Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
- February 10, 2020
+ February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
you have seen on the current dungeon level; as you explore more
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- +----------------------------------------------------------------+
- |The bat bites! |
- | |
- | ------ |
- | |....| ---------- |
- | |.<..|####...@...$.| |
- | |....-# |...B....+ |
- | |....| |.d......| |
- | ------ -------|-- |
- | |
- | |
- | |
- |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
- |Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak |
- +---------------------------Figure-1-----------------------------+
+ +---------------------------------------------------------------+
+ |The bat bites! |
+ | |
+ | ------ |
+ | |....| ---------- |
+ | |.<..|####...@...$.| |
+ | |....-# |...B....+ |
+ | |....| |.d......| |
+ | ------ -------|-- |
+ | |
+ | |
+ | |
+ |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
+ |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf |
+ +---------------------------Figure-1----------------------------+
+
+
+ +---------------------------------------------------------------+
+ |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 |
+ |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry |
+ |Dlvl:1 T:752 Conf |
+ +---------------------------Figure-2----------------------------+
3.1. The status lines (bottom)
- The bottom two lines of the screen contain several cryptic
- pieces of information describing your current status. If either
- status line becomes longer than the width of the screen, you
- might not see all of it. Here are explanations of what the vari-
- ous status items mean (though your configuration may not have all
- the status items listed below):
+ The bottom two (or three) lines of the screen contain sever-
+ al cryptic pieces of information describing your current status.
+ Figure 1 shows the traditional two-line status area below the
+ map. Figure 2 shows just the status area, when the statuslines:3
+ option has been set (not all interfaces support this option). If
+ any status line becomes wider than the screen, you might not see
+ all of it due to truncation. When the numbers grow bigger and
+ multiple conditions are present, the two-line format will run out
+ of room on the second line, but statuslines:2 is the default be-
+ cause a basic 24-line terminal isn't tall enough for the third
+ line.
- Rank
- Your character's name and professional ranking (based on the
- experience level, see below).
+ Here are explanations of what the various status items mean:
+
+ Title
+ Your character's name and professional ranking (based on
+ role and experience level, see below).
Strength
- A measure of your character's strength; one of your six ba-
- sic attributes. A human character's attributes can range
- from 3 to 18 inclusive; non-humans may exceed these limits
+ A measure of your character's strength; one of your six ba-
+ sic attributes. A human character's attributes can range
+ from 3 to 18 inclusive; non-humans may exceed these limits
(occasionally you may get super-strengths of the form 18/xx,
- and magic can also cause attributes to exceed the normal
- limits). The higher your strength, the stronger you are.
+ and magic can also cause attributes to exceed the normal
+ limits). The higher your strength, the stronger you are.
Strength affects how successfully you perform physical
- tasks, how much damage you do in combat, and how much loot
+ tasks, how much damage you do in combat, and how much loot
you can carry.
- Dexterity
- Dexterity affects your chances to hit in combat, to avoid
- traps, and do other tasks requiring agility or manipulation
- of objects.
- Constitution
- Constitution affects your ability to recover from injuries
- and other strains on your stamina. When strength is low or
- modest, constitution also affects how much you can carry.
- With sufficiently high strength, the contribution to carry-
- ing capacity from your constitution no longer matters.
- Intelligence
- Intelligence affects your ability to cast spells and read
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 6
- NetHack Guidebook 6
+ Dexterity
+ Dexterity affects your chances to hit in combat, to avoid
+ traps, and do other tasks requiring agility or manipulation
+ of objects.
+ Constitution
+ Constitution affects your ability to recover from injuries
+ and other strains on your stamina. When strength is low or
+ modest, constitution also affects how much you can carry.
+ With sufficiently high strength, the contribution to carry-
+ ing capacity from your constitution no longer matters.
+ Intelligence
+ Intelligence affects your ability to cast spells and read
spellbooks.
Wisdom
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
and Chaotic as evil, but legal and ethical do not always co-
- incide. Your alignment influences how other monsters react
+ incide. Your alignment influences how other monsters react
toward you. Monsters of a like alignment are more likely to
- be non-aggressive, while those of an opposing alignment are
+ be non-aggressive, while those of an opposing alignment are
more likely to be seriously offended at your presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and
- the number increases as you go deeper into the dungeon.
- Some levels are special, and are identified by a name and
- not a number. The Amulet of Yendor is reputed to be some-
+ the number increases as you go deeper into the dungeon.
+ Some levels are special, and are identified by a name and
+ not a number. The Amulet of Yendor is reputed to be some-
where beneath the twentieth level.
Gold
- The number of gold pieces you are openly carrying. Gold
+ The number of gold pieces you are openly carrying. Gold
which you have concealed in containers is not counted.
Hit Points
- Your current and maximum hit points. Hit points indicate
- how much damage you can take before you die. The more you
- get hit in a fight, the lower they get. You can regain hit
- points by resting, or by using certain magical items or
- spells. The number in parentheses is the maximum number
+ Your current and maximum hit points. Hit points indicate
+ how much damage you can take before you die. The more you
+ get hit in a fight, the lower they get. You can regain hit
+ points by resting, or by using certain magical items or
+ spells. The number in parentheses is the maximum number
your hit points can reach.
Power
- Spell points. This tells you how much mystic energy (mana)
- you have available for spell casting. Again, resting will
- regenerate the amount available.
+ Spell points. This tells you how much mystic energy (mana)
+ you have available for spell casting. Again, resting will
- Armor Class
- A measure of how effectively your armor stops blows from un-
- friendly creatures. The lower this number is, the more ef-
- fective the armor; it is quite possible to have negative ar-
- mor class.
- Experience
- Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experi-
- ence point totals, you gain an experience level. The more
- experienced you are, the better you fight and withstand mag-
- ical attacks. Many dungeons show only your experience level
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 7
- NetHack Guidebook 7
+ regenerate the amount available.
+ Armor Class
+ A measure of how effectively your armor stops blows from un-
+ friendly creatures. The lower this number is, the more ef-
+ fective the armor; it is quite possible to have negative ar-
+ mor class. See the Armor subsection of Objects for more in-
+ formation.
- here.
+ Experience
+ Your current experience level. If the showexp option is
+ set, it will be followed by a slash and experience points.
+ As you adventure, you gain experience points. At certain
+ experience point totals, you gain an experience level. The
+ more experienced you are, the better you fight and withstand
+ magical attacks. (By the time your level reaches double
+ digits, the usefulness of showing the points with it has
+ dropped significantly. You can use the `O' command to turn
+ showexp off to avoid using up the limited status line
+ space.)
Time
The number of turns elapsed so far, displayed if you have
The top line of the screen is reserved for messages that de-
scribe things that are impossible to represent visually. If you
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 8
+
+
+
see a "--More--" on the top line, this means that NetHack has an-
other message to display on the screen, but it wants to make cer-
tain that you've read the one that is there first. To read the
- and |
The walls of a room, or an open door. Or a grave (|).
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 8
-
-
-
. The floor of a room, ice, or a doorless doorway.
# A corridor, or iron bars, or a tree, or possibly a kitchen
( A useful item (pick-axe, key, lamp...).
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 9
+
+
+
" An amulet or a spider web.
* A gem or rock (possibly valuable, possibly worthless).
habitants of the Mazes of Menace. Watch out, they can be
nasty and vicious. Sometimes, however, they can be helpful.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 9
-
-
-
I This marks the last known location of an invisible or other-
wise unseen monster. Note that the monster could have
moved. The `F' and `m' commands may be useful here.
change your mind and decide you don't want to do this command af-
ter all, you can press the ESC key to abort the command.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 10
+
+
+
You can put a number before some commands to repeat them
that many times; for example, "10s" will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
moving the cursor to a particular spot on the map and then
pressing one of `.', `,', `;', or `:'. `.' will explain the
symbol at the chosen location, conditionally check for "More
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 10
-
-
-
info?" depending upon whether the help option is on, and
then you will be asked to pick another location; `,' will
explain the symbol but skip any additional information, then
> Go down to the next level (if you are on a staircase or lad-
der).
- [yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If
- you sense or remember a monster there, you will fight the
- monster instead. Only these one-step movement commands
- cause you to fight monsters; the others (below) are "safe."
- y k u 7 8 9
- \ | / \ | /
- h- . -l 4- . -6
- / | \ / | \
- b j n 1 2 3
- (if number_pad is set)
- Figure 2
- [YUHJKLBN]
- Go in that direction until you hit a wall or run into some-
- thing.
+ NetHack 3.7 February 15, 2020
+
- m[yuhjklbn]
- Prefix: move without picking up objects or fighting (even
- if you remember a monster there).
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 11
+ [yuhjklbn]
+ Go one step in the direction indicated (see Figure 3). If
+ you sense or remember a monster there, you will fight the
+ monster instead. Only these one-step movement commands
+ cause you to fight monsters; the others (below) are "safe."
- NetHack Guidebook 11
+ y k u 7 8 9
+ \ | / \ | /
+ h- . -l 4- . -6
+ / | \ / | \
+ b j n 1 2 3
+ (if number_pad is set)
+ Figure 3
+ [YUHJKLBN]
+ Go in that direction until you hit a wall or run into some-
+ thing.
+ m[yuhjklbn]
+ Prefix: move without picking up objects or fighting (even
+ if you remember a monster there).
A few non-movement commands use the `m' prefix to request
operating via menu (to temporarily override the
_ Travel to a map location via a shortest-path algorithm.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 12
+
+
+
The shortest path is computed over map locations the hero
knows about (e.g. seen or previously traversed). If there
is no known path, a guess is made instead. Stops on most of
Use `T' (take off) to take off only one piece of armor or
`R' (remove) to take off only one accessory.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 12
-
-
-
^A Redo the previous command.
c Close a door.
Da - drop all objects, without asking for confirmation.
Di - examine your inventory before dropping anything.
Du - drop only unpaid objects (when in a shop).
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 13
+
+
+
Dm - use a menu to pick which object(s) to drop.
D%u - drop only unpaid food.
^D Kick something (usually a door).
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 13
-
-
-
e Eat food.
Normally checks for edible item(s) on the floor, then if
I List selected parts of your inventory, usually be specifying
the character for a particular set of objects, like `[' for
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 14
+
+
+
armor or `!' for potions.
I* - list all gems in inventory;
ing upon it, depending on your user interface). For the
non-boolean choices, a further menu or prompt will appear
once you've closed this menu. The available options are
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 14
-
-
-
listed later in this Guidebook. Options are usually set be-
fore the game rather than with the `O' command; see the sec-
tion on options below.
Q Select an object for your quiver, quiver sack, or just gen-
erally at the ready (only one of these is available at a
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 15
+
+
+
time). You can then throw this (or one of these) using the
`f' command.
`T' command below. It lists armor as the inventory choices
but will accept an accessory and attempt to remove it.)
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 15
-
-
-
^R Redraw the screen.
s Search for secret doors and traps around you. It usually
See also `f' (fire) for throwing or shooting an item pre-se-
lected via the `Q' (quiver) command.
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 16
+
+
+
T Take off armor.
If you're wearing more than one piece, you'll be prompted
^T Teleport, if you have the ability.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 16
-
-
-
v Display version number.
V Display the game history.
from normal play to "explore mode", also known as "discovery
mode", which has now been moved to "#exploremode".)
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 17
+
+
+
^X Display basic information about your character.
Displays name, role, race, gender (unless role name makes
Z Zap (cast) a spell.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 17
-
-
-
Z. - to cast at yourself, use `.' for the direction.
^Z Suspend the game (UNIX(R) versions with job control only).
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, either by sorting the entire
- list or by picking one spell from the menu then picking an-
- other to swap places with it. Swapping pairs of spells
- changes their casting letters, so the change lasts after the
- current `+' command finishes. Sorting the whole list is
- temporary. To make the most recent sort order persist be-
- yond the current `+' command, choose the sort option again
- and then pick "reassign casting letters". (Any spells
- learned after that will be added to the end of the list
- rather than be inserted into the sorted ordering.)
+ __________
+ (R)UNIX is a registered trademark of The Open Group.
- \ Show what types of objects have been discovered.
- ` Show discovered types for one class of objects.
+ NetHack 3.7 February 15, 2020
- __________
- (R)UNIX is a registered trademark of The Open Group.
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 18
+ $ Count your gold pieces.
+ + List the spells you know.
- NetHack Guidebook 18
+ Using this command, you can also rearrange the order in
+ which your spells are listed, either by sorting the entire
+ list or by picking one spell from the menu then picking an-
+ other to swap places with it. Swapping pairs of spells
+ changes their casting letters, so the change lasts after the
+ current `+' command finishes. Sorting the whole list is
+ temporary. To make the most recent sort order persist be-
+ yond the current `+' command, choose the sort option again
+ and then pick "reassign casting letters". (Any spells
+ learned after that will be added to the end of the list
+ rather than be inserted into the sorted ordering.)
+ \ Show what types of objects have been discovered.
+ ` Show discovered types for one class of objects.
! Escape to a shell.
provided that all their other attributes match. If it does
not have a name, only other stacks with no name are eligi-
ble. In either case, otherwise compatible stacks with a
- different name will not be merged. This contrasts with us-
- ing "#adjust" to move from one slot to a different slot. In
- that situation, moving (no count given) a compatible stack
- will merge if either stack has a name when the other doesn't
- and give that name to the result, while splitting (count
- given) will ignore the source stack's name when deciding
- whether to merge with the destination stack.
+ different name will not be merged. This contrasts with
- #annotate
- Allows you to specify one line of text to associate with the
- current dungeon level. All levels with annotations are dis-
- played by the "#overview" command. Autocompletes. Default
- key is `M-A', and also `^N' if number_pad is on.
- #apply
- Apply (use) a tool such as a pick-axe, a key, or a lamp.
- Default key is `a'.
+ NetHack 3.7 February 15, 2020
- If the tool used acts on items on the floor, using the `m'
- prefix skips those items.
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 19
+ using "#adjust" to move from one slot to a different slot.
+ In that situation, moving (no count given) a compatible
+ stack will merge if either stack has a name when the other
+ doesn't and give that name to the result, while splitting
+ (count given) will ignore the source stack's name when de-
+ ciding whether to merge with the destination stack.
- NetHack Guidebook 19
+ #annotate
+ Allows you to specify one line of text to associate with the
+ current dungeon level. All levels with annotations are dis-
+ played by the "#overview" command. Autocompletes. Default
+ key is `M-A', and also `^N' if number_pad is on.
+ #apply
+ Apply (use) a tool such as a pick-axe, a key, or a lamp.
+ Default key is `a'.
+ If the tool used acts on items on the floor, using the `m'
+ prefix skips those items.
If used on a wand, that wand will be broken, releasing its
magic in the process. Confirmation is required.
Dip an object into something. Autocompletes. Default key
is `M-d'.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 20
+
+
+
#down
Go down a staircase. Default key is `>'.
Advance or check weapon and spell skills. Autocompletes.
Default key is `M-e'.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 20
-
-
-
#exploremode
Enter the explore mode.
#inventtype
Inventory specific item types. Default key is `I'.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 21
+
+
+
#invoke
Invoke an object's special powers. Autocompletes. Default
key is `M-i'.
Show discovered types for one class of objects. Default key
is ``'.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 21
-
-
-
#levelchange
Change your experience level. Autocompletes. Debug mode
only.
Corpses of recently killed monsters are the fodder of
choice.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 22
+
+
+
The `m' prefix skips offering any items which are on the al-
tar.
ited level will be included regardless of annotations. Au-
tocompletes. Default keys are `^O', and `M-O'.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 22
-
-
-
#panic
Test the panic routine. Terminates the current game. Auto-
completes. Debug mode only.
Show previously displayed game messages. Default key is
`^P'.
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 23
+
+
+
#puton
Put on an accessory (ring, amulet, etc). Default key is
`P'.
really quit, respond with y. You can set the paranoid_con-
firmation:quit option to require a response of yes instead.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 23
-
-
-
#quiver
Select ammunition for quiver. Default key is `Q'.
#seeamulet
Show the amulet currently worn. Default key is `"'.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 24
+
+
+
#seearmor
Show the armor currently worn. Default key is `['.
#seetools
Show the tools currently in use. Default key is `('.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 24
-
-
-
#seetrap
Show the type of an adjacent trap. Default key is `^'.
Show bare map without displaying monsters, objects, or
traps. Autocompletes.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 25
+
+
+
#therecmdmenu
Show a menu of possible actions in a location next to you.
Travel to a specific location on the map. Default key is
`_'. Using the "request menu" prefix shows a menu of inter-
esting targets in sight without asking to move the cursor.
- When picking a target with cursor and the autodescribe
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 25
-
-
-
- option is on, the top line will show "(no travel path)" if
+ When picking a target with cursor and the autodescribe op-
+ tion is on, the top line will show "(no travel path)" if
your character does not know of a path to that location.
#turn
#vision
Show vision array. Autocompletes. Debug mode only.
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 26
+
+
+
#wait
Rest one move while doing nothing. Default key is `.', and
also ` ' if rest_on_space is on.
#wield
Wield a weapon. Default key is `w'.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 26
-
-
-
#wipe
Wipe off your face. Autocompletes. Default key is `M-w'.
#wizrumorcheck
Verify rumor boundaries. Autocompletes. Debug mode only.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 27
+
+
+
#wizsmell
Smell monster. Autocompletes. Debug mode only.
#zap
Zap a wand. Default key is `z'.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 27
-
-
-
#?
Help menu: get the list of available extended commands.
M-i #invoke
- M-j #jump
-
- M-l #loot
- M-m #monster
- M-n #name
+ NetHack 3.7 February 15, 2020
- M-o #offer
- M-O #overview
- M-p #pray
- M-q #quit
+ NetHack Guidebook 28
- NetHack 3.7 February 10, 2020
+ M-j #jump
+ M-l #loot
+ M-m #monster
+ M-n #name
+ M-o #offer
- NetHack Guidebook 28
+ M-O #overview
+ M-p #pray
+ M-q #quit
M-r #rub
Rooms and corridors in the dungeon are either lit or dark.
Any lit areas within your line of sight will be displayed; dark
areas are only displayed if they are within one space of you.
- Walls and corridors remain on the map as you explore them.
- Secret corridors are hidden and appear to be solid rock.
- You can find them with the `s' (search) command when adjacent to
- them. Multiple search attempts may be needed. When searching is
- successful, secret corridors become ordinary open corridor loca-
- tions. Mapping magic reveals secret corridors, so converts them
- into ordinary corridors and shows them as such.
- 5.1. Doorways
+ NetHack 3.7 February 15, 2020
- Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
- which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
- command. By default the autoopen option is enabled, so simply
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 29
- NetHack Guidebook 29
+ Walls and corridors remain on the map as you explore them.
+ Secret corridors are hidden and appear to be solid rock.
+ You can find them with the `s' (search) command when adjacent to
+ them. Multiple search attempts may be needed. When searching is
+ successful, secret corridors become ordinary open corridor loca-
+ tions. Mapping magic reveals secret corridors, so converts them
+ into ordinary corridors and shows them as such.
+ 5.1. Doorways
+ Doorways connect rooms and corridors. Some doorways have no
+ doors; you can walk right through. Others have doors in them,
+ which may be open, closed, or locked. To open a closed door, use
+ the `o' (open) command; to close it again, use the `c' (close)
+ command. By default the autoopen option is enabled, so simply
attempting to walk onto a closed door's location will attempt to
open it without needing `o'. Opening via autoopen will not work
if you are confused or stunned or suffer from the fumbling at-
flow under them). Some monsters who can open doors can also use
unlocking tools. And some (giants) can smash doors.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 30
+
+
+
Secret doors are hidden and appear to be ordinary wall (from
inside a room) or solid rock (from outside). You can find them
with the `s' (search) command but it might take multiple tries.
mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 30
-
-
-
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
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 31
+
+
+
Ladders serve the same purpose as staircases, and the two
types of inter-level connections are nearly indistinguishable
during game play.
You can sell items to a shopkeeper by dropping them to the
floor while inside a shop. You will either be offered an amount
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 31
-
-
-
of gold and asked whether you're willing to sell, or you'll be
told that the shopkeeper isn't interested (generally, your item
needs to be compatible with the type of merchandise carried by
* While the shopkeeper watches you like a hawk, he will generally
ignore any other customers.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 32
+
+
+
* If a shop is "closed for inventory," it will not open of its
own accord.
The pile_limit option controls how many objects can be in a
pile--sharing the same map location--for the game to state "there
are objects here" instead of listing them. The default is 5.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 32
-
-
-
Setting it to 1 would always give that message instead of listing
any objects. Setting it to 0 is a special case which will always
list all objects no matter how big a pile is. Note that the num-
one message too, unless there is feedback about one or more ob-
jects, in which case the back on land circumstance is implied.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 33
+
+
+
The confirm and safe_pet options control what happens when
you try to move onto a peaceful monster's spot or a tame one's
spot.
drawn when moving more than one step in a single command (so when
rushing, running, or traveling).
-
-
-
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-
-
-
-
-
- NetHack Guidebook 33
-
-
-
6. Monsters
Monsters you cannot see are not displayed on the screen.
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
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 34
+
+
+
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
feed it, too, by throwing it food. A properly trained pet can be
very useful under certain circumstances.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 34
-
-
-
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
to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 35
+
+
+
6.4. Bones levels
You may encounter the shades and corpses of other adventur-
more will result in it disappearing from your map, similarly if
it is the one who moved rather than you.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 35
-
-
-
However, if you encounter a monster which you can't see or
sense -- perhaps it is invisible and has just tapped you on the
noggin -- a special "remembered, unseen monster" marker will be
NetHack will tell you how badly you have loaded yourself.
If you are encumbered, one of the conditions "Burdened",
"Stressed", "Strained", "Overtaxed" or "Overloaded" will be shown
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 36
+
+
+
on the bottom line status display.
When you pick up an object, it is assigned an inventory let-
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
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 36
-
-
-
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.
they can more easily avoid cursed objects than other character
roles.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 37
+
+
+
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
exception; they normally do more damage with bare (or gloved)
hands than they do with weapons.
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 37
-
-
-
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
skill, using two weapons at once incurs a penalty in the chance
to hit your target compared to using just one weapon at a time.
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 38
+
+
+
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
`f' (fire, an alternate way of throwing), `Q' (quiver), `x' (ex-
change), `X' (twoweapon), and "#enhance" (see below).
-
-
-
-
-
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-
-
-
-
-
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-
-
-
7.2.1. Throwing and shooting
You can throw just about anything via the `t' command. It
would have been shot ("4f" in this example), you'll just end up
shooting the same number (3, here) as if no limit had been speci-
fied. Once the volley is in motion, all of the items will travel
- in the same direction; if the first ones kill a monster, the oth-
- ers can still continue beyond that spot.
+ in the same direction; if the first ones kill a monster, the
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 39
+
+
+
+ others can still continue beyond that spot.
7.2.2. Weapon proficiency
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
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 39
-
-
-
bows.
The "#enhance" extended command is used to review current
you normally wield with is considered primary and the other one
is considered secondary. The most noticeable difference is after
you stop -- or before you begin, for that matter -- wielding two
- weapons at once. The primary is your wielded weapon and the sec-
- ondary is just an item in your inventory that's been designated
- as alternate weapon.)
-
- If your primary weapon is wielded but your off hand is empty
- or has the wrong weapon, use the sequence `x', `w', `x' to first
- swap your primary into your off hand, wield whatever you want as
- secondary weapon, then swap them both back into the intended
- hands. If your secondary or alternate weapon is correct but your
- primary one is not, simply use `w' to wield the primary. Lastly,
- if neither hand holds the correct weapon, use `w', `x', `w' to
- first wield the intended secondary, swap it to off hand, and then
- wield the primary.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 40
- NetHack Guidebook 40
+ weapons at once. The primary is your wielded weapon and the sec-
+ ondary is just an item in your inventory that's been designated
+ as alternate weapon.)
+ If your primary weapon is wielded but your off hand is empty
+ or has the wrong weapon, use the sequence `x', `w', `x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
+ hands. If your secondary or alternate weapon is correct but your
+ primary one is not, simply use `w' to wield the primary. Lastly,
+ if neither hand holds the correct weapon, use `w', `x', `w' to
+ first wield the intended secondary, swap it to off hand, and then
+ wield the primary.
The whole process can be simplified via use of the push-
weapon option. When it is enabled, then using `w' to wield some-
Here is a list of the armor class values provided by suits
of armor:
- Dragon scale mail 1
- Plate mail, Crystal plate mail 3
- Bronze plate mail, Splint mail,
- Banded mail, Dwarvish mithril-coat 4
- Chain mail, Elven mithril-coat 5
- Scale mail, Orcish chain mail 6
- Ring mail, Studded leather armor, Dragon scales 7
- Leather armor, Orcish ring mail 8
- Leather jacket 9
- none 10
+ Dragon scale mail 1
+ Plate mail, Crystal plate mail 3
+ Bronze plate mail, Splint mail,
+ Banded mail, Dwarvish mithril-coat 4
+ Chain mail, Elven mithril-coat 5
+ Scale mail, Orcish chain mail 6
+ Ring mail, Studded leather armor,
+ Dragon scales 7
+ Leather armor, Orcish ring mail 8
+ Leather jacket 9
+ none 10
You can also wear other pieces of armor (cloak over suit,
shirt under suit, helmet, gloves, boots, shield) to lower your
- armor class even further. You can wear at most one item of each
- category (one suit of armor, one cloak, one helmet, one shield,
- and so on) at a time. Most of these provide a one or two point
- improvement to AC but can be enchanted. Shirts are an exception;
- they don't provide any protection unless enchanted. Some cloaks
- also don't improve AC when unenchanted but all cloaks offer some
- protection against rust or corrosion to suits worn under them and
- against some monster touch attacks.
-
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its "plus" (or minus) will
- subtract from your armor class. For example, a +1 chain mail
- would give you better protection than normal chain mail, lowering
- your armor class one unit further to 4. When you put on a piece
- of armor, you immediately find out the armor class and any
- "plusses" it provides. Cursed pieces of armor usually have
+ armor class even further. Most of these provide a one or two
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- negative enchantments (minuses) in addition to being unremovable.
+ point improvement to AC (making the overall value smaller and
+ eventually negative) but can also be enchanted. Shirts are an
+ exception; they don't provide any protection unless enchanted.
+ Some cloaks also don't improve AC when unenchanted but all cloaks
+ offer some protection against rust or corrosion to suits worn un-
+ der them and against some monster touch attacks.
+
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its "plus" (or minus) will
+ subtract from your armor class. For example, a +1 chain mail
+ would give you better protection than normal chain mail, lowering
+ your armor class one unit further to 4. When you put on a piece
+ of armor, you immediately find out the armor class and any
+ "plusses" it provides. Cursed pieces of armor usually have nega-
+ tive enchantments (minuses) in addition to being unremovable.
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may in-
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
hibit spell casting.
- The nudist option can be set (prior to game start) to at-
- tempt to play the entire game without wearing any armor (a self-
+ The nudist option can be set (prior to game start) to at-
+ tempt to play the entire game without wearing any armor (a self-
imposed challenge which is extremely difficult to accomplish).
The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can be used to take off armor as well as other
- worn items. Also, `P' (put on) and `R' (remove) which are nor-
- mally for accessories can be used for armor, but pieces of armor
+ The `A' command can be used to take off armor as well as other
+ worn items. Also, `P' (put on) and `R' (remove) which are nor-
+ mally for accessories can be used for armor, but pieces of armor
won't be shown as likely candidates in a prompt for choosing what
to put on or remove.
7.4. Food (`%')
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins ("cans") will usual-
- ly stay fresh, but ice boxes are heavy, and tins take a while to
+ ly stay fresh, but ice boxes are heavy, and tins take a while to
open.
When you kill monsters, they usually leave corpses which are
- also "food." Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
+ also "food." Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
is "you are what you eat."
Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
fects.
- You can name one food item after something you like to eat
+ You can name one food item after something you like to eat
with the fruit option.
- The command to eat food is `e'.
- 7.5. Scrolls (`?')
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (for example "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,
- 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
- these.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 42
- NetHack Guidebook 42
+ 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 (for example "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,
+ 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
+ these.
A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the "MAIL" en-
vironment variable to the file name of your mailbox. You may al-
- so want to set the "MAILREADER" environment variable to the file
+ so want to set the "MAILREADER" environment variable to the file
name of your favorite reader, so NetHack can shell to it when you
- read the scroll. On versions of NetHack where mail is randomly
- generated internal to the game, these environment variables are
+ read the scroll. On versions of NetHack where mail is randomly
+ generated internal to the game, these environment variables are
ignored. You can disable the mail daemon by turning off the mail
option.
7.6. Potions (`!')
- Potions are distinguished by the color of the liquid inside
+ Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
- Clear potions are potions of water. Sometimes these are
+ Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
to dip ("#dip") an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
- Wands usually have multiple magical charges. Some types of
+ Wands usually have multiple magical charges. Some types of
wands require a direction in which to zap them. You can also zap
- them at yourself (just give a `.' or `s' for the direction). Be
- warned, however, for this is often unwise. Other types of wands
- don't require a direction. The number of charges in a wand is
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
+ don't require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
- Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
- the wand is recharged.
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 43
- NetHack Guidebook 43
+ Occasionally, however, it may be possible to squeeze the last few
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
- The command to use a wand is `z' (zap). To break one, use
+ The 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 at most
two rings at any time, one on the ring finger of each hand.
- 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.
- When wearing gloves, rings are worn underneath. If the
- gloves are cursed, rings cannot be put on and any already being
- worn cannot be removed. When worn gloves aren't cursed, you
- don't have to manually take them off before putting on or remov-
- ing a ring and then re-wear them after. That's done implicitly
+ When wearing gloves, rings are worn underneath. If the
+ gloves are cursed, rings cannot be put on and any already being
+ worn cannot be removed. When worn gloves aren't cursed, you
+ don't have to manually take them off before putting on or remov-
+ ing a ring and then re-wear them after. That's done implicitly
to avoid unnecessary tedium.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable) -- unless
- the 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
- casting.
+ 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
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you. Casting temporarily drains your magical
- power, which will slowly be recovered, and causes you to need ad-
- ditional food. Casting of spells also requires practice. With
- practice, your skill in each category of spell casting will im-
- prove. Over time, however, your memory of each spell will dim,
- and you will need to relearn it.
- Some spells require a direction in which to cast them, simi-
- lar to wands. To cast one at yourself, just give a `.' or `s'
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 44
- NetHack Guidebook 44
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
+ casting.
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
+ power, which will slowly be recovered, and causes you to need ad-
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
+ and you will need to relearn it.
+ Some spells require a direction in which to cast them, simi-
+ lar to wands. To cast one at yourself, just give a `.' or `s'
for the direction. A few spells require you to pick a target lo-
- cation rather than just specify a particular direction. Other
+ cation rather than just specify a particular direction. Other
spells don't require any direction or target.
Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
+ can become proficient (to varying degrees), spells are similarly
grouped. Successfully casting a spell exercises its skill group;
- using the "#enhance" command to advance a sufficiently exercised
- skill will affect all spells within the group. Advanced skill
- may increase the potency of spells, reduce their risk of failure
+ using the "#enhance" command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
during casting attempts, and improve the accuracy of the estimate
- for how much longer they will be retained in your memory. Skill
- slots are shared with weapons skills. (See also the section on
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
"Weapon proficiency".)
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
- The command to read a spellbook is the same as for scrolls,
+ The command to read a spellbook is the same as for scrolls,
`r' (read). The `+' command lists each spell you know along with
its level, skill category, chance of failure when casting, and an
- estimate of how strongly it is remembered. The `Z' (cast) com-
+ estimate of how strongly it is remembered. The `Z' (cast) com-
mand casts a spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
ers, which objects can be placed into or taken out of.
- Some tools (such as a blindfold) can be worn and can be put
- on and removed like other accessories (rings, amulets); see
- Amulets. Other tools (such as pick-axe) can be wielded as
+ Some tools (such as a blindfold) can be worn and can be put
+ on and removed like other accessories (rings, amulets); see
+ Amulets. Other tools (such as pick-axe) can be wielded as
weapons in addition to being applied for their usual purpose, and
- in some cases (again, pick-axe) become wielded as a weapon even
+ in some cases (again, pick-axe) become wielded as a weapon even
when applied.
- The command to use a tool is `a' (apply).
- 7.10.1. Containers
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the "#loot" extended com-
- mand when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
- using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
- the lock with the "#force" extended command.
- Some chests are trapped, causing nasty things to happen when
- you unlock or open them. You can check for and try to deactivate
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 45
- NetHack Guidebook 45
+ The command to use a tool is `a' (apply).
+
+ 7.10.1. Containers
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the "#loot" extended com-
+ mand when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
+ using a key or lock-picking tool with the `a' (apply) command, by
+ kicking it with the `^D' command, or by using a weapon to force
+ the lock with the "#force" extended command.
+ Some chests are trapped, causing nasty things to happen when
+ you unlock or open them. You can check for and try to deactivate
traps with the "#untrap" extended command.
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'
- (put on) and `R' (remove). `A' can be used to remove various
- worn items including amulets. Also, `W' (wear) and `T' (take
- off) which are normally for armor can be used for amulets and
- other accessories (rings and eyewear), but accessories won't be
- shown as likely candidates in a prompt for choosing what to wear
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove). `A' can be used to remove various
+ worn items including amulets. Also, `W' (wear) and `T' (take
+ off) which are normally for armor can be used for amulets and
+ other accessories (rings and eyewear), but accessories won't be
+ shown as likely candidates in a prompt for choosing what to wear
or take off.
7.12. Gems (`*')
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
+ 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.
- Boulders occasionally block your path. You can push one
+ Boulders occasionally block your path. You can push one
forward (by attempting to walk onto its spot) when nothing blocks
- its path, or you can smash it into a pile of small rocks with
- breaking magic or a pick-axe. Very large humanoids (giants and
- their ilk) have been known to pick up boulders and use them as
- missile weapons.
-
- Unlike boulders, statues can't be pushed, but don't need to
- be because they don't block movement. They can be smashed into
- rocks though.
-
- For some configurations of the program, statues are no
- longer shown as ``' but by the letter representing the monster
- they depict instead.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
-
+ NetHack Guidebook 46
- NetHack Guidebook 46
+ its path, or you can smash it into a pile of small rocks with
+ breaking magic or a pick-axe. Very large humanoids (giants and
+ their ilk) have been known to pick up boulders and use them as
+ missile weapons.
+ Unlike boulders, statues can't be pushed, but don't need to
+ be because they don't block movement. They can be smashed into
+ rocks though.
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
+ they depict instead.
7.14. Gold (`$')
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
- Gold pieces are the only type of object where bless/curse
- state does not apply. They're always uncursed but never de-
- scribed as uncursed even if you turn off the implicit_uncursed
- option. You can set the goldX option if you prefer to have gold
- pieces be treated as bless/curse state unknown rather than as
- known to be uncursed. Only matters when you're using an object
+ Gold pieces are the only type of object where bless/curse
+ state does not apply. They're always uncursed but never de-
+ scribed as uncursed even if you turn off the implicit_uncursed
+ option. You can set the goldX option if you prefer to have gold
+ pieces be treated as bless/curse state unknown rather than as
+ known to be uncursed. Only matters when you're using an object
selection prompt that can filter by "BUCX" state.
7.15. Persistence of Objects
Normally, if you have seen an object at a particular map lo-
- cation and move to another location where you can't directly see
- that object any more, if will continue to be displayed on your
- map. That remains the case even if it is not actually there any
- more -- perhaps a monster has picked it up or it has rotted away
- -- until you can see or feel that location again. One notable
- exception is that if the object gets covered by the "remembered,
- unseen monster" marker. When that marker is later removed after
- you've verified that no monster is there, you will forget that
- there was any object there regardless of whether the unseen mon-
- ster actually took the object. If the object is still there,
+ cation and move to another location where you can't directly see
+ that object any more, if will continue to be displayed on your
+ map. That remains the case even if it is not actually there any
+ more -- perhaps a monster has picked it up or it has rotted away
+ -- until you can see or feel that location again. One notable
+ exception is that if the object gets covered by the "remembered,
+ unseen monster" marker. When that marker is later removed after
+ you've verified that no monster is there, you will forget that
+ there was any object there regardless of whether the unseen mon-
+ ster actually took the object. If the object is still there,
then once you see or feel that location again you will re-discov-
er the object and resume remembering it.
The situation is the same for a pile of objects, except that
- only the top item of the pile is displayed. The hilite_pile op-
- tion can be enabled in order to show an item differently when it
+ only the top item of the pile is displayed. The hilite_pile op-
+ tion can be enabled in order to show an item differently when it
is the top one of a pile.
8. Conduct
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
- This gives players extra "bragging rights" for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
- they win the game.
-
- 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
+ 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
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra "bragging rights" for winning the game
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
+ they win the game.
+
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
+ 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
violate any food challenges either.
- A strict vegan diet is one which avoids any food derived
+ A strict vegan diet is one which avoids any food derived
from animals. The primary source of nutrition is fruits and veg-
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
+ sidered vegan food. Note however that eating such items still
counts against foodless conduct.
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
to the vegan items listed above, they may eat any kind of pudding
(`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
+ (fortune cookies and pancakes), food made with milk (cream pies
and candy bars), and lumps of royal jelly. Monks are expected to
observe a vegetarian diet.
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
brains while polymorphed into a mind flayer, is considered eating
an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
- ing the monster's corpse. Please note that the term "vegan" is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
- keep track of this for you. Also note that "milky" potions may
- be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- "fruits", although they could be anything from "cherries" to
- "pork chops", are also assumed to be vegan.
+ ing the monster's corpse. Please note that the term "vegan" is
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
+ keep track of this for you. Also note that "milky" potions may
- An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this con-
- duct; that is a choice left to the player. Offering the Amulet
- of Yendor to your god is necessary to win the game and is not
- counted against this conduct. You are also not penalized for be-
- ing spoken to by an angry god, priest(ess), or other religious
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ be a translucent white, but they do not contain milk, so they are
+ compatible with a vegan diet. Slime molds or player-defined
+ "fruits", although they could be anything from "cherries" to
+ "pork chops", are also assumed to be vegan.
+
+ An atheist is one who rejects religion. This means that you
+ cannot #pray, #offer sacrifices to any god, #turn undead, or
+ #chat with a priest. Particularly selective readers may argue
+ that playing Monk or Priest characters should violate this con-
+ duct; that is a choice left to the player. Offering the Amulet
+ of Yendor to your god is necessary to win the game and is not
+ counted against this conduct. You are also not penalized for be-
+ ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
- Most players fight with a wielded weapon (or tool intended
+ Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
- single "X" (the traditional signature of an illiterate person).
+ single "X" (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
- There are several other challenges tracked by the game. It
+ There are several other challenges tracked by the game. It
is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
+ cide; playing without this feature is considered a challenge.
When the game offers you an opportunity to genocide monsters, you
- may respond with the monster type "none" if you want to decline.
- You can change the form of an item into another item of the same
- type ("polypiling") or the form of your own body into another
- creature ("polyself") by wand, spell, or potion of polymorph;
- avoiding these effects are each considered challenges. Polymor-
- phing monsters, including pets, does not break either of these
- challenges. Finally, you may sometimes receive wishes; a game
- without an attempt to wish for any items is a challenge, as is a
- game without wishing for an artifact (even if the artifact imme-
- diately disappears). When the game offers you an opportunity to
- make a wish for an item, you may choose "nothing" if you want to
+ may respond with the monster type "none" if you want to decline.
+ You can change the form of an item into another item of the same
+ type ("polypiling") or the form of your own body into another
+ creature ("polyself") by wand, spell, or potion of polymorph;
+ avoiding these effects are each considered challenges. Polymor-
+ phing monsters, including pets, does not break either of these
+ challenges. Finally, you may sometimes receive wishes; a game
+ without an attempt to wish for any items is a challenge, as is a
+ game without wishing for an artifact (even if the artifact imme-
+ diately disappears). When the game offers you an opportunity to
+ make a wish for an item, you may choose "nothing" if you want to
decline.
- 8.1. Achievements
-
- End of game disclosure will also display various achieve-
- ments representing progress toward ultimate ascension, if any
- have been attained. They aren't directly related to conduct but
- are grouped with it because they fall into the same category of
- "bragging rights" and to limit the number of questions during
- disclosure. Listed roughly in order of difficulty and not neces-
- sarily in the order in which you might accomplish them.
-
-
-
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ 8.1. Achievements
+
+ End of game disclosure will also display various achieve-
+ ments representing progress toward ultimate ascension, if any
+ have been attained. They aren't directly related to conduct but
+ are grouped with it because they fall into the same category of
+ "bragging rights" and to limit the number of questions during
+ disclosure. Listed roughly in order of difficulty and not neces-
+ sarily in the order in which you might accomplish them.
Shop - Entered a shop.
Temple - Entered a temple.
Nudist - Never wore any armor.
Ascended - Delivered the Amulet to its final destination.
-
Notes:
- There's no guaranteed Novel so the achievement to read one
+ There's no guaranteed Novel so the achievement to read one
might not always be attainable (except perhaps by wishing). Sim-
- ilarly, the Big Room level is not always present. Unlike with
+ ilarly, the Big Room level is not always present. Unlike with
the Novel, there's no way to wish for this opportunity.
The "special items" hidden in Mines' End and Sokoban are not
- unique but are considered to be prizes or rewards for exploring
- those levels since doing so is not necessary to complete the
+ unique but are considered to be prizes or rewards for exploring
+ those levels since doing so is not necessary to complete the
game. Finding other instances of the same objects doesn't record
the corresponding achievement.
- The Medusa achievement is recorded if she dies for any rea-
- son, even if you are not directly responsible, and only if she
+ The Medusa achievement is recorded if she dies for any rea-
+ son, even if you are not directly responsible, and only if she
dies.
Blind and Nudist are also conducts, and they can only be en-
- abled by setting the correspondingly named option in NETHACKOP-
- TIONS or run-time configuration file prior to game start. In the
- case of Blind, the option also enforces the conduct. They aren't
- really significant accomplishments unless/until you make substan-
- tial progress into the dungeon.
-
-
-
+ abled by setting the correspondingly named option in
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ NETHACKOPTIONS or run-time configuration file prior to game
+ start. In the case of Blind, the option also enforces the con-
+ duct. They aren't really significant accomplishments unless/un-
+ til you make substantial progress into the dungeon.
+
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
- a configuration file, or in the NETHACKOPTIONS environment vari-
+ them. You can also set options automatically by placing them in
+ a configuration file, or in the NETHACKOPTIONS environment vari-
able. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game or a global
+ allow you to set options before starting the game or a global
configuration for system administrators.
9.2. Using a configuration file
The default name of the configuration file varies on differ-
ent operating systems.
- On UNIX, Linux, and Mac OS X it is ".nethackrc" in the us-
- er's home directory. The file may not exist, but it is a normal
+ On UNIX, Linux, and Mac OS X it is ".nethackrc" in the us-
+ er's home directory. The file may not exist, but it is a normal
ASCII text file and can be created with any text editor.
- On Windows, it is ".nethackrc" in the folder "\%USERPRO-
- FILE%\NetHack\3.6". The file may not exist, but it is a normal
- ASCII text file can can be created with any text editor. After
- running NetHack for the first time, you should find a default
- template for the configuration file named ".nethackrc.template"
+ On Windows, it is ".nethackrc" in the folder "\%USERPRO-
+ FILE%\NetHack\3.6". The file may not exist, but it is a normal
+ ASCII text file can can be created with any text editor. After
+ running NetHack for the first time, you should find a default
+ template for the configuration file named ".nethackrc.template"
in "\%USERPROFILE%\NetHack\3.6". If you had not created the con-
- figuration file, NetHack will create the configuration file for
+ figuration file, NetHack will create the configuration file for
you using the default template file.
- On MS-DOS, it is "defaults.nh" in the same folder as
+ On MS-DOS, it is "defaults.nh" in the same folder as
nethack.exe.
- Any line in the configuration file starting with `#' is
+ Any line in the configuration file starting with `#' is
treated as a comment. Empty lines are ignored.
- Any line beginning with `[' and ending in `]' is considered
- a section marker. The text between the square brackets is the
- section name. Lines after a section marker belong to that sec-
- tion, and are ignored unless a CHOOSE statement was used to se-
+ Any line beginning with `[' and ending in `]' is considered
+ a section marker. The text between the square brackets is the
+ section name. Lines after a section marker belong to that sec-
+ tion, and are ignored unless a CHOOSE statement was used to se-
lect that section. Section names are case insensitive.
- You can use different configuration statements in the file,
+ You can use different configuration statements in the file,
some of which can be used multiple times. In general, the state-
ments are written in capital letters, followed by an equals sign,
- followed by settings particular to that statement.
-
- Here is a list of allowed statements:
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 51
- NetHack Guidebook 51
+ followed by settings particular to that statement.
+ Here is a list of allowed statements:
OPTIONS
- There are two types of options, boolean and compound options.
- Boolean options toggle a setting on or off, while compound op-
- tions take more diverse values. Prefix a boolean option with
- "no" or `!' to turn it off. For compound options, the option
+ There are two types of options, boolean and compound options.
+ Boolean options toggle a setting on or off, while compound op-
+ tions take more diverse values. Prefix a boolean option with
+ "no" or `!' to turn it off. For compound options, the option
name and value are separated by a colon. Some options are per-
sistent, and apply only to new games. You can specify multiple
OPTIONS statements, and multiple options separated by commas in
- a single OPTIONS statement. (Comma separated options are pro-
+ a single OPTIONS statement. (Comma separated options are pro-
cessed from right to left.)
Example:
OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
HACKDIR
- Default location of files NetHack needs. On Windows HACKDIR
- defaults to the location of the NetHack.exe or NetHackw.exe
- file so setting HACKDIR to override that is not usually neces-
+ Default location of files NetHack needs. On Windows HACKDIR
+ defaults to the location of the NetHack.exe or NetHackw.exe
+ file so setting HACKDIR to override that is not usually neces-
sary or recommended.
LEVELDIR
- The location that in-progress level files are stored. Defaults
+ The location that in-progress level files are stored. Defaults
to HACKDIR, must be writable.
SAVEDIR
- The location where saved games are kept. Defaults to HACKDIR,
+ The location where saved games are kept. Defaults to HACKDIR,
must be writable.
BONESDIR
- The location that bones files are kept. Defaults to HACKDIR,
+ The location that bones files are kept. Defaults to HACKDIR,
must be writable.
LOCKDIR
Defaults to HACKDIR, must be writable.
TROUBLEDIR
- The location that a record of game aborts and self-diagnosed
+ The location that a record of game aborts and self-diagnosed
game problems is kept. Defaults to HACKDIR, must be writable.
AUTOCOMPLETE
Enable or disable an extended command autocompletion. Autocom-
- pletion has no effect for the X11 windowport. You can specify
- multiple autocompletions. To enable autocompletion, list the
- extended command. Prefix the command with "!" to disable the
+ pletion has no effect for the X11 windowport. You can specify
+ multiple autocompletions. To enable autocompletion, list the
+ extended command. Prefix the command with "!" to disable the
autocompletion for that command.
- Example:
- AUTOCOMPLETE=zap,!annotate
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 52
- NetHack Guidebook 52
+ Example:
+ AUTOCOMPLETE=zap,!annotate
AUTOPICKUP_EXCEPTION
- Set exceptions to the pickup_types option. See the "Configur-
+ Set exceptions to the pickup_types option. See the "Configur-
ing Autopickup Exceptions" section.
BINDINGS
- Change the key bindings of some special keys, menu accelera-
+ Change the key bindings of some special keys, menu accelera-
tors, or extended commands. You can specify multiple bindings.
- Format is key followed by the command, separated by a colon.
+ Format is key followed by the command, separated by a colon.
See the "Changing Key Bindings" section for more information.
Example:
BIND=^X:getpos.autodescribe
CHOOSE
- Chooses at random one of the comma-separated parameters as an
+ Chooses at random one of the comma-separated parameters as an
active section name. Lines in other sections are ignored.
Example:
ing Menu Colors" section.
MSGTYPE
- Change the way messages are shown in the top status line. See
+ Change the way messages are shown in the top status line. See
the "Configuring Message Types" section.
ROGUESYMBOLS
- Custom symbols for for the rogue level's symbol set. See SYM-
+ Custom symbols for for the rogue level's symbol set. See SYM-
BOLS below.
SOUND
tion.
SOUNDDIR
- Define the directory that contains the sound files. See the
+ Define the directory that contains the sound files. See the
"Configuring User Sounds" section.
SYMBOLS
- Override one or more symbols in the symbol set used for all
- dungeon levels except for the special rogue level. See the
- "Modifying NetHack Symbols" section.
+ Override one or more symbols in the symbol set used for all
+ dungeon levels except for the special rogue level. See the
- Example:
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 53
- NetHack Guidebook 53
+ "Modifying NetHack Symbols" section.
+ Example:
# replace small punctuation (tick marks) with digits
SYMBOLS=S_boulder:0,S_golem:7
WIZKIT
- Debug mode only: extra items to add to initial inventory.
- Value is the name of a text file containing a list of item
- names, one per line, up to a maximum of 128 lines. Each line
+ Debug mode only: extra items to add to initial inventory.
+ Value is the name of a text file containing a list of item
+ names, one per line, up to a maximum of 128 lines. Each line
is processed by the function that handles wishing.
Example:
9.3. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
- option to the list, and turn it off by typing a `!' or "no" be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
+ option to the list, and turn it off by typing a `!' or "no" be-
+ fore the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
is on, legacy is off, character name is set to "Blue Meanie", and
named fruit is set to "lime", you would enter the command
- % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
-
- in csh (note the need to escape the `!' since it's special to
- that shell), or the pair of commands
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
+
+ in csh (note the need to escape the `!' since it's special to
+ that shell), or the pair of commands
+
$ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
$ export NETHACKOPTIONS
The NETHACKOPTIONS value is effectively the same as a single
OPTIONS statement in a configuration file. The "OPTIONS=" prefix
- is implied and comma separated options are processed from right
+ is implied and comma separated options are processed from right
to left. Other types of configuration statements such as BIND or
MSGTYPE are not allowed.
Instead of a comma-separated list of options, NETHACKOPTIONS
- can be set to the full name of a configuration file you want to
- use. If that full name doesn't start with a slash, precede it
- with `@' (at-sign) to let NetHack know that the rest is intended
- as a file name. If it does start with `/', the at-sign is op-
+ can be set to the full name of a configuration file you want to
+ use. If that full name doesn't start with a slash, precede it
+ with `@' (at-sign) to let NetHack know that the rest is intended
+ as a file name. If it does start with `/', the at-sign is op-
tional.
9.4. Customization options
Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
+ acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
- Some options are persistent, and are saved and reloaded
+ Some options are persistent, and are saved and reloaded
along with the game. Changing a persistent option in the config-
uration file applies only to new games.
acoustics
- Enable messages about what your character hears (default on).
+ Enable messages about what your character hears (default on).
Note that this has nothing to do with your computer's audio ca-
pabilities. Persistent.
align
- Your starting alignment (align:lawful, align:neutral, or
- align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. If you
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
prefix the value with `!' or "no", you will exclude that align-
- ment from being picked randomly. Cannot be set with the `O'
+ ment from being picked randomly. Cannot be set with the `O'
command. Persistent.
autodescribe
- Automatically describe the terrain under cursor when asked to
+ Automatically describe the terrain under cursor when asked to
get a location on the map (default true). The whatis_coord op-
tion controls whether the description includes map coordinates.
Automatically dig if you are wielding a digging tool and moving
into a place that can be dug (default false). Persistent.
- autoopen
- Walking into a closed door attempts to open it (default true).
- Persistent.
-
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ autoopen
+ Walking into a closed door attempts to open it (default true).
+ Persistent.
+
autopickup
- Automatically pick up things onto which you move (default on).
+ Automatically pick up things onto which you move (default on).
Persistent. See pickup_types to refine the behavior.
autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command when nothing is quivered or readied (default
- false). When true, the computer will fill your quiver or
- quiver sack or make ready some suitable weapon. Note that it
- will not take into account the blessed/cursed status, enchant-
+ This option controls what happens when you attempt the `f'
+ (fire) command when nothing is quivered or readied (default
+ false). When true, the computer will fill your quiver or
+ quiver sack or make ready some suitable weapon. Note that it
+ will not take into account the blessed/cursed status, enchant-
ment, damage, or quality of the weapon; you are free to manual-
- ly fill your quiver or quiver sack or make ready with the `Q'
+ ly fill your quiver or quiver sack or make ready with the `Q'
command instead. If no weapon is found or the option is false,
the `t' (throw) command is executed instead. Persistent.
autounlock
- Walking into a locked door or looting a locked container while
- carrying an unlocking tool (such as a key) will ask whether to
- use that tool to unlock the door or container (default true).
+ Walking into a locked door or looting a locked container while
+ carrying an unlocking tool (such as a key) will ask whether to
+ use that tool to unlock the door or container (default true).
Persistent.
blind
tent.
bones
- Allow saving and loading bones files (default true). Persis-
+ Allow saving and loading bones files (default true). Persis-
tent.
boulder
- Set the character used to display boulders (default is the
+ Set the character used to display boulders (default is the
"large rock" class symbol, ``').
catname
- Name your starting cat (for example "catname:Morris"). Cannot
+ Name your starting cat (for example "catname:Morris"). Cannot
be set with the `O' command.
character
- Synonym for "role" to pick the type of your character (for ex-
+ Synonym for "role" to pick the type of your character (for ex-
ample "character:Monk"). See role for more details.
checkpoint
- Save game state after each level change, for possible recovery
+ Save game state after each level change, for possible recovery
after program crash (default on). Persistent.
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
- (because too much space might overflow the calculation and end
- up looking like insufficient space). Only applies when MFLOPPY
- was defined during compilation.
-
+ 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
+ (because too much space might overflow the calculation and end
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ up looking like insufficient space). Only applies when MFLOPPY
+ was defined during compilation.
+
clicklook
- Allows looking at things on the screen by navigating the mouse
+ Allows looking at things on the screen by navigating the mouse
over them and clicking the right mouse button (default off).
cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
+ Have the game provide some additional command assistance for
+ new players if it detects some anticipated mistakes (default
on).
confirm
- Have user confirm attacks on pets, shopkeepers, and other
+ Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on). Persistent.
dark_room
Show out-of-sight areas of lit rooms (default on). Persistent.
disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is "ni na nv ng nc no", prompt with default re-
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is "ni na nv ng nc no", prompt with default re-
sponse of `n' for each candidate). Persistent. The possibili-
ties are:
c - display your conduct; also achievements, if any;
o - display dungeon overview.
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
+ Each disclosure possibility can optionally be preceded by a
+ prefix which lets you refine how it behaves. Here are the
valid prefixes:
y - prompt you and default to yes on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
- The listing of vanquished monsters can be sorted, so there are
+ The listing of vanquished monsters can be sorted, so there are
two additional choices for `v':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The
- `+' disclose without prompting choice, or being prompted and
+ `+' disclose without prompting choice, or being prompted and
answering `y' rather than `a', will default to showing monsters
in the traditional order, from high level to low level.
- Omitted categories are implicitly added with `n' prefix. Spec-
- ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
- display for end-of-game disclosure follows a set sequence.
- NetHack 3.7 February 10, 2020
+
+ NetHack 3.7 February 15, 2020
- (for example "disclose:yi na +v -g o") The example sets inven-
+ Omitted categories are implicitly added with `n' prefix. Spec-
+ ified categories with omitted prefix implicitly use `+' prefix.
+ Order of the disclosure categories does not matter, program
+ display for end-of-game disclosure follows a set sequence.
+
+ (for example "disclose:yi na +v -g o") The example sets inven-
tory to prompt and default to yes, attributes to prompt and de-
fault to no, vanquished to disclose without prompting, genocid-
ed to not disclose and not prompt, conduct to implicitly prompt
and default to no, and overview to disclose without prompting.
- Note that the vanquished monsters list includes all monsters
+ Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you. And the dun-
geon overview shows all levels you had visited but does not re-
veal things about them that you hadn't discovered.
set with the `O' command.
extmenu
- Changes the extended commands interface to pop-up a menu of
+ Changes the extended commands interface to pop-up a menu of
available commands. It is keystroke compatible with the tradi-
- tional interface except that it does not require that you hit
+ tional interface except that it does not require that you hit
Enter. It is implemented for the tty interface (default off).
For the X11 interface, which always uses a menu for choosing an
extended command, it controls whether the menu shows all avail-
- able commands (on) or just the subset of commands which have
+ able commands (on) or just the subset of commands which have
traditionally been considered extended ones (off).
female
- An obsolete synonym for "gender:female". Cannot be set with
+ An obsolete synonym for "gender:female". Cannot be set with
the `O' command.
fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
+ An object's inventory letter sticks to it when it's dropped
+ (default on). If this is off, dropping an object shifts all
the remaining inventory letters. Persistent.
force_invmenu
- Commands asking for an inventory item show a menu instead of a
+ Commands asking for an inventory item show a menu instead of a
text query with possible menu letters. Default is off.
fruit
- Name a fruit after something you enjoy eating (for example
- "fruit:mango") (default "slime mold"). Basically a nostalgic
- whimsy that NetHack uses from time to time. You should set
- this to something you find more appetizing than slime mold.
- Apples, oranges, pears, bananas, and melons already exist in
+ Name a fruit after something you enjoy eating (for example
+ "fruit:mango") (default "slime mold"). Basically a nostalgic
+ whimsy that NetHack uses from time to time. You should set
+ this to something you find more appetizing than slime mold.
+ Apples, oranges, pears, bananas, and melons already exist in
NetHack, so don't use those.
gender
- Your starting gender (gender:male or gender:female). You may
- specify just the first letter. Although you can still denote
- your gender using the "male" and "female" options, the "gender"
- option will take precedence. The default is to randomly pick
- an appropriate gender. If you prefix the value with `!' or
- "no", you will exclude that gender from being picked randomly.
+ Your starting gender (gender:male or gender:female). You may
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ specify just the first letter. Although you can still denote
+ your gender using the "male" and "female" options, the "gender"
+ option will take precedence. The default is to randomly pick
+ an appropriate gender. If you prefix the value with `!' or
+ "no", you will exclude that gender from being picked randomly.
Cannot be set with the `O' command. Persistent.
goldX
- When filtering objects based on bless/curse state (BUCX),
- whether to treat gold pieces as X (unknown bless/curse state,
- when "on") or U (known to be uncursed, when "off", the de-
- fault). Gold is never blessed or cursed, but it is not de-
+ When filtering objects based on bless/curse state (BUCX),
+ whether to treat gold pieces as X (unknown bless/curse state,
+ when "on") or U (known to be uncursed, when "off", the de-
+ fault). Gold is never blessed or cursed, but it is not de-
scribed as "uncursed" even when the implicit_uncursed option is
"off".
help
- If more information is available for an object looked at with
+ If more information is available for an object looked at with
the `/' command, ask if you want to see it (default on). Turn-
- ing help off makes just looking at things faster, since you
- aren't interrupted with the "More info?" prompt, but it also
+ ing help off makes just looking at things faster, since you
+ aren't interrupted with the "More info?" prompt, but it also
means that you might miss some interesting and/or important in-
formation. Persistent.
herecmd_menu
- When using a windowport that supports mouse and clicking on
- yourself or next to you, show a menu of possible actions for
- the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
+ When using a windowport that supports mouse and clicking on
+ yourself or next to you, show a menu of possible actions for
+ the location. Same as "#herecmdmenu" and "#therecmdmenu" com-
mands.
hilite_pet
- Visually distinguish pets from similar animals (default off).
- The behavior of this option depends on the type of windowing
+ Visually distinguish pets from similar animals (default off).
+ The behavior of this option depends on the type of windowing
you use. In text windowing, text highlighting or inverse video
- is often used; with tiles, generally displays a heart symbol
+ is often used; with tiles, generally displays a heart symbol
near pets.
- With the curses interface, the petattr option controls how to
- highlight pets and setting it will turn the hilite_pet option
+ With the curses interface, the petattr option controls how to
+ highlight pets and setting it will turn the hilite_pet option
on or off as warranted.
hilite_pile
- Visually distinguish piles of objects from individual objects
+ Visually distinguish piles of objects from individual objects
(default off). The behavior of this option depends on the type
- of windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays a
+ of windowing you use. In text windowing, text highlighting or
+ inverse video is often used; with tiles, generally displays a
small plus-symbol beside the object on the top of the pile.
hitpointbar
- Show a hit point bar graph behind your name and title. Only
- available for TTY and Windows GUI, and only when statushilites
+ Show a hit point bar graph behind your name and title. Only
+ available for TTY and Windows GUI, and only when statushilites
is on.
horsename
- Name your starting horse (for example "horsename:Trigger").
- Cannot be set with the `O' command.
-
- ignintr
- Ignore interrupt signals, including breaks (default off). Per-
- sistent.
+ Name your starting horse (for example "horsename:Trigger").
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ Cannot be set with the `O' command.
+
+ ignintr
+ Ignore interrupt signals, including breaks (default off). Per-
+ sistent.
+
implicit_uncursed
Omit "uncursed" from object descriptions when it can be deduced
- from other aspects of the description (default on). Persis-
+ from other aspects of the description (default on). Persis-
tent.
If you use menu coloring, you may want to turn this off.
on). Persistent.
lit_corridor
- Show corridor squares seen by night vision or a light source
+ Show corridor squares seen by night vision or a light source
held by your character as lit (default off). Persistent.
lootabc
- When using a menu to interact with a container, use the old
- `a', `b', and `c' keyboard shortcuts rather than the mnemonics
+ When using a menu to interact with a container, use the old
+ `a', `b', and `c' keyboard shortcuts rather than the mnemonics
`o', `i', and `b' (default off). Persistent.
mail
Enable mail delivery during the game (default on). Persistent.
male
- An obsolete synonym for "gender:male". Cannot be set with the
+ An obsolete synonym for "gender:male". Cannot be set with the
`O' command.
mention_decor
- Give feedback when walking onto various dungeon features such
- as stairs, fountains, or altars which are ordinarily only de-
- scribed when covered by one or more objects (default off).
+ Give feedback when walking onto various dungeon features such
+ as stairs, fountains, or altars which are ordinarily only de-
+ scribed when covered by one or more objects (default off).
Persistent.
mention_walls
- Give feedback when walking against a wall (default off). Per-
+ Give feedback when walking against a wall (default off). Per-
sistent.
menucolors
- Enable coloring menu lines (default off). See "Configuring
+ Enable coloring menu lines (default off). See "Configuring
Menu Colors" on how to configure the colors.
menustyle
Controls the interface used when you need to choose various ob-
- jects (in response to the Drop command, for instance). The
- value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Tradi-
- tional was the only interface available for early versions; it
- consists of a prompt for object class characters, followed by
- an object-by-object prompt for all items matching the selected
- object class(es). Combination starts with a prompt for object
- class(es) of interest, but then displays a menu of matching ob-
- jects rather than prompting one-by-one. Full displays a menu
- of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the
+ jects (in response to the Drop command, for instance). The
+ value specified should be the first letter of one of the fol-
+ lowing: traditional, combination, full, or partial. Tradi-
+ tional was the only interface available for early versions; it
+ consists of a prompt for object class characters, followed by
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- object class filtering and immediately displays a menu of all
- objects. Persistent.
+ an object-by-object prompt for all items matching the selected
+ object class(es). Combination starts with a prompt for object
+ class(es) of interest, but then displays a menu of matching ob-
+ jects rather than prompting one-by-one. Full displays a menu
+ of object classes rather than a character prompt, and then a
+ menu of matching objects for selection. Partial skips the ob-
+ ject class filtering and immediately displays a menu of all ob-
+ jects. Persistent.
menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
+ Menu character accelerator to deselect all items in a menu.
Implemented by the Amiga, Gem, X11 and tty ports. Default `-'.
menu_deselect_page
- Menu character accelerator to deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports. De-
+ Menu character accelerator to deselect all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports. De-
fault `\'.
menu_first_page
Implemented by the Amiga, Gem and tty ports. Default `^'.
menu_headings
- Controls how the headings in a menu are highlighted. Values
- are "none", "bold", "dim", "underline", "blink", or "inverse".
+ Controls how the headings in a menu are highlighted. Values
+ are "none", "bold", "dim", "underline", "blink", or "inverse".
Not all ports can actually display all types.
menu_invert_all
- Menu character accelerator to invert all items in a menu. Im-
+ Menu character accelerator to invert all items in a menu. Im-
plemented 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. Default
+ 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.
+ 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. Imple-
+ Menu character accelerator to goto the next menu page. Imple-
mented by the Amiga, Gem and tty ports. Default `>'.
menu_objsyms
- Show object symbols in menu headings in menus where the object
+ Show object symbols in menu headings in menus where the object
symbols act as menu accelerators (default off).
menu_overlay
- Do not clear the screen before drawing menus, and align menus
- to the right edge of the screen. Only for the tty port. (de-
+ Do not clear the screen before drawing menus, and align menus
+ to the right edge of the screen. Only for the tty port. (de-
fault on)
- menu_previous_page
- Menu character accelerator to goto the previous menu page. Im-
- plemented by the Amiga, Gem and tty ports. Default `<'.
- menu_search
- Menu character accelerator to search for a menu item. Imple-
- mented by the Amiga, Gem, X11 and tty ports. Default `:'.
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ menu_previous_page
+ Menu character accelerator to goto the previous menu page. Im-
+ plemented by the Amiga, Gem and tty ports. Default `<'.
+
+ menu_search
+ Menu character accelerator to search for a menu item. Imple-
+ mented by the Amiga, Gem, X11 and tty ports. Default `:'.
+
menu_select_all
- Menu character accelerator to select all items in a menu. Im-
+ Menu character accelerator to select all items in a menu. Im-
plemented by the Amiga, Gem, X11 and tty ports. Default `.'.
menu_select_page
- Menu character accelerator to select all items on this page of
- a menu. Implemented by the Amiga, Gem and tty ports. Default
+ Menu character accelerator to select all items on this page of
+ a menu. Implemented by the Amiga, Gem and tty ports. Default
`,'.
monpolycontrol
off). Debug mode only.
mouse_support
- Allow use of the mouse for input and travel. Valid settings
+ Allow use of the mouse for input and travel. Valid settings
are:
0 - disabled
1 - enabled and make OS adjustments to support mouse use
2 - like 1 but does not make any OS adjustments
- Omitting a value is the same as specifying 1 and negating
+ Omitting a value is the same as specifying 1 and negating
mouse_support is the same as specifying 0.
msghistory
- The number of top line messages to keep (and be able to recall
+ The number of top line messages to keep (and be able to recall
with `^P') (default 20). Cannot be set with the `O' command.
msg_window
- Allows you to change the way recalled messages are displayed.
- Currently it is only supported for tty (all four choices) and
- for curses (`f' and `r' choices, default `r'). The possible
+ Allows you to change the way recalled messages are displayed.
+ Currently it is only supported for tty (all four choices) and
+ for curses (`f' and `r' choices, default `r'). The possible
values are:
s - single message (default; only choice prior to 3.4.0);
f - full window, oldest message first;
r - full window reversed, newest message first.
- For backward compatibility, no value needs to be specified
- (which defaults to "full"), or it can be negated (which
+ For backward compatibility, no value needs to be specified
+ (which defaults to "full"), or it can be negated (which
defaults to "single").
name
- Set your character's name (defaults to your user name). You
- can also set your character's role by appending a dash and one
- 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 chosen. 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 point in
+ Set your character's name (defaults to your user name). You
+ can also set your character's role by appending a dash and one
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ 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 chosen. 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 point in
setting this with the `O' command.
nudist
Send padding nulls to the terminal (default on). Persistent.
number_pad
- Use digit keys instead of letters to move (default 0 or off).
+ Use digit keys instead of letters to move (default 0 or off).
Valid settings are:
0 - move by letters; "yuhjklbn"
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
- For backward compatibility, omitting a value is the same as
- specifying 1 and negating number_pad is the same as specifying
- 0. (Settings 2 and 4 are for compatibility with MS-DOS or old
+ For backward compatibility, omitting a value is the same as
+ specifying 1 and negating number_pad is the same as specifying
+ 0. (Settings 2 and 4 are for compatibility with MS-DOS or old
PC Hack; in addition to the different behavior for `5', `Alt-5'
acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
- date some QWERTZ keyboards which have the location of the `y'
- and `z' keys swapped.) When moving by numbers, to enter a
+ date some QWERTZ keyboards which have the location of the `y'
+ and `z' keys swapped.) When moving by numbers, to enter a
count prefix for those commands which accept one (such as "12s"
- to search twelve times), precede it with the letter `n'
+ to search twelve times), precede it with the letter `n'
("n12s").
packorder
- Specify the order to list object types in (default
+ Specify the order to list object types in (default
"")[%?+!=/(*`0_"). The value of this option should be a string
containing the symbols for the various object types. Any omit-
ted types are filled in at the end from the previous order.
paranoid_confirmation
- A space separated list of specific situations where alternate
- prompting is desired. The default is paranoid_confirma-
+ A space separated list of specific situations where alternate
+ prompting is desired. The default is paranoid_confirma-
tion:pray.
- Confirm - for any prompts which are set to require "yes"
- rather than `y', also require "no" to reject in-
+ Confirm - for any prompts which are set to require "yes"
+ rather than `y', also require "no" to reject in-
stead of accepting any non-yes response as no
quit - require "yes" rather than `y' to confirm quitting
- the game or switching into non-scoring explore
- mode;
- die - require "yes" rather than `y' to confirm dying
- (not useful in normal play; applies to explore
- mode);
- bones - require "yes" rather than `y' to confirm saving
- bones data when dying in debug mode;
- attack - require "yes" rather than `y' to confirm attack-
- ing a peaceful monster;
+ the game or switching into non-scoring explore
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ mode;
+ die - require "yes" rather than `y' to confirm dying
+ (not useful in normal play; applies to explore
+ mode);
+ bones - require "yes" rather than `y' to confirm saving
+ bones data when dying in debug mode;
+ attack - require "yes" rather than `y' to confirm attack-
+ ing a peaceful monster;
wand-break - require "yes" rather than `y' to confirm breaking
a wand;
- eating - require "yes" rather than `y' to confirm whether
+ eating - require "yes" rather than `y' to confirm whether
to continue eating;
Were-change - require "yes" rather than `y' to confirm changing
- form due to lycanthropy when hero has polymorph
+ form due to lycanthropy when hero has polymorph
control;
- pray - require `y' to confirm an attempt to pray rather
+ pray - require `y' to confirm an attempt to pray rather
than immediately praying; on by default;
- Remove - require selection from inventory for `R' and `T'
- commands even when wearing just one applicable
+ Remove - require selection from inventory for `R' and `T'
+ commands even when wearing just one applicable
item.
all - turn on all of the above.
- By default, the pray choice is enabled, the others disabled.
- To disable it without setting any of the other choices, use
+ By default, the pray choice is enabled, the others disabled.
+ To disable it without setting any of the other choices, use
"paranoid_confirmation:none". To keep it enabled while setting
- any of the others, include it in the list, such as "para-
+ any of the others, include it in the list, such as "para-
noid_confirmation:attack pray Remove".
perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that im-
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
plement this feature.
petattr
- Specifies one or more text highlighting attributes to use when
- showing pets on the map. Effectively a superset of the
+ Specifies one or more text highlighting attributes to use when
+ showing pets on the map. Effectively a superset of the
hilite_pet boolean option. Curses interface only; value is one
or more of the following letters.
l - Left line indicator
r - Right line indicator
- Some of those choices might not work, particularly the final
- three, depending upon terminal hardware or terminal emulation
+ Some of those choices might not work, particularly the final
+ three, depending upon terminal hardware or terminal emulation
software.
- Currently multiple highlight-style letters can be combined by
- simply stringing them together (for example, "bk"), but in the
- future they might require being separated by plus signs (such
- as "b+k", which works already). When using the `n' choice, it
- should be specified on its own, not in combination with any of
- the other letters.
- pettype
- Specify the type of your initial pet, if you are playing a
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- character class that uses multiple types of pets; or choose to
- have no initial pet at all. Possible values are "cat", "dog",
+ Currently multiple highlight-style letters can be combined by
+ simply stringing them together (for example, "bk"), but in the
+ future they might require being separated by plus signs (such
+ as "b+k", which works already). When using the `n' choice, it
+ should be specified on its own, not in combination with any of
+ the other letters.
+
+ pettype
+ Specify the type of your initial pet, if you are playing a
+ character class that uses multiple types of pets; or choose to
+ have no initial pet at all. Possible values are "cat", "dog",
"horse", and "none". If the choice is not allowed for the role
- you are currently playing, it will be silently ignored. For
- example, "horse" will only be honored when playing a knight.
+ you are currently playing, it will be silently ignored. For
+ example, "horse" will only be honored when playing a knight.
Cannot be set with the `O' command.
pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
+ When you pick up an item that would exceed this encumbrance
+ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
(Default `S'). Persistent.
pickup_thrown
- If this option is on and autopickup is also on, try to pick up
- things that you threw, even if they aren't in pickup_types or
+ If this option is on and autopickup is also on, try to pick up
+ things that you threw, even if they aren't in pickup_types or
match an autopickup exception. Default is on. Persistent.
pickup_types
sistent.
pile_limit
- When walking across a pile of objects on the floor, threshold
- at which the message "there are few/several/many objects here"
- is given instead of showing a popup list of those objects. A
- value of 0 means "no limit" (always list the objects); a value
- of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
+ When walking across a pile of objects on the floor, threshold
+ at which the message "there are few/several/many objects here"
+ is given instead of showing a popup list of those objects. A
+ value of 0 means "no limit" (always list the objects); a value
+ of 1 effectively means "never show the objects" since the pile
+ size will always be at least that big; default value is 5.
Persistent.
playmode
- Values are "normal", "explore", or "debug". Allows selection
- of explore mode (also known as discovery mode) or debug mode
+ Values are "normal", "explore", or "debug". Allows selection
+ of explore mode (also known as discovery mode) or debug mode
(also known as wizard mode) instead of normal play. Debug mode
- might only be allowed for someone logged in under a particular
- user name (on multi-user systems) or specifying a particular
+ might only be allowed for someone logged in under a particular
+ user name (on multi-user systems) or specifying a particular
character name (on single-user systems) or it might be disabled
- entirely. Requesting it when not allowed or not possible re-
+ entirely. Requesting it when not allowed or not possible re-
sults in explore mode instead. Default is normal play.
pushweapon
- Using the `w' (wield) command when already wielding something
- pushes the old item into your alternate weapon slot (default
- off). Likewise for the `a' (apply) command if it causes the
- applied item to become wielded. Persistent.
-
- quick_farsight
- When set, usually prevents the "you sense your surroundings"
- message where play pauses to allow you to browse the map when-
- ever clairvoyance randomly activates. Some situations, such as
- being underwater or engulfed, ignore this option. It does not
+ Using the `w' (wield) command when already wielding something
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ pushes the old item into your alternate weapon slot (default
+ off). Likewise for the `a' (apply) command if it causes the
+ applied item to become wielded. Persistent.
+
+ quick_farsight
+ When set, usually prevents the "you sense your surroundings"
+ message where play pauses to allow you to browse the map when-
+ ever clairvoyance randomly activates. Some situations, such as
+ being underwater or engulfed, ignore this option. It does not
affect the clairvoyance spell where pausing to examine revealed
- objects or monsters is less intrusive. Default is off. Per-
+ objects or monsters is less intrusive. Default is off. Per-
sistent.
race
Selects your race (for example, "race:human"). Default is ran-
- dom. If you prefix the value with `!' or "no", you will ex-
+ dom. If you prefix the value with `!' or "no", you will ex-
clude that race from being picked randomly. Cannot be set with
the `O' command. Persistent.
rest_on_space
- Make the space bar a synonym for the `.' (#wait) command (de-
+ Make the space bar a synonym for the `.' (#wait) command (de-
fault off). Persistent.
role
- Pick your type of character (for example "role:Samurai"); syn-
- onym for "character". See "name" for an alternate method of
- specifying your role. Normally only the first letter of the
- value is examined; `r' is an exception with "Rogue", "Ranger",
+ Pick your type of character (for example "role:Samurai"); syn-
+ onym for "character". See "name" for an alternate method of
+ specifying your role. Normally only the first letter of the
+ value is examined; `r' is an exception with "Rogue", "Ranger",
and "random" values. If you prefix the value with `!' or "no",
- you will exclude that role from being picked randomly. Cannot
+ you will exclude that role from being picked randomly. Cannot
be set with the `O' command. Persistent.
roguesymset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
+ This option may be used to select one of the named symbol sets
+ found within "symbols" to alter the symbols displayed on the
screen on the rogue level.
rlecomp
When writing out a save file, perform run length compression of
- the map. Not all ports support run length compression. It has
+ the map. Not all ports support run length compression. It has
no effect on reading an existing save file.
runmode
- Controls the amount of screen updating for the map window when
- engaged in multi-turn movement (running via shift+direction or
- control+direction and so forth, or via the travel command or
+ Controls the amount of screen updating for the map window when
+ engaged in multi-turn movement (running via shift+direction or
+ control+direction and so forth, or via the travel command or
mouse click). The possible values are:
teleport - update the map after movement has finished;
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 ac-
- tual results of moving. The default is "run"; versions prior
- to 3.4.1 used "teleport" only. Whether or not the effect is
- noticeable will depend upon the window port used or on the type
- of terminal. Persistent.
+ This option only affects the game's screen display, not the
- safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
- Persistent.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 66
- NetHack Guidebook 66
+ actual results of moving. The default is "run"; versions prior
+ to 3.4.1 used "teleport" only. Whether or not the effect is
+ noticeable will depend upon the window port used or on the type
+ of terminal. Persistent.
+ safe_pet
+ Prevent you from (knowingly) attacking your pets (default on).
+ Persistent.
sanity_check
Evaluate monsters, objects, and map prior to each turn (default
off). Debug mode only.
scores
- Control what parts of the score list you are shown at the end
- (for example "scores:5 top scores/4 around my score/own
+ Control what parts of the score list you are shown at the end
+ (for example "scores:5 top scores/4 around my score/own
scores"). Only the first letter of each category (`t', `a', or
`o') is necessary. Persistent.
off). Persistent.
showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting af-
- fects only the appearance of the display, not the way the game
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting af-
+ fects only the appearance of the display, not the way the game
treats you. Persistent.
showscore
sortloot
Controls the sorting behavior of the pickup lists for inventory
- and #loot commands and some others. Persistent. The possible
+ and #loot commands and some others. Persistent. The possible
values are:
full - always sort the lists;
- loot - only sort the lists that don't use inventory letters,
+ loot - only sort the lists that don't use inventory letters,
like with the #loot and pickup commands;
none - show lists the traditional way without sorting.
sortpack
- Sort the pack contents by type when displaying inventory (de-
+ Sort the pack contents by type when displaying inventory (de-
fault on). Persistent.
sparkle
Display a sparkly effect when a monster (including yourself) is
- hit by an attack to which it is resistant (default on). Per-
+ hit by an attack to which it is resistant (default on). Per-
sistent.
- standout
- Boldface monsters and "--More--" (default off). Persistent.
-
- statushilites
- Controls how many turns status hilite behaviors highlight the
- field. If negated or set to zero, disables status hiliting.
- See "Configuring Status Hilites" for further information.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 67
- NetHack Guidebook 67
+ standout
+ Boldface monsters and "--More--" (default off). Persistent.
+ statushilites
+ Controls how many turns status hilite behaviors highlight the
+ field. If negated or set to zero, disables status hiliting.
+ See "Configuring Status Hilites" for further information.
status_updates
- Allow updates to the status lines at the bottom of the screen
+ Allow updates to the status lines at the bottom of the screen
(default true).
suppress_alert
- This option may be set to a NetHack version level to suppress
- alert notification messages about feature changes for that and
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that and
prior versions (for example "suppress_alert:3.3.1").
symset
- This option may be used to select one of the named symbol sets
- found within "symbols" to alter the symbols displayed on the
- screen. Use "symset:default" to explicitly select the default
+ This option may be used to select one of the named symbol sets
+ found within "symbols" to alter the symbols displayed on the
+ screen. Use "symset:default" to explicitly select the default
symbols.
time
- Show the elapsed game time in turns on bottom line (default
+ Show the elapsed game time in turns on bottom line (default
off). Persistent.
timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to "tty" interface
+ When pausing momentarily for display effect, such as with ex-
+ plosions and moving objects, use a timer rather than sending
+ extra characters to the screen. (Applies to "tty" interface
only; "X11" interface always uses a timer based delay. The de-
fault is on if configured into the program.) Persistent.
toptenwin
Put the ending display in a NetHack window instead of on stdout
- (default off). Setting this option makes the score list visi-
- ble when a windowing version of NetHack is started without a
- parent window, but it no longer leaves the score list around
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
after game end on a terminal or emulating window.
travel
Allow the travel command via mouse click (default on). Turning
this option off will prevent the game from attempting unintend-
- ed moves if you make inadvertent mouse clicks on the map win-
- dow. Does not affect traveling via the `_' ("#travel") com-
+ ed moves if you make inadvertent mouse clicks on the map win-
+ dow. Does not affect traveling via the `_' ("#travel") com-
mand. Persistent.
verbose
- Provide more commentary during the game (default on). Persis-
- tent.
+ Provide more commentary during the game (default on).
- whatis_coord
- When using the `/' or `;' commands to look around on the map
- with autodescribe on, display coordinates after the descrip-
- tion. Also works in other situations where you are asked to
- pick a location.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 68
- NetHack Guidebook 68
+ Persistent.
+ whatis_coord
+ When using the `/' or `;' commands to look around on the map
+ with autodescribe on, display coordinates after the descrip-
+ tion. Also works in other situations where you are asked to
+ pick a location.
The possible settings are:
whatis_filter
When getting a location on the map, and using the keys to cycle
- through next and previous targets, allows filtering the possi-
+ through next and previous targets, allows filtering the possi-
ble targets.
n - no filtering [default]
v - in view only
a - in same area only
- The area-filter tries to be slightly predictive -- if you're
+ The area-filter tries to be slightly predictive -- if you're
standing on a doorway, it will consider the area on the side of
the door you were last moving towards.
- Filtering can also be changed when getting a location with the
+ Filtering can also be changed when getting a location with the
"getpos.filter" key.
whatis_menu
- When getting a location on the map, and using a key to cycle
+ When getting a location on the map, and using a key to cycle
through next and previous targets, use a menu instead to pick a
target. (default off)
whatis_moveskip
- When getting a location on the map, and using shifted movement
+ When getting a location on the map, and using shifted movement
keys or meta-digit keys to fast-move, instead of moving 8 units
at a time, move by skipping the same glyphs. (default off)
windowtype
When the program has been built to support multiple interfaces,
- select which one to use, such as "tty" or "X11" (default de-
+ select which one to use, such as "tty" or "X11" (default de-
pends on build-time settings; use "#version" to check). Cannot
be set with the `O' command.
- When used, it should be the first option set since its value
- might enable or disable the availability of various other op-
- tions. For multiple lines in a configuration file, that would
- be the first non-comment line. For a comma-separated list in
- NETHACKOPTIONS or an OPTIONS line in a configuration file, that
- would be the rightmost option in the list.
+ When used, it should be the first option set since its value
+ might enable or disable the availability of various other
- wizweight
- Augment object descriptions with their objects' weight (default
- off). Debug mode only.
-
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ options. For multiple lines in a configuration file, that
+ would be the first non-comment line. For a comma-separated
+ list in NETHACKOPTIONS or an OPTIONS line in a configuration
+ file, that would be the rightmost option in the list.
+
+ wizweight
+ Augment object descriptions with their objects' weight (default
+ off). Debug mode only.
+
zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
has no effect on reading an existing save file.
9.5. Window Port Customization options
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- configuration file, and if the window port is capable of adjust-
- ing 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 supported by the window port that you are currently using by
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ configuration file, and if the window port is capable of adjust-
+ ing to suit your preferences, it will attempt to do so. If it
+ can't it will silently ignore it. You can find out if an option
+ is supported by the window port that you are currently using by
checking to see if it shows up in the Options list. Some options
- are dynamic and can be specified during the game with the `O'
+ are dynamic and can be specified during the game with the `O'
command.
align_message
- Where to align or place the message window (top, bottom, left,
+ Where to align or place the message window (top, bottom, left,
or right)
align_status
- Where to align or place the status window (top, bottom, left,
+ Where to align or place the status window (top, bottom, left,
or right).
ascii_map
- If NetHack can, it should display an ascii character map if it
+ If NetHack can, it should display an ascii character map if it
can.
color
monsters, objects, and dungeon features.
eight_bit_tty
- If NetHack can, it should pass eight-bit character values (for
- example, specified with the traps option) straight through to
+ If NetHack can, it should pass eight-bit character values (for
+ example, specified with the traps option) straight through to
your terminal (default off).
font_map
if NetHack can, it should use a font by the chosen name for the
map window.
- font_menu
- If NetHack can, it should use a font by the chosen name for
- menu windows.
-
- font_message
- If NetHack can, it should use a font by the chosen name for the
- message window.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 70
- NetHack Guidebook 70
+ font_menu
+ If NetHack can, it should use a font by the chosen name for
+ menu windows.
+ font_message
+ If NetHack can, it should use a font by the chosen name for the
+ message window.
font_status
If NetHack can, it should use a font by the chosen name for the
status window.
font_text
- If NetHack can, it should use a font by the chosen name for
+ If NetHack can, it should use a font by the chosen name for
text windows.
font_size_map
- If NetHack can, it should use this size font for the map win-
+ If NetHack can, it should use this size font for the map win-
dow.
font_size_menu
If NetHack can, it should use this size font for menu windows.
font_size_message
- If NetHack can, it should use this size font for the message
+ If NetHack can, it should use this size font for the message
window.
font_size_status
- If NetHack can, it should use this size font for the status
+ If NetHack can, it should use this size font for the status
window.
font_size_text
If NetHack can, it should use this size font for text windows.
fullscreen
- If NetHack can, it should try and display on the entire screen
+ If NetHack can, it should try and display on the entire screen
rather than in a window.
guicolor
- Use color text and/or highlighting attributes when displaying
- some non-map data (such as menu selector letters). Curses in-
+ Use color text and/or highlighting attributes when displaying
+ some non-map data (such as menu selector letters). Curses in-
terface only; default is on.
large_font
If NetHack can, it should use a large font.
map_mode
- If NetHack can, it should display the map in the manner speci-
+ If NetHack can, it should display the map in the manner speci-
fied.
player_selection
- If NetHack can, it should pop up dialog boxes, or use prompts
+ If NetHack can, it should pop up dialog boxes, or use prompts
for character selection.
- popup_dialog
- If NetHack can, it should pop up dialog boxes for input.
-
- preload_tiles
- If NetHack can, it should preload tiles into memory. For exam-
- ple, in the protected mode MS-DOS version, control whether
- tiles get pre-loaded into RAM at the start of the game. Doing
- so enhances performance of the tile graphics, but uses more
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ popup_dialog
+ If NetHack can, it should pop up dialog boxes for input.
+
+ preload_tiles
+ If NetHack can, it should preload tiles into memory. For exam-
+ ple, in the protected mode MS-DOS version, control whether
+ tiles get pre-loaded into RAM at the start of the game. Doing
+ so enhances performance of the tile graphics, but uses more
memory. (default on). Cannot be set with the `O' command.
scroll_amount
- If NetHack can, it should scroll the display by this number of
+ If NetHack can, it should scroll the display by this number of
cells when the hero reaches the scroll_margin.
scroll_margin
- If NetHack can, it should scroll the display when the hero or
- cursor is this number of cells away from the edge of the win-
+ If NetHack can, it should scroll the display when the hero or
+ cursor is this number of cells away from the edge of the win-
dow.
selectsaved
- If NetHack can, it should display a menu of existing saved
+ If NetHack can, it should display a menu of existing saved
games for the player to choose from at game startup, if it can.
Not all ports support this option.
softkeyboard
- Display an onscreen keyboard. Handhelds are most likely to
+ Display an onscreen keyboard. Handhelds are most likely to
support this option.
splash_screen
it starts up (default yes).
statuslines
- Number of lines for traditional below-the-map status display.
- Acceptable values are 2 and 3 (default is 2). Curses and tty
+ Number of lines for traditional below-the-map status display.
+ Acceptable values are 2 and 3 (default is 2). Curses and tty
interfaces only.
term_cols and
term_rows
- Curses interface only. Number of columns and rows to use for
+ Curses interface only. Number of columns and rows to use for
the display. Curses will attempt to resize to the values spec-
- ified but will settle for smaller sizes if they are too big.
+ ified but will settle for smaller sizes if they are too big.
Default is the current window size.
tiled_map
If NetHack can, it should display a tiled map if it can.
tile_file
- Specify the name of an alternative tile file to override the
+ Specify the name of an alternative tile file to override the
default.
tile_height
- Specify the preferred height of each tile in a tile capable
- port.
+ Specify the preferred height of each tile in a tile capable
- tile_width
- Specify the preferred width of each tile in a tile capable port
- use_darkgray
- Use bold black instead of blue for black glyphs (TTY only).
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 72
- NetHack Guidebook 72
+ port.
+ tile_width
+ Specify the preferred width of each tile in a tile capable port
+ use_darkgray
+ Use bold black instead of blue for black glyphs (TTY only).
use_inverse
- If NetHack can, it should display inverse when the game speci-
+ If NetHack can, it should display inverse when the game speci-
fies it.
vary_msgcount
- If NetHack can, it should display this number of messages at a
+ If NetHack can, it should display this number of messages at a
time in the message window.
windowborders
- Whether to draw boxes around the map, status area, message
- area, and persistent inventory window if enabled. Curses in-
+ Whether to draw boxes around the map, status area, message
+ area, and persistent inventory window if enabled. Curses in-
terface only. Acceptable values are
0 - off, never show borders
1 - on, always show borders
2 - auto, on if display is at least (24+2)x(80+2) (default)
- (The 26x82 size threshold for `2' refers to number of rows and
- columns of the display. A width of at least 110 columns
+ (The 26x82 size threshold for `2' refers to number of rows and
+ columns of the display. A width of at least 110 columns
(80+2+26+2) is needed for align_status set to left or right.)
windowcolors
- If NetHack can, it should display windows with the specified
+ If NetHack can, it should display windows with the specified
foreground/background colors. Windows GUI only. The format is
OPTION=windowcolors:wintype foreground/background
- where wintype is one of "menu", "message", "status", or
- "text", and foreground and background are colors, either a hexa-
- decimal \'#rrggbb', one of the named colors (black, red, green,
- brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
- blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
- silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
- of Windows UI colors (activeborder, activecaption, appworkspace,
- background, btnface, btnshadow, btntext, captiontext, graytext,
- greytext, highlight, highlighttext, inactiveborder, inactivecap-
- tion, menu, menutext, scrollbar, window, windowframe, window-
+ where wintype is one of "menu", "message", "status", or
+ "text", and foreground and background are colors, either a hexa-
+ decimal \'#rrggbb', one of the named colors (black, red, green,
+ brown, blue, magenta, cyan, orange, brightgreen, yellow, bright-
+ blue, brightmagenta, brightcyan, white, trueblack, gray, purple,
+ silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one
+ of Windows UI colors (activeborder, activecaption, appworkspace,
+ background, btnface, btnshadow, btntext, captiontext, graytext,
+ greytext, highlight, highlighttext, inactiveborder, inactivecap-
+ tion, menu, menutext, scrollbar, window, windowframe, window-
text).
wraptext
If NetHack can, it should wrap long lines of text if they don't
fit in the visible area of the window.
- 9.6. Platform-specific Customization options
- Here are explanations of options that are used by specific
- platforms or ports to customize and change the port behavior.
- altkeyhandler
- Select an alternate keystroke handler dll to load (Win32 tty
- NetHack only). The name of the handler is specified without
- the .dll extension and without any path information. Cannot be
- set with the `O' command.
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
+ 9.6. Platform-specific Customization options
+
+ Here are explanations of options that are used by specific
+ platforms or ports to customize and change the port behavior.
+
+ altkeyhandler
+ Select an alternate keystroke handler dll to load (Win32 tty
+ NetHack only). The name of the handler is specified without
+ the .dll extension and without any path information. Cannot be
+ set with the `O' command.
+
altmeta
On Amiga, this option controls whether typing "Alt" plus anoth-
er key functions as a meta-shift for that key (default on).
altmeta
On other (non-Amiga) systems where this option is available, it
- can be set to tell NetHack to convert a two character sequence
- beginning with ESC into a meta-shifted version of the second
+ can be set to tell NetHack to convert a two character sequence
+ beginning with ESC into a meta-shifted version of the second
character (default off).
- This conversion is only done for commands, not for other input
+ This conversion is only done for commands, not for other input
prompts. Note that typing one or more digits as a count prefix
prior to a command -- preceded by n if the number_pad option is
- set -- is also subject to this conversion, so attempting to
- abort the count by typing ESC will leave NetHack waiting for
+ set -- is also subject to this conversion, so attempting to
+ abort the count by typing ESC will leave NetHack waiting for
another character to complete the two character sequence. Type
- a second ESC to finish cancelling such a count. At other
+ a second ESC to finish cancelling such a count. At other
prompts a single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read
- the keyboard (allowing the use of arrow keys to move) on ma-
- chines with an IBM PC compatible BIOS ROM (default off, OS/2,
+ the keyboard (allowing the use of arrow keys to move) on ma-
+ chines with an IBM PC compatible BIOS ROM (default off, OS/2,
PC, and ST NetHack only).
flush
(default on, Mac NetHack only).
rawio
- Force raw (non-cbreak) mode for faster output and more bullet-
- proof input (MS-DOS sometimes treats `^P' as a printer toggle
- without it) (default off, OS/2, PC, and ST NetHack only).
- Note: DEC Rainbows hang if this is turned on. Cannot be set
+ Force raw (non-cbreak) mode for faster output and more bullet-
+ proof input (MS-DOS sometimes treats `^P' as a printer toggle
+ without it) (default off, OS/2, PC, and ST NetHack only).
+ Note: DEC Rainbows hang if this is turned on. Cannot be set
with the `O' command.
subkeyvalue
- (Win32 tty NetHack only). May be used to alter the value of
- keystrokes that the operating system returns to NetHack to help
- compensate for international keyboard issues. OPTIONS=subkey-
- value:171/92 will return 92 to NetHack, if 171 was originally
- going to be returned. You can use multiple subkeyvalue state-
- ments in the configuration file if needed. Cannot be set with
- the `O' command.
-
- video
- Set the video mode used (PC NetHack only). Values are "autode-
- tect", "default", "vga", or "vesa". Setting "vesa" will cause
- the game to display tiles, using the full capability of the VGA
+ (Win32 tty NetHack only). May be used to alter the value of
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- hardware. Setting "vga" will cause the game to display tiles,
- fixed at 640x480 in 16 colors, a mode that is compatible with
- all VGA hardware. Third party tilesets will probably not work.
- Setting "autodetect" attempts "vesa", then "vga", and finally
- sets "default" if neither of those modes works. Cannot be set
+ keystrokes that the operating system returns to NetHack to help
+ compensate for international keyboard issues. OPTIONS=subkey-
+ value:171/92 will return 92 to NetHack, if 171 was originally
+ going to be returned. You can use multiple subkeyvalue state-
+ ments in the configuration file if needed. Cannot be set with
+ the `O' command.
+
+ video
+ Set the video mode used (PC NetHack only). Values are "autode-
+ tect", "default", "vga", or "vesa". Setting "vesa" will cause
+ the game to display tiles, using the full capability of the VGA
+ hardware. Setting "vga" will cause the game to display tiles,
+ fixed at 640x480 in 16 colors, a mode that is compatible with
+ all VGA hardware. Third party tilesets will probably not work.
+ Setting "autodetect" attempts "vesa", then "vga", and finally
+ sets "default" if neither of those modes works. Cannot be set
with the `O' command.
video_height
- Set the VGA mode resolution height (MS-DOS only, with
+ Set the VGA mode resolution height (MS-DOS only, with
video:vesa)
video_width
- Set the VGA mode resolution width (MS-DOS only, with
+ Set the VGA mode resolution width (MS-DOS only, with
video:vesa)
videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
- of colors is red, green, brown, blue, magenta, cyan,
- bright.white, bright.red, bright.green, yellow, bright.blue,
- bright.magenta, and bright.cyan. Cannot be set with the `O'
+ Set the color palette for PC systems using NO_TERMS (default
+ 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
+ of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
videoshades
Set the intensity level of the three gray scales available (de-
fault dark normal light, PC NetHack only). If the game display
- is difficult to read, try adjusting these scales; if this does
- not correct the problem, try !color. Cannot be set with the
+ is difficult to read, try adjusting these scales; if this does
+ not correct the problem, try !color. Cannot be set with the
`O' command.
9.7. Regular Expressions
- Regular expressions are normally POSIX extended regular ex-
- pressions. It is possible to compile NetHack without regular ex-
- pression support on a platform where there is no regular expres-
- sion library. While this is not true of any modern platform, if
- your NetHack was built this way, patterns are instead glob pat-
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
+ your NetHack was built this way, patterns are instead glob pat-
terns. This applies to Autopickup exceptions, Message types, Menu
colors, and User sounds.
- 9.8. Configuring Autopickup Exceptions
- You can further refine the behavior of the autopickup option
- beyond what is available through the pickup_types option.
- By placing autopickup_exception lines in your configuration
- file, you can define patterns to be checked when the game is
- about to autopickup something.
- autopickup_exception
- Sets an exception to the pickup_types option. The autopick-
- up_exception option should be followed by a regular expression
- to be used as a pattern to match against the singular form of
- the description of an object at your location.
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- In addition, some characters are treated specially if they oc-
+ 9.8. Configuring Autopickup Exceptions
+
+ You can further refine the behavior of the autopickup option
+ beyond what is available through the pickup_types option.
+
+ By placing autopickup_exception lines in your configuration
+ file, you can define patterns to be checked when the game is
+ about to autopickup something.
+
+ autopickup_exception
+ Sets an exception to the pickup_types option. The autopick-
+ up_exception option should be followed by a regular expression
+ to be used as a pattern to match against the singular form of
+ the description of an object at your location.
+
+ In addition, some characters are treated specially if they oc-
cur as the first character in the pattern, specifically:
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
- The autopickup_exception rules are processed in the order in
- which they appear in your configuration file, thus allowing a
+ The autopickup_exception rules are processed in the order in
+ which they appear in your configuration file, thus allowing a
later rule to override an earlier rule.
- Exceptions can be set with the `O' command, but because they
- are not included in your configuration file, they won't be in
- effect if you save and then restore your game. autopickup_ex-
+ Exceptions can be set with the `O' command, but because they
+ are not included in your configuration file, they won't be in
+ effect if you save and then restore your game. autopickup_ex-
ception rules and not saved with the game.
Here are some examples:
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
- The first example above will result in autopickup of any
- type of arrow. The second example results in the exclusion of
- any corpse from autopickup. The last example results in the ex-
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
clusion of items known to be cursed from autopickup.
9.9. Changing Key Bindings
- It is possible to change the default key bindings of some
- special commands, menu accelerator keys, and extended commands,
- by using BIND stanzas in the configuration file. Format is key,
- followed by the command to bind to, separated by a colon. The
+ It is possible to change the default key bindings of some
+ special commands, menu accelerator keys, and extended commands,
+ by using BIND stanzas in the configuration file. Format is key,
+ followed by the command to bind to, separated by a colon. The
key can be a single character ("x"), a control key ("^X", "C-x"),
a meta key ("M-x"), or a three-digit decimal ASCII code.
For example:
- BIND=^X:getpos.autodescribe
- BIND={:menu_first_page
- BIND=v:loot
-
- Extended command keys
- You can bind multiple keys to the same extended command. Un-
- bind a key by using "nothing" as the extended command to bind
- to. You can also bind the "<esc>", "<enter>", and "<space>"
- keys.
- Menu accelerator keys
- The menu control or accelerator keys can also be rebound via
- OPTIONS lines in the configuration file. You cannot bind ob-
- ject symbols into menu accelerators.
- Special command keys
- Below are the special commands you can rebind. Some of them
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- can be bound to same keys with no problems, others are in the
- same "context", and if bound to same keys, only one of those
- commands will be available. Special command can only be bound
+ BIND=^X:getpos.autodescribe
+ BIND={:menu_first_page
+ BIND=v:loot
+
+ Extended command keys
+ You can bind multiple keys to the same extended command. Un-
+ bind a key by using "nothing" as the extended command to bind
+ to. You can also bind the "<esc>", "<enter>", and "<space>"
+ keys.
+
+ Menu accelerator keys
+ The menu control or accelerator keys can also be rebound via
+ OPTIONS lines in the configuration file. You cannot bind ob-
+ ject symbols into menu accelerators.
+
+ Special command keys
+ Below are the special commands you can rebind. Some of them
+ can be bound to same keys with no problems, others are in the
+ same "context", and if bound to same keys, only one of those
+ commands will be available. Special command can only be bound
to a single key.
count
- Prefix key to start a count, to repeat a command this many
+ Prefix key to start a count, to repeat a command this many
times. With number_pad only. Default is `n'.
doinv
Prefix key to force fight a direction. Default is `F'.
fight.numpad
- Prefix key to force fight a direction. With number_pad only.
+ Prefix key to force fight a direction. With number_pad only.
Default is `-'.
getdir.help
- When asked for a direction, the key to show the help. Default
+ When asked for a direction, the key to show the help. Default
is `?'.
getdir.self
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `.'.
getdir.self2
- When asked for a direction, the key to target yourself. De-
+ When asked for a direction, the key to target yourself. De-
fault is `s'.
getpos.autodescribe
fault is `#'.
getpos.all.next
- When asked for a location, the key to go to next closest inter-
- esting thing. Default is `a'.
+ When asked for a location, the key to go to next closest
- getpos.all.prev
- When asked for a location, the key to go to previous closest
- interesting thing. Default is `A'.
- getpos.door.next
- When asked for a location, the key to go to next closest door
- or doorway. Default is `d'.
+ NetHack 3.7 February 15, 2020
- getpos.door.prev
- When asked for a location, the key to go to previous closest
- door or doorway. Default is `D'.
- getpos.help
- When asked for a location, the key to show help. Default is
- `?'.
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 77
+ interesting thing. Default is `a'.
- NetHack Guidebook 77
+ getpos.all.prev
+ When asked for a location, the key to go to previous closest
+ interesting thing. Default is `A'.
+
+ getpos.door.next
+ When asked for a location, the key to go to next closest door
+ or doorway. Default is `d'.
+ getpos.door.prev
+ When asked for a location, the key to go to previous closest
+ door or doorway. Default is `D'.
+ getpos.help
+ When asked for a location, the key to show help. Default is
+ `?'.
getpos.mon.next
- When asked for a location, the key to go to next closest mon-
+ When asked for a location, the key to go to next closest mon-
ster. Default is `m'.
getpos.mon.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
monster. Default is `M'.
getpos.obj.next
- When asked for a location, the key to go to next closest ob-
+ When asked for a location, the key to go to next closest ob-
ject. Default is `o'.
getpos.obj.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
object. Default is `O'.
getpos.menu
- When asked for a location, and using one of the next or previ-
- ous keys to cycle through targets, toggle showing a menu in-
+ When asked for a location, and using one of the next or previ-
+ ous keys to cycle through targets, toggle showing a menu in-
stead. Default is `!'.
getpos.moveskip
- When asked for a location, and using the shifted movement keys
- or meta-digit keys to fast-move around, move by skipping the
+ When asked for a location, and using the shifted movement keys
+ or meta-digit keys to fast-move around, move by skipping the
same glyphs instead of by 8 units. Default is `*'.
getpos.filter
When asked for a location, change the filtering mode when using
- one of the next or previous keys to cycle through targets.
- Toggles between no filtering, in view only, and in the same
+ one of the next or previous keys to cycle through targets.
+ Toggles between no filtering, in view only, and in the same
area only. Default is `"'.
getpos.pick
- When asked for a location, the key to choose the location, and
- possibly ask for more info. Default is `.'.
-
- getpos.pick.once
When asked for a location, the key to choose the location, and
- skip asking for more info. Default is `,'.
+ possibly ask for more info. Default is `.'.
- getpos.pick.quick
- When asked for a location, the key to choose the location, skip
- asking for more info, and exit the location asking loop. De-
- fault is `;'.
- getpos.pick.verbose
- When asked for a location, the key to choose the location, and
- show more info without asking. Default is `:'.
- getpos.self
- When asked for a location, the key to go to your location. De-
- fault is `@'.
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 78
+ getpos.pick.once
+ When asked for a location, the key to choose the location, and
+ skip asking for more info. Default is `,'.
- NetHack Guidebook 78
+ getpos.pick.quick
+ When asked for a location, the key to choose the location, skip
+ asking for more info, and exit the location asking loop. De-
+ fault is `;'.
+ getpos.pick.verbose
+ When asked for a location, the key to choose the location, and
+ show more info without asking. Default is `:'.
+ getpos.self
+ When asked for a location, the key to go to your location. De-
+ fault is `@'.
getpos.unexplored.next
- When asked for a location, the key to go to next closest unex-
+ When asked for a location, the key to go to next closest unex-
plored location. Default is `x'.
getpos.unexplored.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
unexplored location. Default is `X'.
getpos.valid
- When asked for a location, the key to go to show valid target
+ When asked for a location, the key to go to show valid target
locations. Default is `$'.
getpos.valid.next
- When asked for a location, the key to go to next closest valid
+ When asked for a location, the key to go to next closest valid
location. Default is `z'.
getpos.valid.prev
- When asked for a location, the key to go to previous closest
+ When asked for a location, the key to go to previous closest
valid location. Default is `Z'.
nopickup
Key to redraw the screen. Default is `^R'.
redraw.numpad
- Key to redraw the screen. With number_pad only. Default is
+ Key to redraw the screen. With number_pad only. Default is
`^L'.
repeat
reqmenu
Prefix key to request menu from some commands. Default is `m'.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 79
+
+
+
run
Prefix key to run towards a direction. Default is `G'.
run.nopickup
- Prefix key to run towards a direction without picking up items
+ Prefix key to run towards a direction without picking up items
on the way. Default is `M'.
run.numpad
- Prefix key to run towards a direction. With number_pad only.
+ Prefix key to run towards a direction. With number_pad only.
Default is `5'.
rush
You can change the way the messages are shown in the message
area, when the message matches a user-defined pattern.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 79
-
-
-
- In general, the configuration file entries to describe the
+ In general, the configuration file entries to describe the
message types look like this: MSGTYPE=type "pattern"
type - how the message should be shown;
show - show message normally;
hide - never show the message;
stop - wait for user with more-prompt;
- norep - show the message once, but not again if no other mes-
+ norep - show the message once, but not again if no other mes-
sage is shown in between.
- Here's an example of message types using NetHack's internal
+ Here's an example of message types using NetHack's internal
pattern matching facility:
MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
- specifies that whenever a message "You feel hungry" is shown,
- the user is prompted with more-prompt, and a message matching
+ specifies that whenever a message "You feel hungry" is shown,
+ the user is prompted with more-prompt, and a message matching
"You displaced <something>." is not shown at all.
- The order of the defined MSGTYPE lines is important; the last
- matching rule is used. Put the general case first, exceptions
+ The order of the defined MSGTYPE lines is important; the last
+ matching rule is used. Put the general case first, exceptions
below them.
9.11. Configuring Menu Colors
Some platforms allow you to define colors used in menu lines
- when the line matches a user-defined pattern. At this time the
+ when the line matches a user-defined pattern. At this time the
tty, curses, win32tty and win32gui interfaces support this.
- In general, the configuration file entries to describe the
- menu color mappings look like this:
-
- MENUCOLOR="pattern"=color&attribute
- pattern - the pattern to match;
- color - the color to use for lines matching the pat-
- tern;
- attribute - the attribute to use for lines matching the
- pattern. The attribute is optional, and if
- left out, you must also leave out the preced-
- ing ampersand. If no attribute is defined,
- no attribute is used.
+ NetHack 3.7 February 15, 2020
- The pattern should be a regular expression.
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, light-green, yellow, light-blue, light-
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 80
+ In general, the configuration file entries to describe the
+ menu color mappings look like this:
- NetHack Guidebook 80
+ MENUCOLOR="pattern"=color&attribute
+ pattern - the pattern to match;
+ color - the color to use for lines matching the pat-
+ tern;
+ attribute - the attribute to use for lines matching the
+ pattern. The attribute is optional, and if
+ left out, you must also leave out the preced-
+ ing ampersand. If no attribute is defined,
+ no attribute is used.
+ The pattern should be a regular expression.
- magenta, light-cyan, and white. And no-color, the default
- foreground color, which isn't necessarily the same as any of
- the other colors.
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, light-green, yellow, light-blue, light-ma-
+ genta, light-cyan, and white. And no-color, the default fore-
+ ground color, which isn't necessarily the same as any of the
+ other colors.
- Allowed attributes are none, bold, dim, underline, blink, and
- inverse. "Normal" is a synonym for "none". Note that the
+ Allowed attributes are none, bold, dim, underline, blink, and
+ inverse. "Normal" is a synonym for "none". Note that the
platform used may interpret the attributes any way it wants.
- Here's an example of menu colors using NetHack's internal pat-
+ Here's an example of menu colors using NetHack's internal pat-
tern matching facility:
MENUCOLOR="* blessed *"=green
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
- specifies that any menu line with " blessed " contained in it
- will be shown in green color, lines with " cursed " will be
- shown in red, and lines with " cursed " followed by "(being
- worn)" on the same line will be shown in red color and under-
+ specifies that any menu line with " blessed " contained in it
+ will be shown in green color, lines with " cursed " will be
+ shown in red, and lines with " cursed " followed by "(being
+ worn)" on the same line will be shown in red color and under-
lined. You can have multiple MENUCOLOR entries in your config-
- uration file, and the last MENUCOLOR line that matches a menu
+ uration file, and the last MENUCOLOR line that matches a menu
line will be used for the line.
Note that if you intend to have one or more color specifica-
- tions match " uncursed ", you will probably want to turn the im-
+ tions match " uncursed ", you will probably want to turn the im-
plicit_uncursed option off so that all items known to be uncursed
are actually displayed with the "uncursed" description.
9.12. Configuring User Sounds
- Some platforms allow you to define sound files to be played
- when a message that matches a user-defined pattern is delivered
+ 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.
- The following configuration file entries are relevant to
- mapping user sounds to messages:
- SOUNDDIR
- 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
- 3.6);
- pattern - the pattern to match;
- sound file - the sound file to play;
- volume - the volume to be set while playing the sound file.
+ NetHack 3.7 February 15, 2020
- The pattern should be a POSIX extended regular expression.
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 81
+ The following configuration file entries are relevant to
+ mapping user sounds to messages:
- NetHack Guidebook 81
+ SOUNDDIR
+ 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
+ 3.6);
+ pattern - the pattern to match;
+ sound file - the sound file to play;
+ volume - the volume to be set while playing the sound file.
+ The pattern should be a POSIX extended regular expression.
9.13. Configuring Status Hilites
Your copy of NetHack may have been compiled with support for
- "Status Hilites". If so, you can customize your game display by
+ "Status Hilites". If so, you can customize your game display by
setting thresholds to change the color or appearance of fields in
the status display.
OPTION=hilite_status:field-name/behavior/color&attributes
- For example, the following line in your configuration file
- will cause the hitpoints field to display in the color red if
+ For example, the following line in your configuration file
+ will cause the hitpoints field to display in the color red if
your hitpoints drop to or below a threshold of 30%:
OPTION=hilite_status:hitpoints/<=30%/red/normal
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
- For another example, the following line in your configura-
- tion file will cause wisdom to be displayed red if it drops and
+ For another example, the following line in your configura-
+ tion file will cause wisdom to be displayed red if it drops and
green if it rises:
OPTION=hilite_status:wisdom/down/red/up/green
- Allowed colors are black, red, green, brown, blue, magenta,
+ Allowed colors are black, red, green, brown, blue, magenta,
cyan, gray, orange, light-green, yellow, light-blue, light-magen-
- ta, light-cyan, and white. And "no-color", the default fore-
+ ta, light-cyan, and white. And "no-color", the default fore-
ground color on the display, which is not necessarily the same as
black or white or any of the other colors.
- Allowed attributes are none, bold, dim, underline, blink,
- and inverse. "Normal" is a synonym for "none"; they should not
+ Allowed attributes are none, bold, dim, underline, blink,
+ and inverse. "Normal" is a synonym for "none"; they should not
be used in combination with any of the other attributes.
- To specify both a color and an attribute, use `&' to combine
- them. To specify multiple attributes, use `+' to combine those.
- For example: "magenta&inverse+dim".
-
- Note that the display may substitute or ignore particular
- attributes depending upon its capabilities, and in general may
- interpret the attributes any way it wants. For example, on some
- display systems a request for bold might yield blink or vice ver-
- sa. On others, issuing an attribute request while another is al-
- ready set up will replace the earlier attribute rather than com-
- bine with it. Since NetHack issues attribute requests sequen-
- tially (at least with the tty interface) rather than all at once,
- the only way a situation like that can be controlled is to speci-
- fy just one attribute.
- You can adjust the appearance of the following status
- fields:
+ NetHack 3.7 February 15, 2020
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 82
- NetHack Guidebook 82
-
+ To specify both a color and an attribute, use `&' to combine
+ them. To specify multiple attributes, use `+' to combine those.
+ For example: "magenta&inverse+dim".
+ Note that the display may substitute or ignore particular
+ attributes depending upon its capabilities, and in general may
+ interpret the attributes any way it wants. For example, on some
+ display systems a request for bold might yield blink or vice ver-
+ sa. On others, issuing an attribute request while another is al-
+ ready set up will replace the earlier attribute rather than com-
+ bine with it. Since NetHack issues attribute requests sequen-
+ tially (at least with the tty interface) rather than all at once,
+ the only way a situation like that can be controlled is to speci-
+ fy just one attribute.
+ You can adjust the appearance of the following status
+ fields:
title dungeon-level experience-level
strength gold experience
dexterity hitpoints HD
charisma armor-class condition
alignment score
- The pseudo-field "characteristics" can be used to set all six
- of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
- dice", an approximation of experience level displayed when
- polymorphed. "experience", "time", and "score" are condition-
+ The pseudo-field "characteristics" can be used to set all six
+ of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit
+ dice", an approximation of experience level displayed when
+ polymorphed. "experience", "time", and "score" are condition-
ally displayed depending upon your other option settings.
- Instead of a behavior, "condition" takes the following condi-
- tion flags: stone, slime, strngl, foodpois, termill, blind,
- deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
- jor_troubles" as an alias for stone through termill, "mi-
+ Instead of a behavior, "condition" takes the following condi-
+ tion flags: stone, slime, strngl, foodpois, termill, blind,
+ deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma-
+ jor_troubles" as an alias for stone through termill, "mi-
nor_troubles" for blind through hallu, "movement" for lev, fly,
and ride, and "all" for every condition.
* "always" will set the default attributes for that field.
- * "up", "down" set the field attributes for when the field
- value changes upwards or downwards. This attribute times
+ * "up", "down" set the field attributes for when the field
+ value changes upwards or downwards. This attribute times
out after statushilites turns.
* "changed" sets the field attribute for when the field val-
- ue changes. This attribute times out after statushilites
- turns. (If a field has both a "changed" rule and an "up"
- or "down" rule which matches a change in the field's val-
+ ue changes. This attribute times out after statushilites
+ turns. (If a field has both a "changed" rule and an "up"
+ or "down" rule which matches a change in the field's val-
ue, the "up" or "down" one takes precedence.)
- * percentage sets the field attribute when the field value
- matches the percentage. It is specified as a number be-
- tween 0 and 100, followed by `%' (percent sign). If the
- percentage is prefixed with `<=' or `>=', it also matches
- when value is below or above the percentage. Use prefix
- `<' or `>' to match when strictly below or above. (The
- numeric limit is relaxed slightly for those: >-1% and
- <101% are allowed.) Only four fields support percentage
- rules. Percentages for "hitpoints" and "power" are
- straightforward; they're based on the corresponding maxi-
- mum field. Percentage highlight rules are also allowed
- for "experience level" and "experience points" (valid when
- the showexp option is enabled). For those, the percentage
- is based on the progress from the start of the current ex-
- perience level to the start of the next level. So if lev-
- el 2 starts at 20 points and level 3 starts at 40 points,
- having 30 points is 50% and 35 points is 75%. 100% is
- NetHack 3.7 February 10, 2020
+ NetHack 3.7 February 15, 2020
- unattainable for experience because you'll gain a level
+ * percentage sets the field attribute when the field value
+ matches the percentage. It is specified as a number be-
+ tween 0 and 100, followed by `%' (percent sign). If the
+ percentage is prefixed with `<=' or `>=', it also matches
+ when value is below or above the percentage. Use prefix
+ `<' or `>' to match when strictly below or above. (The
+ numeric limit is relaxed slightly for those: >-1% and
+ <101% are allowed.) Only four fields support percentage
+ rules. Percentages for "hitpoints" and "power" are
+ straightforward; they're based on the corresponding maxi-
+ mum field. Percentage highlight rules are also allowed
+ for "experience level" and "experience points" (valid when
+ the showexp option is enabled). For those, the percentage
+ is based on the progress from the start of the current ex-
+ perience level to the start of the next level. So if lev-
+ el 2 starts at 20 points and level 3 starts at 40 points,
+ having 30 points is 50% and 35 points is 75%. 100% is
+ unattainable for experience because you'll gain a level
and the calculations will be reset for that new level, but
- a rule for =100% is allowed and matches the special case
+ a rule for =100% is allowed and matches the special case
of being exactly 1 experience point short of the next lev-
el.
- * absolute value sets the attribute when the field value
- matches that number. The number must be 0 or higher, ex-
- cept for "armor-class' which allows negative values, and
- may optionally be preceded by `='. If the number is pre-
- ceded by `<=' or `>=' instead, it also matches when value
- is below or above. If the prefix is `<' or `>', only
+ * absolute value sets the attribute when the field value
+ matches that number. The number must be 0 or higher, ex-
+ cept for "armor-class' which allows negative values, and
+ may optionally be preceded by `='. If the number is pre-
+ ceded by `<=' or `>=' instead, it also matches when value
+ is below or above. If the prefix is `<' or `>', only
match when strictly above or below.
* text match sets the attribute when the field value matches
- the text. Text matches can only be used for "alignment",
- "carrying-capacity", "hunger", "dungeon-level", and "ti-
- tle". For title, only the role's rank title is tested;
+ the text. Text matches can only be used for "alignment",
+ "carrying-capacity", "hunger", "dungeon-level", and "ti-
+ tle". For title, only the role's rank title is tested;
the character's name is ignored.
- The in-game options menu can help you determine the correct
+ The in-game options menu can help you determine the correct
syntax for a configuration file.
- The whole feature can be disabled by setting option sta-
+ The whole feature can be disabled by setting option sta-
tushilites to 0.
Example hilites:
+
+
+
+
+
+
+
+
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 84
+
+
+
OPTION=hilite_status: gold/up/yellow/down/brown
OPTION=hilite_status: characteristics/up/green/down/red
OPTION=hilite_status: hitpoints/100%/gray&normal
NetHack can load entire symbol sets from the symbol file.
- The options that are used to select a particular symbol set
+ The options that are used to select a particular symbol set
from the symbol file are:
symset
Set the name of the symbol set that you want to load.
roguesymset
- Set the name of the symbol set that you want to load for dis-
+ Set the name of the symbol set that you want to load for dis-
play on the rogue level.
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 84
-
-
-
- You can also override one or more symbols using the SYMBOLS
- and ROGUESYMBOLS configuration file options. Symbols are speci-
+ You can also override one or more symbols using the SYMBOLS
+ and ROGUESYMBOLS configuration file options. Symbols are speci-
fied as name:value pairs. Note that NetHack escape-processes the
- value 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 prefix form \m switches on
- the meta bit in the symbol value, and the ^ prefix causes the
+ value 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 prefix form \m switches on
+ the meta bit in the symbol value, and the ^ prefix causes the
following character to be treated as a control character.
NetHack Symbols
- S_blcorn (bottom left corner)
b S_blob (blob)
+ S_book (spellbook)
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 85
+
+
+
) S_boomleft (boomerang open left)
( S_boomright (boomerang open right)
` S_boulder (boulder)
- S_explode2 (explosion top center)
\ S_explode3 (explosion top right)
| S_explode4 (explosion middle left)
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 85
-
-
-
S_explode5 (explosion middle center)
| S_explode6 (explosion middle right)
\ S_explode7 (explosion bottom left)
^ S_hole (hole)
@ S_human (human or elf)
h S_humanoid (humanoid)
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 86
+
+
+
- S_hwall (horizontal wall)
. S_ice (ice)
i S_imp (imp or minor demon)
N S_naga (naga)
. S_ndoor (doorway without door)
n S_nymph (nymph)
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 86
-
-
-
O S_ogre (ogre)
o S_orc (orc)
p S_piercer (piercer)
^ S_squeaky_board (squeaky board)
0 S_ss1 (magic shield 1 of 4)
# S_ss2 (magic shield 2 of 4)
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 87
+
+
+
@ S_ss3 (magic shield 3 of 4)
* S_ss4 (magic shield 4 of 4)
^ S_statue_trap (statue trap)
# S_tree (tree)
T S_troll (troll)
| S_trwall (wall)
-
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 87
-
-
-
- S_tuwall (wall)
U S_umber (umber hulk)
S_unexplored (unexplored terrain)
Y S_yeti (apelike creature)
Z S_zombie (zombie)
z S_zruty (zruty)
- S_pet_override (any pet if ACCESSIBILITY=1 is set)
- S_hero_override (hero if ACCESSIBILITY=1 is set)
- Notes:
- * Several symbols in this table appear to be blank. They are the
- space character, except for S_pet_override and S_hero_override
- which don't have any default value and can only be used if en-
- abled in the "sysconf" file.
- * S_rock is misleadingly named; rocks and stones use S_gem.
- Statues and boulders are the rock being referred to, but since
- version 3.6.0, statues are displayed as the monster they de-
- pict. So S_rock is only used for boulders and not used at all
- if overridden by the more specific S_boulder.
+ NetHack 3.7 February 15, 2020
- 9.15. Configuring NetHack for Play by the Blind
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- NetHack 3.7 February 10, 2020
+ NetHack Guidebook 88
+ S_pet_override (any pet if ACCESSIBILITY=1 is set)
+ S_hero_override (hero if ACCESSIBILITY=1 is set)
- NetHack Guidebook 88
+ Notes:
+ * Several symbols in this table appear to be blank. They are the
+ space character, except for S_pet_override and S_hero_override
+ which don't have any default value and can only be used if en-
+ abled in the "sysconf" file.
+ * S_rock is misleadingly named; rocks and stones use S_gem.
+ Statues and boulders are the rock being referred to, but since
+ version 3.6.0, statues are displayed as the monster they de-
+ pict. So S_rock is only used for boulders and not used at all
+ if overridden by the more specific S_boulder.
- 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-
+ 9.15. Configuring NetHack for Play by the Blind
+
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
- NetHack can also be compiled with support for sending the
- game messages to an external program, such as a text-to-speech
- synthesizer. If the "#version" extended command shows "external
- program as a message handler", your NetHack has been compiled
+ NetHack can also be compiled with support for sending the
+ game messages to an external program, such as a text-to-speech
+ synthesizer. If the "#version" extended command shows "external
+ program as a message handler", your NetHack has been compiled
with the capability. When compiling NetHack from source on Linux
- and other POSIX systems, define MSGHANDLER to enable it. To use
- the capability, set the environment variable NETHACK_MSGHANDLER
+ and other POSIX systems, define MSGHANDLER to enable it. To use
+ the capability, set the environment variable NETHACK_MSGHANDLER
to an executable, which will be executed with the game message as
the program's only parameter.
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
somewhat daunting. Included within the "symbols" file of all of-
ficial distributions of NetHack is a symset called NHAccess. Se-
- lecting that symset in your configuration file will cause the
- game to run in a manner accessible to the blind. After you have
- gained some experience with the game and with editing files, you
+ lecting that symset in your configuration file will cause the
+ game to run in a manner accessible to the blind. After you have
+ gained some experience with the game and with editing files, you
may want to alter settings via SYMBOLS= and ROGUESYMBOLS= in your
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 89
+
+
+
configuration file to better suit your preferences. See the pre-
- vious section for the special symbols S_pet_override to force a
- consistent symbol for all pets and S_hero_override to force a
- unique symbol for the player character if accessibility is en-
+ vious section for the special symbols S_pet_override to force a
+ consistent symbol for all pets and S_hero_override to force a
+ unique symbol for the player character if accessibility is en-
abled in the sysconf file.
- The most crucial settings to make the game more accessible
+ The most crucial settings to make the game more accessible
are:
symset:NHAccess
Load a symbol set appropriate for use by blind players.
roguesymset:NHAccess
- Load a symbol set for the rogue level that is appropriate for
+ Load a symbol set for the rogue level that is appropriate for
use by blind players.
menustyle:traditional
Show menus on a cleared screen and aligned to the left edge.
number_pad
- A lot of speech access programs use the number-pad to review
+ A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad option
and use the traditional Rogue-like commands.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 89
-
-
-
autodescribe
- Automatically describe the terrain under the cursor when tar-
+ Automatically describe the terrain under the cursor when tar-
geting.
mention_walls
- Give feedback messages when walking towards a wall or when
+ Give feedback messages when walking towards a wall or when
travel command was interrupted.
whatis_coord:compass
- When targeting with cursor, describe the cursor position with
+ When targeting with cursor, describe the cursor position with
coordinates relative to your character.
whatis_filter:area
- When targeting with cursor, filter possible locations so only
- those in the same area (eg. same room, or same corridor) are
+ When targeting with cursor, filter possible locations so only
+ those in the same area (eg. same room, or same corridor) are
considered.
whatis_moveskip
- When targeting with cursor and using fast-move, skip the same
+ When targeting with cursor and using fast-move, skip the same
glyphs instead of moving 8 units at a time.
nostatus_updates
- Prevent updates to the status lines at the bottom of the
- screen, if your screen-reader reads those lines. The same in-
+ Prevent updates to the status lines at the bottom of the
+ screen, if your screen-reader reads those lines. The same in-
formation can be seen via the "#attributes" command.
+
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 90
+
+
+
9.16. Global Configuration for System Administrators
- If NetHack is compiled with the SYSCF option, a system ad-
- ministrator should set up a global configuration; this is a file
+ If NetHack is compiled with the SYSCF option, a system ad-
+ ministrator should set up a global configuration; this is a file
in the same format as the traditional per-user configuration file
(see above). This file should be named sysconf and placed in the
- same directory as the other NetHack support files. The options
+ same directory as the other NetHack support files. The options
recognized in this file are listed below. Any option not set us-
- es a compiled-in default (which may not be appropriate for your
+ es a compiled-in default (which may not be appropriate for your
system).
- WIZARDS = A space-separated list of user names who are allowed
+ WIZARDS = A space-separated list of user names who are allowed
to play in debug mode (commonly referred to as wizard mode). A
value of a single asterisk (*) allows anyone to start a game in
debug mode.
SHELLERS = A list of users who are allowed to use the shell es-
cape command (!). The syntax is the same as WIZARDS.
- EXPLORERS = A list of users who are allowed to use the explore
+ EXPLORERS = A list of users who are allowed to use the explore
mode. The syntax is the same as WIZARDS.
MAXPLAYERS = Limit the maximum number of games that can be run-
ning at the same time.
SAVEFORMAT = A list of up to two save file formats separated by
- space. The first format in the list will written as well as
- read. The second format will be read only if no save file in
-
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 90
-
-
-
- the first format exists. Valid choices are "historical" for
- binary writing of entire structs, "lendian" for binary writing
- of each field in little-endian order, "ascii" for writing the
+ space. The first format in the list will written as well as
+ read. The second format will be read only if no save file in
+ the first format exists. Valid choices are "historical" for
+ binary writing of entire structs, "lendian" for binary writing
+ of each field in little-endian order, "ascii" for writing the
save file content in ascii text.
- BONESFORMAT = A list of up to two bones file formats separated
+ BONESFORMAT = A list of up to two bones file formats separated
by space. The first format in the list will written as well as
- read. The second format will be read only if no bones files in
+ read. The second format will be read only if no bones files in
the first format exist. Valid choices are "historical" for bi-
nary writing of entire structs, "lendian" for binary writing of
- each field in little-endian order, "ascii" for writing the
+ each field in little-endian order, "ascii" for writing the
bones file content in ascii text.
- SUPPORT = A string explaining how to get local support (no de-
+ SUPPORT = A string explaining how to get local support (no de-
fault value).
- RECOVER = A string explaining how to recover a game on this
+ RECOVER = A string explaining how to recover a game on this
system (no default value).
- SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
+ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
option. When disabled, incubi and succubi behave like nymphs.
- CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
+ CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
ARDS, and SHELLERS check for the player name instead of the us-
er's login name.
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 91
+
+
+
CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
- UID (used identification number) checking for save files (to
- verify that the user who is restoring is the same one who
+ UID (used identification number) checking for save files (to
+ verify that the user who is restoring is the same one who
saved).
The following options affect the score file:
ENTRYMAX = Maximum number of entries in the score file.
- POINTSMIN = Minimum number of points to get an entry in the
+ POINTSMIN = Minimum number of points to get an entry in the
score file.
- PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
+ PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
spectively, to identify unique people for the score file.
- MAX_STATUENAME_RANK = Maximum number of score file entries to
+ MAX_STATUENAME_RANK = Maximum number of score file entries to
use for random statue names (default is 10).
- ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the
- ability for players to set S_pet_override and S_hero_override
+ ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the
+ ability for players to set S_pet_override and S_hero_override
symbols in their configuration file.
- PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will
- look for all of its external files, and write to all of its
- output files in one place rather than at the standard loca-
+ PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will
+ look for all of its external files, and write to all of its
+ output files in one place rather than at the standard loca-
tions.
-
- NetHack 3.7 February 10, 2020
-
-
-
-
-
- NetHack Guidebook 91
-
-
-
DUMPLOGFILE = A filename where the end-of-game dumplog is
- saved. Not defining this will prevent dumplog from being cre-
+ saved. Not defining this will prevent dumplog from being cre-
ated. Only available if your game is compiled with DUMPLOG. Al-
lows the following placeholders:
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
+
+
+ NetHack 3.7 February 15, 2020
+
+
+
+
+
+ NetHack Guidebook 92
+
+
+
+ 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
- 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
+ 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.
- 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 comes equipped with an "explore" or
- "discovery" mode that enables you to keep old save files and
- cheat death, at the paltry cost of not getting on the high score
+ "discovery" mode that enables you to keep old save files and
+ cheat death, at the paltry cost of not getting on the high score
list.
- There are two ways of enabling explore mode. One is to
- start the game with the -X command-line switch or with the play-
- mode:explore option. The other is to issue the "#exploremode"
- extended command while already playing the game. Starting a new
+ There are two ways of enabling explore mode. One is to
+ start the game with the -X command-line switch or with the play-
+ mode:explore option. The other is to issue the "#exploremode"
+ extended command while already playing the game. Starting a new
game in explore mode provides your character with a wand of wish-
- ing in initial inventory; switching during play does not. The
+ ing in initial inventory; switching during play does not. The
+ other benefits of explore mode are left for the trepid reader to
+ discover.
+ 11.1. Debug mode
- NetHack 3.7 February 10, 2020
+ Debug mode, also known as wizard mode, is undocumented aside
+ from this brief description and the various "debug mode only"
+ commands listed among the command descriptions. It is intended
+ for tracking down problems within the program rather than to pro-
+ vide god-like powers to your character, and players who attempt
+ debugging are expected to figure out how to use it themselves.
+ It is initiated by starting the game with the -D command-line
+ switch or with the playmode:debug option.
+ For some systems, the player must be logged in under a par-
+ ticular user name to be allowed to use debug mode; for others,
+ the hero must be given a particular character name (but may be
+ any role; there's no connection between "wizard mode" and the
+ Wizard role). Attempting to start a game in debug mode when not
+ allowed or not available will result in falling back to explore
+ mode instead.
- NetHack Guidebook 92
+ NetHack 3.7 February 15, 2020
- other benefits of explore mode are left for the trepid reader to
- discover.
- 11.1. Debug mode
- Debug mode, also known as wizard mode, is undocumented aside
- from this brief description and the various "debug mode only"
- commands listed among the command descriptions. It is intended
- for tracking down problems within the program rather than to pro-
- vide god-like powers to your character, and players who attempt
- debugging are expected to figure out how to use it themselves.
- It is initiated by starting the game with the -D command-line
- switch or with the playmode:debug option.
- For some systems, the player must be logged in under a par-
- ticular user name to be allowed to use debug mode; for others,
- the hero must be given a particular character name (but may be
- any role; there's no connection between "wizard mode" and the
- Wizard role). Attempting to start a game in debug mode when not
- allowed or not available will result in falling back to explore
- mode instead.
+
+ NetHack Guidebook 93
+
+
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
+ 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
+ of them and Kevin Darcy later joined the main NetHack Development
+ Team to produce subsequent revisions of 3.0.
- NetHack 3.7 February 10, 2020
+ Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
+ Meluch, Stephen Spackman and Pierre Martineau designed overlay
+ code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
+ revisions of 3.0.
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the NetHack Development Team which now included
+ Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
+ Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
+ Eric Raymond, and Eric Smith undertook a radical revision of 3.0.
+ NetHack 3.7 February 15, 2020
- NetHack Guidebook 93
- 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 Guidebook 94
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
- of them and Kevin Darcy later joined the main NetHack Development
- Team to produce subsequent revisions of 3.0.
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
- revisions of 3.0.
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the NetHack Development Team which now included
- Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy,
- Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,
- 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, Bart House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the NetHack De-
- velopment Team and tile support was then added to other plat-
+ Dean Luick, with help from David Cohrs, developed NetHack
+ 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the NetHack De-
+ velopment Team and tile support was then added to other plat-
forms.
The 3.2 NetHack Development Team, comprised of Michael Alli-
son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin
+ Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
+ ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
+ version 3.2 in April of 1996.
+ Version 3.2 marked the tenth anniversary of the formation of
+ the development team. In a testament to their dedication to the
+ game, all thirteen members of the original NetHack Development
+ Team remained on the team at the start of work on that release.
+ During the interval between the release of 3.1.3 and 3.2, one of
+ the founding members of the NetHack Development Team, Dr. Izchak
+ Miller, was diagnosed with cancer and passed away. That release
+ of the game was dedicated to him by the development and porting
+ teams.
- NetHack 3.7 February 10, 2020
+ During the lifespan of NetHack 3.1 and 3.2, several enthusi-
+ 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
+ his own NetHack-- to produce SLASH. Larry Stewart-Zerba and
+ NetHack 3.7 February 15, 2020
- NetHack Guidebook 94
- Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er-
- ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
- version 3.2 in April of 1996.
+ NetHack Guidebook 95
- Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original NetHack Development
- Team remained on the team at the start of work on that release.
- During the interval between the release of 3.1.3 and 3.2, one of
- the founding members of the NetHack Development Team, Dr. Izchak
- Miller, was diagnosed with cancer and passed away. That release
- of the game was dedicated to him by the development and porting
- 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
- 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
- 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-
+ Warwick Allison improved the spell casting system with the Wizard
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'EM, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the NetHack Development Team and in-
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'EM, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the NetHack Development Team and in-
corporated the best of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
- was released simultaneously with 3.3.0 in December 1999 just in
+ was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
- The 3.3 NetHack Development Team, consisting of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
- Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
- ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
- Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
+ The 3.3 NetHack Development Team, consisting of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps,
+ Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor-
+ ber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet
+ Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1
in August of 2000.
Version 3.3 offered many firsts. It was the first version to
- separate race and profession. The Elf class was removed in pref-
+ separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
- made their first appearance in the game alongside the familiar
- human race. Monk and Ranger roles joined Archeologists, Barbar-
- ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
- Tourists, Valkyries and of course, Wizards. It was also the
- first version to allow you to ride a steed, and was the first
- version to have a publicly available web-site listing all the
- bugs that had been discovered. Despite that constantly growing
- 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 NetHack Development Team initially consisted of
+ Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
+ Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
+ Walz, and Paul Winner, with Warwick Allison joining just before
+ the release of NetHack 3.4.0 in March 2002.
- NetHack 3.7 February 10, 2020
+ 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-
+ form. Paul Winner and Yitzhak Sapir provided encouragement.
+ 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
+ Windows platform. Alex Kompel contributed a new graphical
- NetHack Guidebook 95
+ NetHack 3.7 February 15, 2020
- The 3.4 NetHack Development Team initially consisted of
- Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin
- Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
- Walz, and Paul Winner, with Warwick Allison joining just before
- the release of NetHack 3.4.0 in March 2002.
- As with version 3.3, various people contributed to the game
- as 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-
- form. Paul Winner and Yitzhak Sapir provided encouragement.
+ NetHack Guidebook 96
- 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
- Windows platform. Alex Kompel contributed a new graphical inter-
- face for the Windows port. Alex Kompel also contributed a Win-
- dows CE port for 3.4.1.
+
+ interface for the Windows port. Alex Kompel also contributed a
+ Windows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
- the past several releases. Unfortunately Ron's last OS/2 machine
- stopped working in early 2006. A great many thanks to Ron for
+ the past several releases. Unfortunately Ron's last OS/2 machine
+ stopped working in early 2006. A great many thanks to Ron for
keeping NetHack alive on OS/2 all these years.
- Janne Salmijarvi and Teemu Suikki maintained and enhanced
- the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
+ Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3.3.1.
Christian "Marvin" Bressler maintained 3.4 for the Atari af-
The release of NetHack 3.4.3 in December 2003 marked the be-
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
stable version that provided continued enjoyment by the community
- for more than a decade. The NetHack Development Team slowly and
- quietly continued to work on the game behind the scenes during
- the tenure of 3.4.3. It was during that same period that several
+ for more than a decade. The NetHack Development Team slowly and
+ quietly continued to work on the game behind the scenes during
+ the tenure of 3.4.3. It was during that same period that several
new variants emerged within the NetHack community. Notably
sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack
- and its successors originally by Daniel Thaler and then by Alex
- Smith, and Dynahack by Tung Nguyen. Some of those variants con-
- tinue to be developed, maintained, and enjoyed by the community
+ and its successors originally by Daniel Thaler and then by Alex
+ Smith, and Dynahack by Tung Nguyen. Some of those variants con-
+ tinue to be developed, maintained, and enjoyed by the community
to this day.
In September 2014, an interim snapshot of the code under de-
velopment was released publicly by other parties. Since that code
- was a work-in-progress and had not gone through the process of
- debugging it as a suitable release, it was decided that the ver-
- sion numbers present on that code snapshot would be retired and
+ was a work-in-progress and had not gone through the process of
+ debugging it as a suitable release, it was decided that the ver-
+ sion numbers present on that code snapshot would be retired and
+ never used in an official NetHack release. An announcement was
+ posted on the NetHack Development Team's official nethack.org
+ website to that effect, stating that there would never be a
+ 3.4.4, 3.5, or 3.5.0 official release version.
+ In January 2015, preparation began for the release of
+ NetHack 3.6.
- NetHack 3.7 February 10, 2020
+ At the beginning of development for what would eventually
+ get released as 3.6.0, the NetHack Development Team consisted of
+ Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
+ Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
+ son, Janet Walz, and Paul Winner. In early 2015, ahead of the
+ release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
+ S. Ray joined the NetHack Development Team.
+ Near the end of the development of 3.6.0, one of the signif-
+ icant inspirations for many of the humorous and fun features
+ found in the game, author Terry Pratchett, passed away. NetHack
+ 3.6.0 introduced a tribute to him.
+ NetHack 3.7 February 15, 2020
- NetHack Guidebook 96
- never used in an official NetHack release. An announcement was
- posted on the NetHack Development Team's official nethack.org
- website to that effect, stating that there would never be a
- 3.4.4, 3.5, or 3.5.0 official release version.
- In January 2015, preparation began for the release of
- NetHack 3.6.
+ NetHack Guidebook 97
- At the beginning of development for what would eventually
- get released as 3.6.0, the NetHack Development Team consisted of
- Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs,
- Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephen-
- son, Janet Walz, and Paul Winner. In early 2015, ahead of the
- release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek
- S. Ray joined the NetHack Development Team.
- Near the end of the development of 3.6.0, one of the signif-
- icant inspirations for many of the humorous and fun features
- found in the game, author Terry Pratchett, passed away. NetHack
- 3.6.0 introduced a tribute to him.
3.6.0 was released in December 2015, and merged work done by
- the development team since the release of 3.4.3 with some of the
+ the development team since the release of 3.4.3 with some of the
beloved community patches. Many bugs were fixed and some code was
restructured.
- The NetHack Development Team, as well as Steve VanDevender
+ The NetHack Development Team, as well as Steve VanDevender
and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper-
ate on various UNIX flavors and maintained the X11 interface.
- Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
+ Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
tained the port of NetHack 3.6 for Mac OSX.
- Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
- Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
+ Michael Allison, David Cohrs, Bart House, Pasi Kallinen,
+ Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
tained the port of NetHack 3.6 for Microsoft Windows.
- Pat Rankin attempted to keep the VMS port running for
+ Pat Rankin attempted to keep the VMS port running for
NetHack 3.6, hindered by limited access. Kevin Smolkowski has up-
- dated and tested it for the most recent version of OpenVMS (V8.4
+ dated and tested it for the most recent version of OpenVMS (V8.4
as of this writing) on Alpha and Integrity (aka Itanium aka IA64)
but not VAX.
- Ray Chason resurrected the msdos port for 3.6 and contrib-
+ Ray Chason resurrected the msdos port for 3.6 and contrib-
uted the necessary updates to the community at large.
- In late April 2018, several hundred bug fixes for 3.6.0 and
- some new features were assembled and released as NetHack 3.6.1.
+ In late April 2018, several hundred bug fixes for 3.6.0 and
+ some new features were assembled and released as NetHack 3.6.1.
The NetHack Development Team at the time of release of 3.6.1 con-
- sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
- Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
- Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
+ sisted of Warwick Allison, Michael Allison, Ken Arromdee, David
+ Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick,
+ Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike
Stephenson, Janet Walz, and Paul Winner.
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- NetHack 3.7 February 10, 2020
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- NetHack Guidebook 97
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In early May 2019, another 320 bug fixes along with some en-
- hancements and the adopted curses window port, were released as
+ hancements and the adopted curses window port, were released as
3.6.2.
- Bart House, who had contributed to the game as a porting
+ Bart House, who had contributed to the game as a porting
team participant for decades, joined the NetHack Development Team
in late May 2019.
- NetHack 3.6.3 was released on December 5, 2019 containing
+ NetHack 3.6.3 was released on December 5, 2019 containing
over 190 bug fixes to NetHack 3.6.2.
NetHack 3.6.4 was released on December 18, 2019 containing a
security fix and a few bug fixes.
- NetHack 3.6.5 was released on January 27, 2020 containing
+ NetHack 3.6.5 was released on January 27, 2020 containing
some security fixes and a small number of bug fixes.
The official NetHack web site is maintained by Ken Lorber at
https://www.nethack.org/.
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+ NetHack 3.7 February 15, 2020
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+ NetHack Guidebook 98
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12.1. SPECIAL THANKS
On behalf of the NetHack community, thank you very much once
- again to M. Drew Streib and Pasi Kallinen for providing a public
- NetHack server at nethack.alt.org. Thanks to Keith Simpson and
+ again to M. Drew Streib and Pasi Kallinen for providing a public
+ NetHack server at nethack.alt.org. Thanks to Keith Simpson and
Andy Thomson for hardfought.org. Thanks to all those unnamed dun-
- geoneers who invest their time and effort into annual NetHack
- tournaments such as Junethack, The November NetHack Tournament
+ geoneers who invest their time and effort into annual NetHack
+ tournaments such as Junethack, The November NetHack Tournament
and in days past, devnull.net (gone for now, but not forgotten).
- - - - - - - - - -
- From time to time, some depraved individual out there in
- netland sends a particularly intriguing modification to help out
+ From time to time, some depraved individual out there in
+ netland sends a particularly intriguing modification to help out
with the game. The NetHack Development Team sometimes makes note
- of the names of the worst of these miscreants in this, the list
+ of the names of the worst of these miscreants in this, the list
of Dungeoneers:
Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
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- NetHack Guidebook 98
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Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
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+ NetHack 3.7 February 15, 2020
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+ NetHack Guidebook 99
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Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson
- Brand and product names are trademarks or registered trade-
+ Brand and product names are trademarks or registered trade-
marks of their respective holders.
- NetHack 3.7 February 10, 2020
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+ NetHack 3.7 February 15, 2020