
(default 20). Cannot be set with the `O' command.
msg_window
- Allows you to change the way recalled messages are dis-
- played. (It is currently implemented for tty only.) The
+ Allows you to change the way recalled messages are dis-
+ played. (It is currently implemented for tty only.) The
possible values are:
s - single message (the default prior to 3.4.0).
f - full window, oldest message first.
r - full window, newest message first.
- For backward compatibility, no value needs to be specified
- (which defaults to `full'), or it can be negated (which de-
+ For backward compatibility, no value needs to be specified
+ (which defaults to `full'), or it can be negated (which de-
faults to `single').
name
Set your character's name (defaults to your user name). You
- can also set your character's role by appending a dash and
- one or more letters of the role (that is, by suffixing one
+ can also set your character's role by appending a dash and
+ one or more letters of the role (that is, by suffixing one
of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used
- for the role, then a random one will be automatically cho-
+ for the role, then a random one will be automatically cho-
sen. Cannot be set with the `O' command.
news
- Read the NetHack news file, if present (default on). Since
- the news is shown at the beginning of the game, there's no
+ 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 setting this with the `O' command.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
Send padding nulls to the terminal (default off).
number_pad
- Use the number keys to move instead of [yuhjklbn] (default
+ Use the number keys to move instead of [yuhjklbn] (default
off).
objects
- Set the characters used to display object classes (default
- ``])[="(%!?+/$*`0_.''). This string is subjected to the
- same processing as the dungeon option. The order of the
- symbols is illegal-object (should never be seen), weapon,
- armor, ring, amulet, tool, food, potion, scroll, spellbook,
- wand, gold, gem or rock, boulder or statue, iron ball,
+ Set the characters used to display object classes (default
+ ``])[="(%!?+/$*`0_.''). This string is subjected to the
+ same processing as the dungeon option. The order of the
+ symbols is illegal-object (should never be seen), weapon,
+ armor, ring, amulet, tool, food, potion, scroll, spellbook,
+ wand, gold, gem or rock, boulder or statue, iron ball,
chain, and venom. Cannot be set with the `O' command.
packorder
- Specify the order to list object types in (default
- ``")[%?+!=/(*`0_''). The value of this option should be a
- string containing the symbols for the various object types.
+ Specify the order to list object types in (default
+ ``")[%?+!=/(*`0_''). The value of this option should be a
+ string containing the symbols for the various object types.
Any omitted types are filled in at the end from the previous
order.
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that
implement this feature.
pettype
- Specify the type of your initial pet, if you are playing a
- character class that uses multiple types of pets; or choose
+ Specify the type of your initial pet, if you are playing a
+ character class that uses multiple types of pets; or choose
to have no initial pet at all. Possible values are ``cat'',
``dog'' and ``none''. Cannot be set with the `O' command.
pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
+ When you pick up an item that would exceed this encumbrance
+ level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
(Default `S').
pickup_types
- Specify the object types to be picked up when autopickup is
+ Specify the object types to be picked up when autopickup is
on. Default is all types.
prayconfirm
Prompt for confirmation before praying (default on).
pushweapon
- Using the `w' (wield) command when already wielding some-
- thing pushes the old item into your alternate weapon slot
+ Using the `w' (wield) command when already wielding some-
+ thing pushes the old item into your alternate weapon slot
(default off).
race Selects your race (for example, ``race:human''). Default is
random. Cannot be set with the `O' command.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
fault off).
role
- Pick your type of character (ex. ``role:Samurai''); synonym
- for ``character''. See ``name'' for an alternate method of
+ Pick your type of character (ex. ``role:Samurai''); synonym
+ for ``character''. See ``name'' for an alternate method of
specifying your role. Normally only the first letter of the
- value is examined; `r' is an exception with ``Rogue'',
+ value is examined; `r' is an exception with ``Rogue'',
``Ranger'', and ``random'' values.
runmode
- Controls the amount of screen updating for the map window
- when engaged in multi-turn movement (running via shift+di-
+ Controls the amount of screen updating for the map window
+ when engaged in multi-turn movement (running via shift+di-
rection or control+direction and so forth, or via the travel
command or mouse click). The possible values are:
walk - update the map after each step;
crawl - like walk, but pause briefly after each step.
- This option only affects the game's screen display, not the
- actual results of moving. The default is `run'; versions
+ This option only affects the game's screen display, not the
+ actual results of moving. The default is `run'; versions
prior to 3.4.1 used `teleport' only. Whether or not the ef-
- fect is noticeable will depend upon the window port used or
+ fect is noticeable will depend upon the window port used or
on the type of terminal.
safe_pet
- Prevent you from (knowingly) attacking your pets (default
+ Prevent you from (knowingly) attacking your pets (default
on).
scores
- Control what parts of the score list you are shown at the
+ Control what parts of the score list you are shown at the
end (ex. ``scores:5 top scores/4 around my score/own
- scores''). Only the first letter of each category (`t',
+ scores''). Only the first letter of each category (`t',
`a', or `o') is necessary.
showexp
- Show your accumulated experience points on bottom line (de-
+ Show your accumulated experience points on bottom line (de-
fault off).
showrace
Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting
- affects only the appearance of the display, not the way the
+ glyph for your role (default off). Note that this setting
+ affects only the appearance of the display, not the way the
game treats you.
showscore
- Show your approximate accumulated score on bottom line (de-
+ Show your approximate accumulated score on bottom line (de-
fault off).
silent
Suppress terminal beeps (default on).
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
sortpack
- Sort the pack contents by type when displaying inventory
+ Sort the pack contents by type when displaying inventory
(default on).
sparkle
Boldface monsters and ``--More--'' (default off).
suppress_alert
- This option may be set to a NetHack version level to sup-
- press alert notification messages about feature changes for
+ This option may be set to a NetHack version level to sup-
+ press alert notification messages about feature changes for
that and prior versions (ex. ``suppress_alert:3.3.1'').
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off).
timed_delay
- When pausing momentarily for display effect, such as with
+ When pausing momentarily for display effect, such as with
explosions and moving objects, use a timer rather than send-
ing extra characters to the screen. (Applies to ``tty'' in-
- terface only; ``X11'' interface always uses a timer based
+ terface only; ``X11'' interface always uses a timer based
delay. The default is on if configured into the program.)
tombstone
Draw a tombstone graphic upon your death (default on).
toptenwin
- Put the ending display in a NetHack window instead of on
- stdout (default off). Setting this option makes the score
- list visible when a windowing version of NetHack is started
- without a parent window, but it no longer leaves the score
- list around after game end on a terminal or emulating win-
+ Put the ending display in a NetHack window instead of on
+ stdout (default off). Setting this option makes the score
+ list visible when a windowing version of NetHack is started
+ without a parent window, but it no longer leaves the score
+ list around after game end on a terminal or emulating win-
dow.
traps
- Set the graphics symbols for displaying traps (default
- ``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be
- followed by a string of 1-22 characters to be used instead
- of the default traps characters. This string is subjected
+ Set the graphics symbols for displaying traps (default
+ ``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be
+ followed by a string of 1-22 characters to be used instead
+ of the default traps characters. This string is subjected
to the same processing as the dungeon option.
- The order of the symbols is: arrow trap, dart trap, falling
- rock trap, squeaky board, bear trap, land mine, rolling
- boulder trap, sleeping gas trap, rust trap, fire trap, pit,
+ The order of the symbols is: arrow trap, dart trap, falling
+ rock trap, squeaky board, bear trap, land mine, rolling
+ boulder trap, sleeping gas trap, rust trap, fire trap, pit,
spiked pit, hole, trap door, teleportation trap, level tele-
- porter, magic portal, web, statue trap, magic trap, anti-
+ porter, magic portal, web, statue trap, magic trap, anti-
magic field, polymorph trap.
Cannot be set with the `O' command.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
travel
- Allow the travel command (default on). Turning this option
- off will prevent the game from attempting unintended moves
+ Allow the travel command (default on). Turning this option
+ off will prevent the game from attempting unintended moves
if you make inadvertent mouse clicks on the map window.
verbose
Provide more commentary during the game (default on).
windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with
+ Select which windowing system to use, such as ``tty'' or
+ ``X11'' (default depends on version). Cannot be set with
the `O' command.
9.5. Window Port Customization options
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- config file, and if the window port is capable of adjusting to
- suit your preferences, it will attempt to do so. If it can't it
- will silently ignore it. You can find out if an option is sup-
- ported by the window port that you are currently using by check-
- ing to see if it shows up in the Options list. Some options are
- dynamic and can be specified during the game with the `O' com-
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ config file, and if the window port is capable of adjusting to
+ suit your preferences, it will attempt to do so. If it can't it
+ will silently ignore it. You can find out if an option is sup-
+ ported by the window port that you are currently using by check-
+ ing to see if it shows up in the Options list. Some options are
+ dynamic and can be specified during the game with the `O' com-
mand.
align_message
- Where to align or place the message window (top, bottom,
+ Where to align or place the message window (top, bottom,
left, or right)
align_status
- Where to align or place the status window (top, bottom,
+ Where to align or place the status window (top, bottom,
left, or right).
ascii_map
NetHack should display an ascii character map if it can.
color
- NetHack should display color if it can for different mon-
+ NetHack should display color if it can for different mon-
sters, objects, and dungeon features
eight_bit_tty
NetHack should pass eight-bit character values (for example,
- specified with the traps option) straight through to your
+ specified with the traps option) straight through to your
terminal (default off).
font_map
- NetHack should use a font by the chosen name for the map
+ NetHack should use a font by the chosen name for the map
window.
font_menu
- NetHack should use a font by the chosen name for menu
+ NetHack should use a font by the chosen name for menu
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
window.
font_status
- NetHack should use a font by the chosen name for the status
+ NetHack should use a font by the chosen name for the status
window.
font_text
- NetHack should use a font by the chosen name for text win-
+ NetHack should use a font by the chosen name for text win-
dows.
font_size_map
NetHack should use this size font for text windows.
hilite_pet
- Visually distinguish pets from similar animals (default
- off). The behavior of this option depends on the type of
- windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays
+ Visually distinguish pets from similar animals (default
+ off). The behavior of this option depends on the type of
+ windowing you use. In text windowing, text highlighting or
+ inverse video is often used; with tiles, generally displays
a heart symbol near pets.
large_font
NetHack should pop up dialog boxes for input.
preload_tiles
- NetHack should preload tiles into memory. For example, in
+ NetHack should preload tiles into memory. For example, in
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- the protected mode MSDOS version, control whether tiles get
- pre-loaded into RAM at the start of the game. Doing so en-
+ the protected mode MSDOS version, control whether tiles get
+ pre-loaded into RAM at the start of the game. Doing so en-
hances performance of the tile graphics, but uses more memo-
ry. (default on). Cannot be set with the `O' command.
+ scroll_amount
+ NetHack should scroll the display by this number of cells
+ when the hero reaches the scroll_margin.
+
scroll_margin
NetHack should scroll the display when the hero or cursor is
this number of cells away from the edge of the window.
BIOS
Use BIOS calls to update the screen display quickly and to
read the keyboard (allowing the use of arrow keys to move)
- on machines with an IBM PC compatible BIOS ROM (default off,
- OS/2, PC, and ST NetHack only).
-
-
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
+ on machines with an IBM PC compatible BIOS ROM (default off,
+ OS/2, PC, and ST NetHack only).
+
flush
(default off, AMIGA NetHack only).
this does not correct the problem, try !color. Cannot be
set with the `O' command.
- 9.7. Configuring NetHack for Play by the Blind
+ 9.7. Configuring User Sounds
+
+ Some platforms allow you to define sound files to be played
+ when a message that matches a user-defined pattern is delivered
+ to the message window. At this time the Qt port and the win32tty
+ and win32gui ports support the use of user sounds.
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- examine this Guidebook before playing so you have an idea what
- the screen layout is like. You'll also need to be able to locate
- the PC cursor. It is always where your character is located.
+ The following config file options are relevant to mapping
+ user sounds to messages:
- NetHack 3.4 July 27, 2002
+
+ NetHack 3.4 September 3, 2002
- Merely searching for an @-sign will not always find your charac-
+ soundir
+ The directory that houses the sound files to be played.
+
+ sound
+ An entry that maps a sound file to a user-specified message
+ pattern. Each SOUND entry is broken down into the following
+ parts:
+
+ MESG - message window mapping (the only one supported in 3.4).
+ pattern - the pattern to match.
+ sound file - the sound file to play.
+ volume - the volume to be set while playing the sound file.
+
+ The exact format for the pattern depends on whether the
+ platform is built to use ``regular expressions'' or NetHack's own
+ internal pattern matching facility. The ``regular expressions''
+ matching can be much more sophisticated than the internal NetHack
+ pattern matching, but requires 3rd party libraries on some plat-
+ forms. There are plenty of references available elsewhere for
+ explaining ``regular expressions''. You can verify which pattern
+ matching is used by your port with the #version command.
+
+ NetHack's internal pattern matching routine uses the follow-
+ ing special characters in its pattern matching:
+
+ *--- matches 0 or more characters.
+ ?--- matches any single character.
+
+ Here's an example of a sound mapping using NetHack's inter-
+ nal pattern matching facility:
+
+ SOUND=MESG "*chime of a cash register*" "gong.wav" 50
+
+ specifies that any message with "chime of a cash register" con-
+ tained in it will trigger the playing of "gong.wav". You can
+ have multiple SOUND entries in your config file.
+
+ 9.8. Configuring NetHack for Play by the Blind
+
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+
+
+ NetHack 3.4 September 3, 2002
+
+
+
+
+
+ NetHack Guidebook 47
+
+
+
+ These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
- somewhat daunting. Included in all official distributions of
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
+ somewhat daunting. Included in all official distributions of
NetHack is a file called NHAccess.nh. Replacing defaults.nh with
- this file will cause the game to run in a manner accessible to
- the blind. After you have gained some experience with the game
- and with editing files, you may want to alter settings to better
+ this file will cause the game to run in a manner accessible to
+ the blind. After you have gained some experience with the game
+ and with editing files, you may want to alter settings to better
suit your preferences. Instructions on how to do this are includ-
- ed in the NHAccess.nh file itself. The most crucial settings to
+ ed in the NHAccess.nh file itself. The most crucial settings to
make the game accessible are:
IBMgraphics
tion and use the traditional Rogue-like commands.
Character graphics
- Comment out all character graphics sets found near the bot-
- tom of the defaults.nh file. Most of these replace
- NetHack's default representation of the dungeon using stan-
- dard ASCII characters with fancier characters from extended
- character sets, and these fancier characters can annoy
+ Comment out all character graphics sets found near the bot-
+ tom of the defaults.nh file. Most of these replace
+ NetHack's default representation of the dungeon using stan-
+ dard ASCII characters with fancier characters from extended
+ character sets, and these fancier characters can annoy
screen-readers.
10. Scoring
- NetHack maintains a list of the top scores or scorers on
+ NetHack maintains a list of the top scores or scorers on
your machine, depending on how it is set up. In the latter case,
- each account on the machine can post only one non-winning score
- on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- proper place under your current name. How many scores are kept
+ each account on the machine can post only one non-winning score
+ on this list. If you score higher than someone else on this
+ list, or better your previous score, you will be inserted in the
+ proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
- Your score is chiefly based upon how much experience you
+ Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
- your gold intact. If, however, you get killed in the Mazes of
+ your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
+ corpse is discovered (adventurers have been known to collect
+ finder's fees). So, consider whether you want to take one last
+ hit at that monster and possibly live, or quit and stop with
+ whatever you have. If you quit, you keep all your gold, but if
+ you swing and live, you might find more.
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack Guidebook 47
+ NetHack Guidebook 48
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
- you swing and live, you might find more.
- If you just want to see what the current top players/games
+ If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
11. Explore mode
- NetHack is an intricate and difficult game. Novices might
+ NetHack is an intricate and difficult game. Novices might
falter in fear, aware of their ignorance of the means to survive.
- Well, fear not. Your dungeon may come equipped with an ``ex-
- plore'' or ``discovery'' mode that enables you to keep old save
- files and cheat death, at the paltry cost of not getting on the
+ Well, fear not. Your dungeon may come equipped with an ``ex-
+ plore'' or ``discovery'' mode that enables you to keep old save
+ files and cheat death, at the paltry cost of not getting on the
high score list.
- There are two ways of enabling explore mode. One is to
+ There are two ways of enabling explore mode. One is to
start the game with the -X switch. The other is to issue the `X'
- command while already playing the game. The other benefits of
+ command while already playing the game. The other benefits of
explore mode are left for the trepid reader to discover.
12. Credits
- The original hack game was modeled on the Berkeley UNIX
- rogue game. Large portions of this paper were shamelessly
- cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
- and Kenneth C. R. C. Arnold. Small portions were adapted from
+ The original hack game was modeled on the Berkeley UNIX
+ rogue game. Large portions of this paper were shamelessly
+ cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
+ and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
- Main events in the course of the game development are described
+ Main events in the course of the game development are described
below:
- Jay Fenlason wrote the original Hack, with help from Kenny
+ Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
- a very different game, and published (at least) three versions
+ a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
- producing PC HACK 1.01e, added support for DEC Rainbow graphics
- in version 1.03g, and went on to produce at least four more ver-
+ Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
+ producing PC HACK 1.01e, added support for DEC Rainbow graphics
+ in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
- R. Black ported PC HACK 3.51 to Lattice C and the Atari
+ R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack
- 1.4. He then coordinated a cast of thousands in enhancing and
+ incorporating many of the added features, and produced NetHack
+ 1.4. He then coordinated a cast of thousands in enhancing and
+ debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
+ Later, Mike coordinated a major rewrite of the game, heading
+ a team which included Ken Arromdee, Jean-Christophe Collet, Steve
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack Guidebook 48
+ NetHack Guidebook 49
- debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
- Later, Mike coordinated a major rewrite of the game, heading
- a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
oint, and Janet Walz, to produce NetHack 3.0c.
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
+ NetHack 3.0 was ported to the Atari by Eric R. Smith, to
+ OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main development team to
produce subsequent revisions of 3.0.
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
+ Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
+ Meluch, Stephen Spackman and Pierre Martineau designed overlay
+ code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the development team which now included Ken Ar-
- romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
- Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Raymond, and Eric Smith undertook a radical revision of 3.0.
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the development team which now included Ken Ar-
+ romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
+ Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
+ the code. They added multiple dungeons, a new display, special
+ individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
+ Ken Lorber, Gregg Wonderly and Greg Olson, with help from
+ Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
+ Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
- Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
- Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
+ Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
+ Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their de-
velopment, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the DevTeam and
+ Dean Luick, with help from David Cohrs, developed NetHack
+ 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the DevTeam and
tile support was then added to other platforms.
+ The 3.2 development team, comprised of Michael Allison, Ken
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
+ version 3.2 in April of 1996.
-
- NetHack 3.4 July 27, 2002
-
+ NetHack 3.4 September 3, 2002
- NetHack Guidebook 49
+ NetHack Guidebook 50
- The 3.2 development team, comprised of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
- version 3.2 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original development team re-
- mained on the team at the start of work on that release. During
- the interval between the release of 3.1.3 and 3.2, one of the
- founding members of the development team, Dr. Izchak Miller, was
- diagnosed with cancer and passed away. That release of the game
+ the development team. In a testament to their dedication to the
+ game, all thirteen members of the original development team re-
+ mained on the team at the start of work on that release. During
+ the interval between the release of 3.1.3 and 3.2, one of the
+ founding members of the development team, Dr. Izchak Miller, was
+ diagnosed with cancer and passed away. That release of the game
was dedicated to him by the development and porting teams.
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
- asts of the game added their own modifications to the game and
+ asts of the game added their own modifications to the game and
made these ``variants'' publicly available:
- Tom Proudfoot and Yuval Oren created NetHack++, which was
- quickly renamed NetHack--. Working independently, Stephen White
- wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
+ Tom Proudfoot and Yuval Oren created NetHack++, which was
+ quickly renamed NetHack--. Working independently, Stephen White
+ wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
- wick Allison improved the spell casting system with the Wizard
- Patch. Warwick Allison also ported NetHack to use the Qt inter-
+ wick Allison improved the spell casting system with the Wizard
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'em, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the DevTeam and incorporated the best
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'em, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the DevTeam and incorporated the best
of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
- was released simultaneously with 3.3.0 in December 1999 just in
+ was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
The 3.3 development team, consisting of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
- Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
- Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
+ Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
+ Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
of 2000.
Version 3.3 offered many firsts. It was the first version to
- separate race and profession. The Elf class was removed in pref-
+ separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
- made their first appearance in the game alongside the familiar
- human race. Monk and Ranger roles joined Archeologists, Barbar-
- ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
- Tourists, Valkyries and of course, Wizards. It was also the
- first version to allow you to ride a steed, and was the first
- version to have a publicly available web-site listing all the
- bugs that had been discovered. Despite that constantly growing
- bug list, 3.3 proved stable enough to last for more than a year
+ made their first appearance in the game alongside the familiar
+ human race. Monk and Ranger roles joined Archeologists, Barbar-
+ ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
+ Tourists, Valkyries and of course, Wizards. It was also the
+ first version to allow you to ride a steed, and was the first
+ version to have a publicly available web-site listing all the
+ bugs that had been discovered. Despite that constantly growing
+ bug list, 3.3 proved stable enough to last for more than a year
+ and a half.
+ The 3.4 development team initially consisted of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
+ Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
+ Paul Winner, with Warwick Allison joining just before the
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002
- NetHack Guidebook 50
+ NetHack Guidebook 51
- and a half.
- The 3.4 development team initially consisted of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
- Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
- Paul Winner, with Warwick Allison joining just before the re-
- lease of NetHack 3.4.0 in March 2002.
+ release of NetHack 3.4.0 in March 2002.
- As with version 3.3, various people contributed to the game
+ As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
- Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
+ Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
+ Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
hanced the Macintosh port of 3.4.
- Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
- and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
+ Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
+ and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
- face for the Windows port. Alex Kompel also contributed a Win-
+ face for the Windows port. Alex Kompel also contributed a Win-
dows CE port for 3.4.1.
Ron Van Iwaarden maintained 3.4 for OS/2.
- Janne Salmijarvi and Teemu Suikki maintained and enhanced
- the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
- Christian ``Marvin'' Bressler maintained 3.4 for the Atari
+ Christian ``Marvin'' Bressler maintained 3.4 for the Atari
after he resurrected it for 3.3.1.
- There is a NetHack web site maintained by Ken Lorber at
+ There is a NetHack web site maintained by Ken Lorber at
http://www.nethack.org/.
- - - - - - - - - -
- From time to time, some depraved individual out there in
- netland sends a particularly intriguing modification to help out
- with the game. The Gods of the Dungeon sometimes make note of
- the names of the worst of these miscreants in this, the list of
+ From time to time, some depraved individual out there in
+ netland sends a particularly intriguing modification to help out
+ with the game. The Gods of the Dungeon sometimes make note of
+ the names of the worst of these miscreants in this, the list of
Dungeoneers:
- NetHack 3.4 July 27, 2002
- NetHack Guidebook 51
+ NetHack 3.4 September 3, 2002
- Adam Aronow Helge Hafting Mike Engber
- Alex Kompel Irina Rempt-Drijfhout Mike Gallop
- Andreas Dorn Izchak Miller Mike Passaretti
- Andy Church J. Ali Harlow Mike Stephenson
- Andy Swanson Janet Walz Norm Meluch
- Ari Huttunen Janne Salmijarvi Olaf Seibert
- Barton House Jean-Christophe Collet Pat Rankin
- Benson I. Margulies Jochen Erwied Paul Winner
- Bill Dyer John Kallen Pierre Martineau
- Boudewijn Waijers John Rupley Ralf Brown
- Bruce Cox John S. Bien Richard Addison
- Bruce Holloway Johnny Lee Richard Beigel
- Bruce Mewborne Jon W{tte Richard P. Hughey
- Carl Schelin Jonathan Handler Rob Menke
- Chris Russo Joshua Delahunty Robin Johnson
- David Cohrs Keizo Yamamoto Roland McGrath
- David Damerell Ken Arnold Ron Van Iwaarden
- David Gentzel Ken Arromdee Ronnen Miller
- David Hairston Ken Lorber Ross Brown
- Dean Luick Ken Washikita Sascha Wostmann
- Del Lamb Kevin Darcy Scott Bigham
- Deron Meranda Kevin Hugo Scott R. Turner
- Dion Nicolaas Kevin Sitze Stephen Spackman
- Dylan O'Donnell Kevin Smolkowski Stephen White
- Eric Backus Kevin Sweet Steve Creps
- Eric Hendrickson Lars Huttar Steve Linhart
- Eric R. Smith Mark Gooderum Steve VanDevender
- Eric S. Raymond Mark Modrall Teemu Suikki
- Erik Andersen Marvin Bressler Tim Lennan
- Frederick Roeber Matthew Day Timo Hakulinen
- Gil Neiger Merlyn LeRoy Tom Almy
- Greg Laskin Michael Allison Tom West
- Greg Olson Michael Feir Warren Cheung
- Gregg Wonderly Michael Hamel Warwick Allison
- Hao-yang Wang Michael Sokolov Yitzhak Sapir
-
- Brand and product names are trademarks or registered trademarks
- of their respective holders.
+ NetHack Guidebook 52
+
+
+
+ Adam Aronow Irina Rempt-Drijfhout Mike Gallop
+ Alex Kompel Izchak Miller Mike Passaretti
+ Andreas Dorn J. Ali Harlow Mike Stephenson
+ Andy Church Janet Walz Norm Meluch
+ Andy Swanson Janne Salmijarvi Olaf Seibert
+ Ari Huttunen Jean-Christophe Collet Pasi Kallinen
+ Barton House Jochen Erwied Pat Rankin
+ Benson I. Margulies John Kallen Paul Winner
+ Bill Dyer John Rupley Pierre Martineau
+ Boudewijn Waijers John S. Bien Ralf Brown
+ Bruce Cox Johnny Lee Richard Addison
+ Bruce Holloway Jon W{tte Richard Beigel
+ Bruce Mewborne Jonathan Handler Richard P. Hughey
+ Carl Schelin Joshua Delahunty Rob Menke
+ Chris Russo Keizo Yamamoto Robin Johnson
+ David Cohrs Ken Arnold Roderick Schertler
+ David Damerell Ken Arromdee Roland McGrath
+ David Gentzel Ken Lorber Ron Van Iwaarden
+ David Hairston Ken Washikita Ronnen Miller
+ Dean Luick Kevin Darcy Ross Brown
+ Del Lamb Kevin Hugo Sascha Wostmann
+ Deron Meranda Kevin Sitze Scott Bigham
+ Dion Nicolaas Kevin Smolkowski Scott R. Turner
+ Dylan O'Donnell Kevin Sweet Stephen Spackman
+ Eric Backus Lars Huttar Stephen White
+ Eric Hendrickson Malcolm Ryan Steve Creps
+ Eric R. Smith Mark Gooderum Steve Linhart
+ Eric S. Raymond Mark Modrall Steve VanDevender
+ Erik Andersen Marvin Bressler Teemu Suikki
+ Frederick Roeber Matthew Day Tim Lennan
+ Gil Neiger Merlyn LeRoy Timo Hakulinen
+ Greg Laskin Michael Allison Tom Almy
+ Greg Olson Michael Feir Tom West
+ Gregg Wonderly Michael Hamel Warren Cheung
+ Hao-yang Wang Michael Sokolov Warwick Allison
+ Helge Hafting Mike Engber Yitzhak Sapir
+
+ Brand and product names are trademarks or registered trademarks
+ of their respective holders.
+
+
- NetHack 3.4 July 27, 2002
+ NetHack 3.4 September 3, 2002