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37 % input file: guidebook.mn
44 \title{\LARGE A Guide to the Mazes of Menace:\\
45 \Large Guidebook for
{\it NetHack\/
}}
48 \author{Original version - Eric S. Raymond\\
49 (Edited and expanded for
3.7.0 by Mike Stephenson and others)
}
50 %DO NOT REMOVE NH_DATESUB \date{Date(%B %-d, %Y)}
51 \date{November
16,
2024}
57 \section{Introduction
}
61 Recently, you have begun to find yourself unfulfilled and distant
62 in your daily occupation. Strange dreams of prospecting, stealing,
63 crusading, and combat have haunted you in your sleep for many months,
64 but you aren't sure of the reason. You wonder whether you have in
65 fact been having those dreams all your life, and somehow managed to
66 forget about them until now. Some nights you awaken suddenly
67 and cry out, terrified at the vivid recollection of the strange and
68 powerful creatures that seem to be lurking behind every corner of the
69 dungeon in your dream. Could these details haunting your dreams be real?
70 As each night passes, you feel the desire to enter the mysterious caverns
71 near the ruins grow stronger. Each morning, however, you quickly put
72 the idea out of your head as you recall the tales of those who entered
73 the caverns before you and did not return. Eventually you can resist
74 the yearning to seek out the fantastic place in your dreams no longer.
75 After all, when other adventurers came back this way after spending time
76 in the caverns, they usually seemed better off than when they passed
77 through the first time. And who was to say that all of those who did
78 not return had not just kept going?
81 Asking around, you hear about a bauble, called the Amulet of Yendor by some,
82 which, if you can find it, will bring you great wealth. One legend you were
83 told even mentioned that the one who finds the amulet will be granted
84 immortality by the gods. The amulet is rumored to be somewhere beyond the
85 Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
86 legends, you immediately realize that there is some profound and
87 undiscovered reason that you are to descend into the caverns and seek
88 out that amulet of which they spoke. Even if the rumors of the amulet's
89 powers are untrue, you decide that you should at least be able to sell the
90 tales of your adventures to the local minstrels for a tidy sum, especially
91 if you encounter any of the terrifying and magical creatures of
92 your dreams along the way. You spend one last night fortifying yourself
93 at the local inn, becoming more and more depressed as you watch the odds
94 of your success being posted on the inn's walls getting lower and lower.
97 \nd In the morning you awake, collect your belongings, and
98 set off for the dungeon. After several days of uneventful
99 travel, you see the ancient ruins that mark the entrance to the
100 Mazes of Menace. It is late at night, so you make camp at the entrance
101 and spend the night sleeping under the open skies. In the morning, you
102 gather your gear, eat what may be your last meal outside, and enter the
106 \section{What is going on here?
}
109 You have just begun a game of
{\it NetHack
}. Your goal is to grab as much
110 treasure as you can, retrieve the Amulet of Yendor, and escape the
111 Mazes of Menace alive.
114 Your abilities and strengths for dealing with the hazards of adventure
115 will vary with your background and training:
120 \item[\bb{Archeologists
}]%
121 understand dungeons pretty well; this enables them
122 to move quickly and sneak up on the local nasties. They start equipped
123 with the tools for a proper scientific expedition.
126 \item[\bb{Barbarians
}]%
127 are warriors out of the hinterland, hardened to battle.
128 They begin their quests with naught but uncommon strength, a trusty hauberk,
129 and a great two-handed sword.
132 \item[\bb{Cavemen
{\rm and
} Cavewomen
}]
133 start with exceptional strength, but unfortunately, neolithic weapons.
137 are wise in medicine and apothecary. They know the
138 herbs and simples that can restore vitality, ease pain, anesthetize,
140 poisons; and with their instruments, they can divine a being's state
141 of health or sickness. Their medical practice earns them quite reasonable
142 amounts of money, with which they enter the dungeon.
146 are distinguished from the common skirmisher by their
147 devotion to the ideals of chivalry and by the surpassing excellence of
152 are ascetics, who by rigorous practice of physical and mental
153 disciplines have become capable of fighting as effectively without weapons
154 as with. They wear no armor but make up for it with increased mobility.
157 \item[\bb{Priests
{\rm and
} Priestesses
}]%
158 are clerics militant, crusaders
159 advancing the cause of righteousness with arms, armor, and arts
160 thaumaturgic. Their ability to commune with deities via prayer
161 occasionally extricates them from peril, but can also put them in it.
165 are most at home in the woods, and some say slightly out
166 of place in a dungeon. They are, however, experts in archery as well
167 as tracking and stealthy movement.
171 are agile and stealthy thieves, with knowledge of locks,
172 traps, and poisons. Their advantage lies in surprise, which they employ
177 are the elite warriors of feudal Nippon. They are lightly
178 armored and quick, and wear the
%
179 {\it dai-sho
}, two swords of the deadliest
183 \item[\bb{Tourists
}]%
184 start out with lots of gold (suitable for shopping with),
185 a credit card, lots of food, some maps, and an expensive camera. Most
186 monsters don't like being photographed.
189 \item[\bb{Valkyries
}]%
190 are hardy warrior women. Their upbringing in the harsh
191 Northlands makes them strong, inures them to extremes of cold, and instills
192 in them stealth and cunning.
196 start out with a knowledge of magic, a selection of magical
197 items, and a particular affinity for dweomercraft. Although seemingly weak
198 and easy to overcome at first sight, an experienced Wizard is a deadly foe.
202 You may also choose the race of your character (within limits; most
203 roles have restrictions on which races are eligible for them):
209 are smaller than humans or elves, but are stocky and solid
210 individuals. Dwarves' most notable trait is their great expertise in mining
211 and metalwork. Dwarvish armor is said to be second in quality not even to the
212 mithril armor of the Elves.
216 are agile, quick, and perceptive; very little of what goes
217 on will escape an Elf. The quality of Elven craftsmanship often gives
218 them an advantage in arms and armor.
222 are smaller than but generally similar to dwarves. Gnomes are
223 known to be expert miners, and it is known that a secret underground mine
224 complex built by this race exists within the Mazes of Menace, filled with
225 both riches and danger.
229 are by far the most common race of the surface world, and
230 are thus the norm to which other races are often compared. Although
231 they have no special abilities, they can succeed in any role.
235 are a cruel and barbaric race that hate every living thing
236 (including other orcs). Above all others, Orcs hate Elves with a passion
237 unequalled, and will go out of their way to kill one at any opportunity.
238 The armor and weapons fashioned by the Orcs are typically of inferior quality.
242 \section{What do all those things on the screen mean?
}
244 On the screen is kept a map of where you have been and what you have
245 seen on the current dungeon level; as you explore more of the level,
246 it appears on the screen in front of you.
249 When
{\it NetHack\/
}'s ancestor
{\it rogue\/
} first appeared, its screen
250 orientation was almost unique among computer fantasy games. Since
251 then, screen orientation has become the norm rather than the
252 exception;
{\it NetHack\/
} continues this fine tradition. Unlike text
253 adventure games that accept commands in pseudo-English sentences and
254 explain the results in words,
{\it NetHack\/
} commands are all one or two
255 keystrokes and the results are displayed graphically on the screen. A
256 minimum screen size of
24 lines by
80 columns is recommended; if the
257 screen is larger, only a $
21\times80$ section will be used for the map.
260 {\it NetHack\/
} can even be played by blind players, with the assistance of
261 Braille readers or speech synthesisers. Instructions for configuring
262 {\it NetHack\/
} for the blind are included later in this
document.
265 {\it NetHack\/
} generates a new dungeon every time you play it; even the
266 authors still find it an entertaining and exciting game despite
267 having won several times.
270 {\it NetHack\/
} offers a variety of display options. The options available to
271 you will vary from port to port, depending on the capabilities of your
272 hardware and software, and whether various compile-time options were
273 enabled when your executable was created. The three possible display
274 options are: a monochrome character interface, a
color character interface,
275 and a graphical interface using small pictures called tiles. The two
276 character interfaces allow fonts with other characters to be substituted,
277 but the default assignments use standard ASCII characters to represent
278 everything. There is no difference between the various display options
279 with respect to game play. Because we cannot reproduce the tiles or
280 colors in the Guidebook, and because it is common to all ports, we will
281 use the default ASCII characters from the monochrome character display
282 when referring to things you might see on the screen during your game.
284 In order to understand what is going on in
{\it NetHack
}, first you must
285 understand what
{\it NetHack\/
} is doing with the screen. The
{\it NetHack\/
}
286 screen replaces the ``You see
\ldots'' descriptions of text adventure games.
287 Figure
1 is a sample of what a
{\it NetHack\/
} screen might look like.
288 The way the screen looks for you depends on your platform.
291 % (Either generated by hand or else the composite of two different
292 % situations. Originally the character had only reached a second room
293 % (unchanged here) by turn 257 (now changed to 752) and was already
294 % Weak from hunger (now changed to just Hungry) and also lacked any of
295 % Tourist's starting gold. Confusion is added to include a condition.)
297 % Width is forced to match similar figure in Guidebook.mn where it is
298 % constrained by the margins of plain text output (Guidebook.txt).
312 Player the Rambler St:
12 Dx:
7 Co:
18 In:
11 Wi:
9 Ch:
15 Neutral
313 Dlvl:
1 $:
993 HP:
9(
12) Pw:
3(
3) AC:
10 Exp:
1/
19 T:
752 Hungry Conf
320 % 3-line status includes trailing spaces to force the width to match the
321 % 2-line data above; unlike Guidebook.pm, we can't add a trailing comment
322 % to make them visible
325 Player the Rambler St:
12 Dx:
7 Co:
18 In:
11 Wi:
9 Ch:
15
326 Neutral $:
993 HP:
9(
12) Pw:
3(
3) AC:
10 Exp:
1/
19 Hungry
335 \subsection*
{The status lines (bottom)
}
337 The bottom two (or three) lines of the screen contain several cryptic
338 pieces of information describing your current status.
339 Figure
1 shows the traditional two-line status area below the map.
340 Figure
2 shows just the status area, when the
{\it statuslines:
3\/
}
341 option has been set (not all interfaces support this option).
342 If any status line becomes wider than the screen, you might not see all
343 of it due to truncation.
344 When the numbers grow bigger and multiple
{\it conditions\/
} are present,
345 the two-line format will run out of room on the second line, but
346 {\it statuslines:
2\/
}
347 is the default because a basic
24-line terminal isn't tall enough for
351 Here are explanations of what the various status items mean:
356 Your character's name and professional ranking (based on role and
357 {\it experience level\/
}, see below).
360 A measure of your character's strength; one of your six basic
361 attributes. A human character's attributes can range from
3 to
18 inclusive;
362 non-humans may exceed these limits
363 (occasionally you may get super-strengths of the form
18/xx, and magic can
364 also cause attributes to exceed the normal limits). The
365 higher your strength, the stronger you are. Strength affects how
366 successfully you perform physical tasks, how much damage you do in
367 combat, and how much loot you can carry.
369 \item[\bb{Dexterity
}]
370 Dexterity affects your chances to hit in combat, to avoid traps, and
371 do other tasks requiring agility or manipulation of objects.
373 \item[\bb{Constitution
}]
374 Constitution affects your ability to recover from injuries and other
375 strains on your stamina.
376 When strength is low or modest, constitution also affects how much you
377 can carry. With sufficiently high strength, the contribution to
378 carrying capacity from your constitution no longer matters.
380 \item[\bb{Intelligence
}]
381 Intelligence affects your ability to cast spells and read spellbooks.
384 Wisdom comes from your practical experience (especially when dealing with
385 magic). It affects your magical energy.
388 Charisma affects how certain creatures react toward you. In
389 particular, it can affect the prices shopkeepers offer you.
391 \item[\bb{Alignment
}]
393 {\it Lawful
},
{\it Neutral\/
} or
{\it Chaotic
}. Often, Lawful is
394 taken as good and Chaotic as evil, but legal and ethical do not always
395 coincide. Your alignment influences how other
396 monsters react toward you. Monsters of a like alignment are more likely
397 to be non-aggressive, while those of an opposing alignment are more likely
398 to be seriously offended at your presence.
400 \item[\bb{Dungeon Level
}]
401 How deep you are in the dungeon. You start at level one and the number
402 increases as you go deeper into the dungeon. Some levels are special,
403 and are identified by a name and not a number. The Amulet of Yendor is
404 reputed to be somewhere beneath the twentieth level.
407 The number of gold pieces you are openly carrying. Gold which you have
408 concealed in containers is not counted.
410 \item[\bb{Hit Points
}]
411 Your current and maximum hit points. Hit points indicate how much
412 damage you can take before you die. The more you get hit in a fight,
413 the lower they get. You can regain hit points by resting, or by using
414 certain magical items or spells. The number in parentheses is the maximum
415 number your hit points can reach.
418 Spell points. This tells you how much mystic energy (
{\it mana\/
})
419 you have available for spell casting. Again, resting will regenerate the
422 \item[\bb{Armor Class
}]
423 A measure of how effectively your armor stops blows from unfriendly
424 creatures. The lower this number is, the more effective the armor; it
425 is quite possible to have negative armor class.
426 See the
{\it Armor\/
} subsection of
{\it Objects\/
} for more information.
428 \item[\bb{Experience
}]
429 Your current experience level.
430 If the
{\it showexp\/
}
431 option is set, it will be followed by a slash and experience points.
432 As you adventure, you gain experience points.
433 At certain experience point totals, you gain an experience level.
434 The more experienced you are, the better you fight and withstand magical
436 (By the time your level reaches double digits, the usefulness of showing
437 the points with it has dropped significantly.
438 You can use the `
{\tt O
}' command to turn
{\it showexp\/
}
439 off to avoid using up the limited status line space.)
442 The number of turns elapsed so far, displayed if you have the
443 {\it time\/
} option set.
447 your current hunger status.
448 Values are
{\it Satiated
},
{\it Not~Hungry\/
} (or
{\it Normal\/
}),
449 {\it Hungry
},
{\it Weak
}, and
{\it Fainting
}.
450 %.\" not mentioned: Fainted
451 Not shown when
{\it Normal
}.
455 an indication of how what you are carrying affects your ability to move.
456 Values are
{\it Unencumbered
},
{\it Burdened
},
{\it Stressed
},
457 {\it Strained
},
{\it Overtaxed
}, and
{\it Overloaded
}.
458 Not shown when
{\it Unencumbered
}.
462 {\it Stone\/
} (aka
{\it Petrifying
}, turning to stone),
463 {\it Slime\/
} (turning into green slime),
464 {\it Strngl\/
} (being strangled),
465 {\it FoodPois\/
} (suffering from acute food poisoning),
466 {\it TermIll\/
} (suffering from a terminal illness).
469 Non-fatal~conditions:
470 {\it Blind\/
} (can't see),
{\it Deaf\/
} (can't hear),
471 {\it Stun\/
} (stunned),
{\it Conf\/
} (confused),
{\it Hallu\/
} (hallucinating).
475 {\it Lev\/
} (levitating),
{\it Fly\/
} (flying),
{\it Ride\/
} (riding).
478 Other conditions and modifiers exist, but there isn't enough room to
479 display them with the other status fields.
481 % unindented paragraph
482 The
{\tt \#attributes
} command (default key
{\tt \^
{}X
}) will show
483 all current status information in unabbreviated format.
484 It also shows other information which might be included on the status
485 lines if those had more room.
490 \subsection*
{The message line (top)
}
493 The top line of the screen is reserved for messages that describe
494 things that are impossible to represent visually. If you see a
495 ``
{\tt --More--
}'' on the top line, this means that
{\it NetHack\/
} has
496 another message to display on the screen, but it wants to make certain
497 that you've read the one that is there first. To read the next message,
498 just press the space bar.
501 To change how and what messages are shown on the message line,
502 see ``
{\it Configuring Message Types\/
}`` and the
{\it verbose\/
}
506 \subsection*
{The map (rest of the screen)
}
509 The rest of the screen is the map of the level as you have explored it
510 so far. Each symbol on the screen represents something. You can set
512 options to change some of the symbols the game uses; otherwise, the
513 game will use default symbols. Here is a list of what the default
518 The horizontal or corner walls of a room, or an open east/west door.
520 The vertical walls of a room, or an open north/south door, or a grave.
522 The floor of a room, or ice, or a doorless doorway, or the span of an
525 A corridor, or iron bars, or a tree, or the portcullis of a closed
528 Note: engravings in corridors also appear as \# but are shown in
529 a different
color from normal corridor locations.
531 Stairs down: a way to the next level.
533 Stairs up: a way to the previous level.
535 A closed door, or a spellbook containing a spell you may be able to learn.
537 Your character or a human or an elf.
541 A trap (once you have detected it).
545 A suit or piece of armor.
547 Something edible (not necessarily healthy).
557 A useful item (pick-axe, key, lamp
\ldots).
559 An amulet or a spider web.
561 A gem or rock (possibly valuable, possibly worthless).
563 A boulder or statue or an engraving on the floor of a room.\\
565 Note: statues are displayed as if they were the monsters they depict
566 so won't appear as a
{\it grave accent\/
} (aka
{\it back-tick
}).
570 An altar, or an iron chain.
572 A fountain or a sink.
574 A pool of water or moat or a wall of water
575 or a pool of lava or a wall of lava.
576 \item[\tb{$
\backslash$
}]
578 \item[\tb{a-z
}] {\normalfont and
}]
579 \item[\tb{A-HJ-Z
}] {\normalfont and
}]
580 %should probably change \item[\tb{@\&\verb+'+:;}] to \item[\tb{\verb+@&':;+}]
581 \item[\tb{@\&
\verb+'+:;
}]
582 Letters and certain other symbols represent the various inhabitants
583 of the Mazes of Menace.
584 Watch out, they can be nasty and vicious.
585 Sometimes, however, they can be helpful.
587 Rather than a specific type of monster, this marks the last known
588 location of an invisible or otherwise unseen monster.
589 Note that the monster could have moved.
590 The `
{\tt s
}', `
{\tt F
}', and `
{\tt m
}' commands may be useful here.
592 The digits
1 through
5 may be displayed, marking unseen monsters sensed
593 via the
{\it Warning\/
} attribute.
594 Less dangerous monsters are indicated by lower values, more dangerous by
599 You need not memorize all these symbols; you can ask the game what any
600 symbol represents with the `
{\tt /
}' command (see the next section for
607 Commands can be initiated by typing one or two characters to which
608 the command is bound to, or typing the command name in the extended
609 commands entry. Some commands,
610 like ``
{\tt search
}'', do not require that any more information be collected
611 by
{\it NetHack\/
}. Other commands might require additional information, for
612 example a direction, or an object to be used. For those commands that
613 require additional information,
{\it NetHack\/
} will present you with either
614 a menu of choices, or with a command line prompt requesting information.
615 Which you are presented with will depend chiefly on how you have set the
620 For example, a common question in the form ``
{\tt What do you want to
621 use?
[a-zA-Z\ ?*
]}'', asks you to choose an object you are carrying.
622 Here, ``
{\tt a-zA-Z
}'' are the inventory letters of your possible choices.
623 Typing `
{\tt ?
}' gives you an inventory list of these items, so you can see
624 what each letter refers to. In this example, there is also a `
{\tt *
}'
625 indicating that you may choose an object not on the list, if you
626 wanted to use something unexpected. Typing a `
{\tt *
}' lists your entire
627 inventory, so you can see the inventory letters of every object you're
628 carrying. Finally, if you change your mind and decide you don't want
629 to do this command after all, you can press the `ESC' key to abort the
633 You can put a number before some commands to repeat them that many
634 times; for example, ``
{\tt 10s
}'' will search ten times. If you have the
635 {\it number
\verb+_+pad\/
}
636 option set, you must type `
{\tt n
}' to prefix a count, so the example above
637 would be typed ``
{\tt n10s
}'' instead. Commands for which counts make no
638 sense ignore them. In addition, movement commands can be prefixed for
639 greater control (see below). To cancel a count or a prefix, press the
643 The list of commands is rather long, but it can be read at any time
644 during the game through the `
{\tt ?
}' command, which accesses a menu of
645 helpful texts. Here are the default key bindings for your reference:
650 Help menu: display one of several help texts available.
653 The
{\tt whatis
} command, to
654 tell what a symbol represents. You may choose to specify a location
655 or type a symbol (or even a whole word) to explain.
656 Specifying a location is done by moving the cursor to a particular spot
657 on the map and then pressing one of `
{\tt .
}', `
{\tt ,
}', `
{\tt ;
}',
658 or `
{\tt :
}'. `
{\tt .
}' will explain the symbol at the chosen location,
659 conditionally check for ``
{\tt More info?
}'' depending upon whether the
661 option is on, and then you will be asked to pick another location;
662 `
{\tt ,
}' will explain the symbol but skip any additional
663 information, then let you pick another location;
664 `
{\tt ;
}' will skip additional info and also not bother asking
665 you to choose another location to examine; `
{\tt :
}' will show additional
666 info, if any, without asking for confirmation. When picking a location,
667 pressing the
{\tt ESC
} key will terminate this command, or pressing `
{\tt ?
}'
668 will give a brief reminder about how it works.
673 option is on, a short description of what you see at each location is
674 shown as you move the cursor. Typing `
{\tt \#
}' while picking a location will
675 toggle that option on or off.
677 {\it whatis
\verb+_+coord\/
}
678 option controls whether the short description includes map coordinates.
681 Specifying a name rather than a location
682 always gives any additional information available about that name.
685 You may also request a description of nearby monsters,
686 all monsters currently displayed, nearby objects, or all objects.
688 {\it whatis
\verb+_+coord\/
}
689 option controls which format of map coordinate is included with their
693 Tell what a command does.
696 Go up to the previous level (if you are on a staircase or ladder).
699 Go down to the next level (if you are on a staircase or ladder).
701 \item[\tb{[yuhjklbn
]}]
702 Go one step in the direction indicated (see Figure
3). If you sense
704 a monster there, you will fight the monster instead. Only these
705 one-step movement commands cause you to fight monsters; the others
706 (below) are ``safe.''
710 \verb+ y k u + &
\verb+
7 8 9 +\\
711 \verb+ \ | / + &
\verb+ \ | / +\\
712 \verb+ h- . -l + &
\verb+
4- . -
6 +\\
713 \verb+ / | \ + &
\verb+ / | \ +\\
714 \verb+ b j n + &
\verb+
1 2 3 +\\
715 & (if
{\it number
\verb+_+pad\/
} set)
723 \item[\tb{[YUHJKLBN
]}]
724 Go in that direction until you hit a wall or run into something.
726 \item[\tb{m
[yuhjklbn
]}]
727 Prefix: move without picking up objects or fighting (even if you remember
730 A few non-movement commands use the `
{\tt m
}' prefix to request
731 operating via menu (to temporarily override the
732 {\it menustyle:Traditional\/
}
734 Primarily useful for `
{\tt ,
}' (pickup) when there is only one class of
735 objects present (where there won't be any ``what kinds of objects?'' prompt,
736 so no opportunity to answer `
{\tt m
}' at that prompt).
740 make ``
{\tt \#travel
}'' command show a menu of interesting targets in sight.
741 It can also be used with the `
{\tt $
\backslash$
}' (known, show a
742 list of all discovered objects) and the `
{\tt \`
{}}' (knownclass,
743 show a list of discovered objects in a particular class) commands to offer
744 a menu of several sorting alternatives (which sets a new value for the
745 {\it sortdiscoveries\/
}
746 option); also for ``
{\tt \#vanquished
}'' and ``
{\tt \#genocided
}'' commands
747 to offer a sorting menu.
750 A few other commands (eat food, offer sacrifice, apply tinning-kit,
751 drink/quaff, dip, tip container) use
752 the `
{\tt m
}' prefix to skip checking for applicable objects on
753 the floor and go straight to checking inventory,
754 or (for ``
{\tt \#loot
}'' to remove a saddle),
755 skip containers and go straight to adjacent monsters.
758 In debug mode (aka ``wizard mode''), the `
{\tt m
}' prefix may also be
759 used with the ``
{\tt \#teleport
}'' and ``
{\tt \#wizlevelport
}'' commands.
761 \item[\tb{F
[yuhjklbn
]}]
762 Prefix: fight a monster (even if you only guess one is there).
764 \item[\tb{g
[yuhjklbn
]}]
765 Prefix: Move until something interesting is found.
767 \item[\tb{G
[yuhjklbn
] {\rm or
} <Control>+
[yuhjklbn
]}]
768 Prefix: Similar to `
{\tt g
}', but forking of corridors is not considered
771 Note:
{\tt <Control>+<key>
} means holding the
{\tt <Control>
} or
772 {\tt <Ctrl>
} key down like
{\tt <Shift>
} while typing and releasing
773 {\tt <key>
}, then releasing
{\tt <Control>
}.
{\tt \^
{}<key>
} is used as
774 shorthand elsewhere in the Guidebook to mean the same thing. Control
775 characters are case-insensitive so
{\tt \^
{}x
} and
{\tt \^
{}X
} are the same.
777 \item[\tb{M
[yuhjklbn
]}]
778 Old versions supported `
{\tt M
}' as a movement prefix which
779 combined the effect of `
{\tt m
}' with
{\tt <Control>+<direction>
}.
780 That is no longer supported as a prefix but similar effect can be achieved
781 by using
{\tt m
} and
{\tt G<direction>
} in combination.
782 {\tt m
} can also be used in combination with
{\tt g<direction>
},
783 {\tt <Control>+<direction>
}, or
{\tt <Shift>+<direction>
}.
785 \item[\tb{\tt \verb+_+
}]
786 Travel to a map location via a shortest-path algorithm.\\
789 is computed over map locations the hero knows about (e.g. seen or
790 previously traversed).
791 If there is no known path, a guess is made instead.
793 the same conditions as the `
{\tt G
}' command, but without picking up
794 objects, so implicitly forces the `
{\tt m
}' prefix.
796 support, the command is also invoked when a mouse-click takes place on a
797 location other than the current position.
800 Wait or rest, do nothing for one turn.
801 Precede with the `
{\tt m
}' prefix
802 to wait for a turn even next to a hostile monster, if
{\it safe
\verb+_+wait\/
}
806 Apply (use) a tool (pick-axe, key, lamp
\ldots).\\
808 If used on a wand, that wand will be broken, releasing its magic in the
810 Confirmation is required.
813 Remove one or more worn items, such as armor.\\
815 Use `
{\tt T
}' (take off) to take off only one piece of armor
816 or `
{\tt R
}' (remove) to take off only one accessory.
819 Repeat the previous command.
825 Call (name) a monster, an individual object, or a type of object.\\
827 Same as extended command ``
{\tt \#name
}''.
830 Panic button. Quit the game.
834 For example
{\tt d7a
} --- drop seven items of object
838 Drop several things.\\
840 In answer to the question\\
841 ``
{\tt What kinds of things do you want to drop?
[!\%= BUCXPaium
]}''\\
842 you should type zero or more object symbols possibly followed by
843 `
{\tt a
}' and/or `
{\tt i
}' and/or `
{\tt u
}' and/or `
{\tt m
}'.
844 In addition, one or more of
845 the bless\-ed/\-un\-curs\-ed/\-curs\-ed groups may be typed.\\
848 {\tt DB
} --- drop all objects known to be blessed.\\
849 {\tt DU
} --- drop all objects known to be uncursed.\\
850 {\tt DC
} --- drop all objects known to be cursed.\\
851 {\tt DX
} --- drop all objects of unknown B/U/C status.\\
852 {\tt DP
} --- drop objects picked up last.\\
853 {\tt Da
} --- drop all objects, without asking for confirmation.\\
854 {\tt Di
} --- examine your inventory before dropping anything.\\
855 {\tt Du
} --- drop only unpaid objects (when in a shop).\\
856 {\tt Dm
} --- use a menu to pick which object(s) to drop.\\
857 {\tt D\%u
} --- drop only unpaid food.
860 The last example shows a combination.
861 There are four categories of object filtering: class (`
{\tt !
}' for
862 potions, `
{\tt ?
}' for scrolls, and so on), shop status (`
{\tt u
}' for
863 unpaid, in other words, owned by the shop), bless/curse state
864 (`
{\tt B
}', `
{\tt U
}', `
{\tt C
}', and `
{\tt X
}' as shown above),
865 and novelty (`
{\tt P
}', recently picked up items; controlled by picking
866 up or dropping things rather than by any time factor).
869 If you specify more than one value in a category (such as ``
{\tt !?
}'' for
870 potions and scrolls or ``
{\tt BU
}'' for blessed and uncursed), an inventory
871 object will meet the criteria if it matches any of the specified
872 values (so ``
{\tt !?
}'' means `
{\tt !
}' or `
{\tt ?
}').
873 If you specify more than one category, an inventory object must meet
874 each of the category criteria (so ``
{\tt \%u
}'' means class `
{\tt \%
}' and
876 Lastly, you may specify multiple values within multiple categories:
877 ``
{\tt !?BU
}'' will select all potions and scrolls which are known to be
879 (In versions prior to
3.6, filter combinations behaved differently.)
882 Kick something (usually a door).
887 Normally checks for edible item(s) on the floor, then if none are found
888 or none are chosen, checks for edible item(s) in inventory.
889 Precede `
{\tt e
}' with the `
{\tt m
}' prefix to bypass attempting to eat
890 anything off the floor.\\
892 If you attempt to eat while already satiated, you might choke to death.
893 If you risk it, you will be asked whether
894 to ``continue eating?''
{\it if you survive the first bite\/
}.
896 {\it paranoid
\verb+_+confirmation:eating\/
}
897 option to require a response of ``
{\tt yes
}'' instead of just `
{\tt y
}'.
899 % Make sure Elbereth is not hyphenated below, the exact spelling matters.
900 % (Only specified here to parallel Guidebook.mn; use of \tt font implicitly
901 % prevents automatic hyphenation in TeX and LaTeX.)
902 \hyphenation{Elbereth
} %override the deduced syllable breaks
904 Engrave a message on the floor.\\
907 {\tt E-
} --- write in the dust with your fingers.\\
911 Engraving the word ``
{\tt Elbereth
}'' will cause most monsters to not attack
912 you hand-to-hand (but if you attack, you will rub it out); this is
913 often useful to give yourself a breather.
916 Fire (shoot or throw) one of the objects placed in your quiver (or
917 quiver sack, or that you have at the ready).
918 You may select ammunition with a previous `
{\tt Q
}' command, or let the
919 computer pick something appropriate if
{\it autoquiver\/
} is true.
920 If your wielded weapon has the throw-and-return property, your quiver
921 is empty, and
{\it autoquiver\/
}
922 is false, you will throw that wielded weapon instead of filling the quiver.
923 This will also automatically use a polearm if wielded.
924 If
{\it fireassist\/
} is true, firing will automatically try to wield a launcher
925 (for example, a bow or a sling) matching the ammo in the quiver; this might
926 take multiple turns, and get interrupted by a monster.
927 Remember to swap back to your main melee weapon afterwards.
930 See also `
{\tt t
}' (throw) for more general throwing and shooting.
933 List your inventory (everything you're carrying).
936 List selected parts of your inventory, usually be specifying the character
937 for a particular set of objects, like `
{\tt [}' for armor or `
{\tt !
}'
941 {\tt I*
} --- list all gems in inventory;\\
942 {\tt Iu
} --- list all unpaid items;\\
943 {\tt Ix
} --- list all used up items that are on your shopping bill;\\
944 {\tt IB
} --- list all items known to be blessed;\\
945 {\tt IU
} --- list all items known to be uncursed;\\
946 {\tt IC
} --- list all items known to be cursed;\\
947 {\tt IX
} --- list all items whose bless/curse status is unknown;\\
948 {\tt IP
} --- list items picked up last;\\
949 {\tt I\$
} --- count your money.
959 A menu showing the current option values will be
960 displayed. You can change most values simply by selecting the menu
961 entry for the given option (ie, by typing its letter or clicking upon
962 it, depending on your user interface). For the non-boolean choices,
963 a further menu or prompt will appear once you've closed this menu.
964 The available options
965 are listed later in this Guidebook. Options are usually set before the
966 game rather than with the `
{\tt O
}' command; see the section on options below.
967 Precede
{\tt O
} with the
{\tt m
} prefix to show advanced options.
972 Shortcut for ``
{\tt \#overview
}'':
973 list interesting dungeon levels visited.\\
975 (Prior to
3.6.0, `
{\tt \^
{}O
}' was a debug mode command which listed
976 the placement of all special levels.
977 Use ``
{\tt \#wizwhere
}'' to run that command.)
980 Pay your shopping bill.
983 Put on an accessory (ring, amulet, or blindfold).\\
985 This command may also be used to wear armor. The prompt for
986 which inventory item to use will only list accessories, but choosing
987 an unlisted item of armor will attempt to wear it.
988 (See the `
{\tt W
}' command below. It lists armor as the inventory
989 choices but will accept an accessory and attempt to put that on.)
992 Repeat previous message.\\
994 Subsequent
{\tt \^
{}P
}'s repeat earlier messages.
995 For some interfaces, the behavior can be varied via the
996 {\it msg
\verb+_+window\/
} option.
999 Quaff (drink) something (potion, water, etc).\\
1001 When there is a fountain or sink present, it asks whether to drink
1003 If that is declined, then it offers a chance to choose a potion from
1005 Precede
{\tt q
} with the
{\tt m
} prefix to skip asking about
1006 drinking from a fountain or sink.
1009 Select an object for your quiver, quiver sack, or just generally at
1010 the ready (only one of these is available at a time). You can then throw
1011 this (or one of these) using the `
{\tt f
}' command.
1014 Read a scroll or spellbook.
1017 Remove a worn accessory (ring, amulet, or blindfold).\\
1019 If you're wearing more than one, you'll be prompted for which one to
1020 remove. When you're only wearing one, then by default it will be removed
1021 without asking, but you can set the
1022 {\it paranoid
\verb+_+confirmation:Remove\/
}
1023 option to require a prompt.\\
1025 This command may also be used to take off armor. The prompt for which
1026 inventory item to remove only lists worn accessories, but an item of
1027 worn armor can be chosen.
1028 (See the `
{\tt T
}' command below. It lists armor as the inventory
1029 choices but will accept an accessory and attempt to remove it.)
1035 Search for secret doors and traps around you.
1036 It usually takes several tries to find something.
1037 Precede with the `
{\tt m
}' prefix to wait for a turn
1038 even next to a hostile monster, if
{\it safe
\verb+_+wait\/
}
1041 Can also be used to figure out whether there is still a monster at
1042 an adjacent ``remembered, unseen monster'' marker.
1045 Save the game (which suspends play and exits the program).
1046 The saved game will be restored automatically the next time you play
1047 using the same character name.\\
1049 In normal play, once a saved game is restored the file used to hold
1050 the saved data is deleted.
1051 In explore mode, once restoration is accomplished you are asked whether
1052 to keep or delete the file.
1053 Keeping the file makes it feasible to play for a while then quit
1054 without saving and later restore again.\\
1056 There is no ``save current game state and keep playing'' command, not
1057 even in explore mode where saved game files can be kept and re-used.
1060 Throw an object or shoot a projectile.\\
1062 There's no separate ``shoot'' command.
1063 If you ``throw'' an arrow while wielding a bow, you are shooting
1064 that arrow and any weapon skill bonus or penalty for bow applies.
1065 If you ``throw'' an arrow while not wielding a bow, you are throwing
1066 it by hand and it will generally be less effective than when shot.\\
1068 See also `
{\tt f
}' (fire) for throwing or shooting an item pre-selected
1069 via the `
{\tt Q
}' (quiver) command, with some extra assistance.
1074 If you're wearing more than one piece, you'll be prompted for which
1075 one to take off. (Note that this treats a cloak covering a suit
1076 and/or a shirt, or a suit covering a shirt, as if the underlying items
1078 When you're only wearing one, then by default it will
1079 be taken off without asking, but you can set the
1080 {\it paranoid
\verb+_+confirmation:Remove\/
}
1081 option to require a prompt.\\
1083 This command may also be used to remove accessories. The prompt
1084 for which inventory item to take off only lists worn armor, but a worn
1085 accessory can be chosen.
1086 (See the `
{\tt R
}' command above. It lists accessories as the inventory
1087 choices but will accept an item of armor and attempt to take it off.)
1090 Teleport, if you have the ability.
1093 Display version number.
1096 Display the game history.
1102 {\tt w-
} --- wield nothing, use your bare (or gloved) hands.\\
1105 Some characters can wield two weapons at once; use the `
{\tt X
}' command
1106 (or the ``
{\tt \#twoweapon
}'' extended command) to do so.
1111 This command may also be used to put on an accessory (ring, amulet, or
1112 blindfold). The prompt for which inventory item to use will only list
1113 armor, but choosing an unlisted accessory will attempt to put it on.
1114 (See the `
{\tt P
}' command above. It lists accessories as the inventory
1115 choices but will accept an item of armor and attempt to wear it.)
1118 Exchange your wielded weapon with the item in your alternate weapon slot.\\
1120 The latter is used as your secondary weapon when engaging in
1121 two-weapon combat. Note that if one of these slots is empty,
1122 the exchange still takes place.
1125 Toggle two-weapon combat, if your character can do it. Also available
1126 via the ``
{\tt \#twoweapon
}'' extended command.\\
1128 (In versions prior to
3.6 this keystroke ran the command to switch from normal
1129 play to ``explore mode'', also known as ``discovery mode'', which has now
1130 been moved to ``
{\tt \#exploremode
}'' and
{\tt M-X
}.)
1133 Display basic information about your character.\\
1135 Displays name, role, race, gender (unless role name makes that
1136 redundant, such as
{\tt Caveman
} or
{\tt Priestess
}), and alignment,
1137 along with your patron deity and his or her opposition. It also
1138 shows most of the various items of information from the status line(s)
1139 in a less terse form, including several additional things which don't
1140 appear in the normal status display due to space considerations.\\
1142 In normal play, that's all that `
{\tt \^
{}X
}' displays.
1143 In explore mode, the role and status feedback is augmented by the
1144 information provided by
{\it enlightenment\/
} magic.
1150 {\tt z.
} --- to aim at yourself, use `
{\tt .
}' for the direction.
1155 Zap (cast) a spell.\\
1158 {\tt Z.
} --- to cast at yourself, use `
{\tt .
}' for the direction.
1163 Suspend the game (UNIX versions with job control only).
1164 See ``\#suspend'' below for more details.
1167 Look at what is here.
1170 Show what type of thing a visible symbol corresponds to.
1173 Pick up some things from the floor beneath you.\\
1175 May be preceded by `
{\tt m
}' to force a selection menu.
1178 Toggle the
{\it autopickup\/
} option on and off.
1181 Ask for the type of an adjacent trap you found earlier.
1184 Tell what weapon you are wielding.
1187 Tell what armor you are wearing.
1190 Tell what rings you are wearing.
1193 Tell what amulet you are wearing.
1196 Tell what tools you are using.
1199 Tell what equipment you are using.\\
1201 Combines the preceding five type-specific
1205 Report the gold you're carrying, possibly shop credit and/or debt too.
1208 List the spells you know.\\
1210 Using this command, you can also rearrange
1211 the order in which your spells are listed, either by sorting the entire
1212 list or by picking one spell from the menu then picking another to swap
1213 places with it. Swapping pairs of spells changes their casting letters,
1214 so the change lasts after the current `
{\tt +
}' command finishes. Sorting
1215 the whole list is temporary. To make the most recent sort order persist
1216 beyond the current `
{\tt +
}' command, choose the sort option again and then
1217 pick ``reassign casting letters''. (Any spells learned after that will
1218 be added to the end of the list rather than be inserted into the sorted
1221 \item[\tb{$
\backslash$
}]
1222 Show what types of objects have been discovered.
1225 May be preceded by `
{\tt m
}' to select preferred display order.
1228 Show discovered types for one class of objects.
1231 May be preceded by `
{\tt m
}' to select preferred display order.
1235 If persistent inventory display is supported and enabled (with the
1236 {\it perm
\verb+_+invent\/
}
1237 option), interact with it instead of with the map.
1240 Allows scrolling with the
1241 menu
\verb+_+first
\verb+_+page, menu
\verb+_+previous
\verb+_+page,
1242 menu
\verb+_+next
\verb+_+page, and menu
\verb+_+last
\verb+_+page
1243 keys (`
{\tt \^
{}}', `
{\tt <
}', `
{\tt >
}', `
{\tt \verb+|+
}' by default).
1244 Some interfaces also support menu
\verb+_+shift
\verb+_+left and menu
\verb+_+shift
\verb+_+right
1245 keys (`
{\tt \verb+
{+
}' and `
{\tt \verb+
}+
}' by default).
1246 Use the
{\it Return\/
} (aka
{\it Enter\/
}) or
{\it Escape\/
} key to
1252 See ``\#shell'' below for more details.
1255 Show map without obstructions.
1256 You can view the explored portion of the current level's map without
1257 monsters; without monsters and objects; or without monsters, objects,
1260 The
{\tt <del>
} key is also shown as
{\tt <delete>
} on some keyboards or
1261 {\tt <rubout>
} on others.
1262 It is sometimes displayed as
{\tt \^
{}?
} even though that is not an actual
1263 control character.\\
1265 Many terminals have an option to swap the
{\tt <delete>
} and
{\tt <backspace>
}
1266 keys, so typing the
{\tt <del>
} key might not execute this command.
1267 If that happens, you can use the extended command ``
{\tt \#terrain
}'' instead.
1270 Perform an extended command.\\
1272 As you can see, the authors of
{\it NetHack\/
}
1273 used up all the letters, so this is a way to introduce the less frequently
1275 What extended commands are available depends on what features
1276 the game was compiled with.
1278 \item[\tb{\#adjust
}]
1279 Adjust inventory letters (most useful when the
1281 option is ``on''). Autocompletes. Default key is `
{\tt M-a
}'.\\
1283 This command allows you to move an item from one particular inventory
1284 slot to another so that it has a letter which is more meaningful for you
1285 or that it will appear in a particular location when inventory listings
1287 You can move to a currently empty slot, or if the destination is
1288 occupied---and won't merge---the
1289 item there will swap slots with the one being moved.
1290 ``
{\tt \#adjust
}'' can also be used to split a stack of objects; when
1291 choosing the item to adjust, enter a count prior to its letter.\\
1293 Adjusting without a count used to collect all compatible stacks when
1294 moving to the destination. That behavior has been changed; to gather
1295 compatible stacks, ``
{\tt \#adjust
}'' a stack into its own inventory slot.
1296 If it has a name assigned, other stacks with the same name or with
1297 no name will merge provided that all their other attributes match.
1298 If it does not have a name, only other stacks with no name are eligible.
1299 In either case, otherwise compatible stacks with a different name
1300 will not be merged. This contrasts with using ``
{\tt \#adjust
}'' to move
1301 from one slot to a different slot. In that situation, moving (no
1302 count given) a compatible stack will merge if either stack has a
1303 name when the other doesn't and give that name to the result, while
1304 splitting (count given) will ignore the source stack's name when
1305 deciding whether to merge with the destination stack.
1307 \item[\tb{\#annotate
}]
1308 Allows you to specify one line of text to associate with the current
1309 dungeon level. All levels with annotations are displayed by the
1310 ``
{\tt \#overview
}'' command. Autocompletes.
1311 Default key is `
{\tt M-A
}',
1312 and also `
{\tt \^
{}N
}' if
{\it number
\verb+_+pad\/
} is on.
1315 Apply (use) a tool such as a pick-axe, a key, or a lamp.
1316 Default key is `
{\tt a
}'.\\
1318 If the tool used acts on items on the floor, using the `
{\tt m
}' prefix
1319 skips those items.\\
1321 If used on a wand, that wand will be broken, releasing its magic in the
1322 process. Confirmation is required.
1324 \item[\tb{\#attributes
}]
1325 Show your attributes. Default key is `
{\tt \^
{}X
}'.
1327 \item[\tb{\#autopickup
}]
1328 Toggle the
{\it autopickup\/
} option. Default key is `
{\tt @
}'.
1330 \item[\tb{\#bugreport
}]
1331 Bring up a browser window to submit a
report to the
{\it NetHack Development
1333 Can be disabled at the time the program is built; when enabled,
1334 CRASHREPORTURL must be set in the system configuration file.
1337 Call (name) a monster, or an object in inventory, on the floor,
1338 or in the discoveries list, or add an annotation for the
1339 current level (same as ``
{\tt \#annotate
}''). Default key is `
{\tt C
}'.
1342 Cast a spell. Default key is `
{\tt Z
}'.
1345 Talk to someone. Default key is `
{\tt M-c
}'.
1347 \item[\tb{\#chronicle
}]
1348 Show a list of important game events.
1351 Close a door. Default key is `
{\tt c
}'.
1353 \item[\tb{\#conduct
}]
1354 List voluntary challenges you have maintained. Autocompletes.
1355 Default key is `
{\tt M-C
}'.\\
1357 See the section below entitled ``Conduct'' for details.
1359 \item[\tb{\#debugfuzzer
}]
1360 Start the fuzz tester.
1364 Dip an object into something. Autocompletes. Default key is `
{\tt M-d
}'.\\
1366 The
{\tt m
} prefix skips dipping into a fountain or pool if there
1367 is one at your location.
1370 Go down a staircase. Default key is `
{\tt >
}'.
1373 Drop an item. Default key is `
{\tt d
}'.
1375 \item[\tb{\#droptype
}]
1376 Drop specific item types. Default key is `
{\tt D
}'.
1379 Eat something. Default key is `
{\tt e
}'.
1380 The `
{\tt m
}' prefix skips eating items on the floor.
1382 \item[\tb{\#engrave
}]
1383 Engrave writing on the floor. Default key is `
{\tt E
}'.
1385 \item[\tb{\#enhance
}]
1386 Advance or check weapon and spell skills. Autocompletes.
1387 Default key is `
{\tt M-e
}'.
1389 \item[\tb{\#exploremode
}]
1390 Switch from normal play to non-scoring explore mode.
1391 Default key is `
{\tt M-X
}'.\\
1393 Requires confirmation; default response is `
{\tt n
}' (no).
1394 To really switch to explore mode, respond with `
{\tt y
}'.
1396 {\it paranoid
\verb+_+confirmation:quit\/
}
1397 option to require a response of ``
{\tt yes
}'' instead.
1400 Prefix key to force fight a direction, even if you see nothing
1402 Default key is `
{\tt F
}', or `
{\tt -
}' with
1403 {\it number
\verb+_+pad\/
}
1406 Fire ammunition from quiver, possibly autowielding a launcher,
1407 or hit with a wielded polearm.
1408 Default key is `
{\tt f
}'.
1411 Force a lock. Autocompletes. Default key is `
{\tt M-f
}'.
1413 \item[\tb{\#genocided
}]
1414 List any monster types which have been genocided.
1415 In explore mode and debug mode it also shows types which have become
1419 The display order is the same as is used by
{\
\tt \#vanquished
}.
1420 The `
{\tt m
}' prefix brings up a menu of available sorting orders, and
1421 doing that for either
{\
\tt \#genocided
} or
{\
\tt \#vanquished
} changes the order for both.
1424 If the sorting order is ``count high to low'' or ``count low to high''
1425 (which are applicable for
{\tt \#vanquished
}), that will be ignored
1426 for
{\tt \#genocided
} and alphabetical will be used instead.
1427 The menu omits those two choices when used for
{\tt \#genocide
}.
1431 Default key is `
{\tt M-g
}'.
1433 \item[\tb{\#glance
}]
1434 Show what type of thing a map symbol corresponds to. Default key is `
{\tt ;
}'.
1438 Default key is `
{\tt ?
}',
1439 and also `
{\tt h
}' if
{\it number
\verb+_+pad\/
} is on.
1441 \item[\tb{\#herecmdmenu
}]
1442 Show a menu of possible actions directed at your current location.
1443 The menu is limited to a subset of the likeliest actions, not an
1444 exhaustive set of all possibilities.
1447 If mouse support is enabled and the
{\it herecmd
\verb+_+menu\/
}
1448 option is On, clicking on the hero (or steed when mounted) will
1449 execute this command.
1451 \item[\tb{\#history
}]
1452 Show long version and game history. Default key is `
{\tt V
}'.
1454 \item[\tb{\#inventory
}]
1455 Show your inventory. Default key is `
{\tt i
}'.
1457 \item[\tb{\#inventtype
}]
1458 Inventory specific item types. Default key is `
{\tt I
}'.
1460 \item[\tb{\#invoke
}]
1461 Invoke an object's special powers. Autocompletes. Default key is `
{\tt M-i
}'.
1464 Jump to another location. Autocompletes.
1465 Default key is `
{\tt M-j
}',
1466 and also `
{\tt j
}' if
{\it number
\verb+_+pad\/
} is on.
1470 Default key is `
{\tt \^
{}D
}',
1471 and also `
{\tt k
}' if
{\it number
\verb+_+pad\/
} is on.
1474 Show what object types have been discovered.
1475 Default key is `
{\tt $
\backslash$
}'.
1478 The `
{\tt m
}' prefix allows assigning a new value to the
1479 {\it sortdiscoveries\/
}
1480 option to control the order in which the discoveries are displayed.
1482 \item[\tb{\#knownclass
}]
1483 Show discovered types for one class of objects.
1484 Default key is `
{\tt `
}'.
1487 The `
{\tt m
}' prefix operates the same as for
{\tt \#known
}.
1489 \item[\tb{\#levelchange
}]
1490 Change your experience level.
1494 \item[\tb{\#lightsources
}]
1495 Show mobile light sources.
1500 Look at what is here, under you. Default key is `
{\tt :
}'.
1502 \item[\tb{\#lookaround
}]
1503 Describe what you can see, or remember, of your surroundings.
1506 Loot a box or bag on the floor beneath you, or the saddle
1507 from a steed standing next to you. Autocompletes.
1508 Precede with the `
{\tt m
}' prefix to skip containers at your location
1509 and go directly to removing a saddle.
1510 Default key is `
{\tt M-l
}',
1511 and also `
{\tt l
}' if
{\it number
\verb+_+pad\/
} is on.
1513 \item[\tb{\#monster
}]
1514 Use a monster's special ability (when polymorphed into monster form).
1515 Autocompletes. Default key is `
{\tt M-m
}'.
1518 Name a monster, an individual object, or a type of object.
1519 Same as ``
{\tt \#call
}''.
1521 Default keys are `
{\tt N
}', `
{\tt M-n
}', and `
{\tt M-N
}'.
1524 Offer a sacrifice to the gods. Autocompletes. Default key is `
{\tt M-o
}'.\\
1526 You'll need to find an altar to have any chance at success.
1527 Corpses of recently killed monsters are the fodder of choice.
1529 The `
{\tt m
}' prefix skips offering any items which are on the altar.\\
1532 Open a door. Default key is `
{\tt o
}'.
1534 \item[\tb{\#options
}]
1535 Show and change option settings. Default key is `
{\tt O
}'.
1536 Precede with the
{\tt m
} prefix to show advanced options.
1538 \item[\tb{\#optionsfull
}]
1539 Show advanced game option settings.
1541 Precede with the `
{\tt m
}' prefix to execute the simpler options command.
1542 (Mainly useful if you use
{\tt BINDING=O:optionsfull
} to switch
1543 `
{\tt O
}' from simple options back to traditional advanced options.)
1545 \item[\tb{\#overview
}]
1546 Display information you've discovered about the dungeon.
1548 % [note: amnesia no longer causes levels to be forgotten so exclude this]
1549 % (unless forgotten due to amnesia)
1550 with an annotation is included,
1551 and many things (altars, thrones, fountains, and so on; extra stairs
1552 leading to another dungeon branch) trigger an automatic annotation.
1553 If dungeon overview is chosen during end-of-game disclosure, every visited
1554 level will be included regardless of annotations.
1557 Precede \#overview with the `
{\tt m
}' prefix to display the dungeon
1558 overview as a menu where you can select any visited level to add or
1559 remove an annotation without needing to return to that level.
1560 This will also force all visited levels to be displayed rather than just
1561 the ``interesting'' subset.
1565 Default keys are `
{\tt \^
{}O
}', and `
{\tt M-O
}'.
1569 Test the panic routine.
1570 Terminates the current game.
1574 Asks for confirmation; default is `
{\tt n
}' (no); continue playing.
1575 To really panic, respond with `
{\tt y
}'.
1577 {\it paranoid
\verb+_+confirmation:quit\/
}
1578 option to require a response of ``
{\tt yes
}'' instead.
1581 Pay your shopping bill. Default key is `
{\tt p
}'.
1583 \item[\tb{\#perminv
}]
1584 If persistent inventory display is supported and enabled (with the
1585 {\it perm
\verb+_+invent\/
} option), interact with it instead of with the map.
1586 You'll be prompted for menu scrolling keystrokes such
1587 as `
{\tt \verb+>+
}' and `
{\tt \verb+<+
}'.
1588 Press
{\tt Return
} or
{\tt Escape
} to resume normal play.
1589 Default key is
{\tt \verb+|+
}.
1591 \item[\tb{\#pickup
}]
1592 Pick up things at the current location. Default key is `
{\tt ,
}'.
1593 The `
{\tt m
}' prefix forces use of a menu.
1595 \item[\tb{\#polyself
}]
1601 Pray to the gods for help. Autocompletes. Default key is `
{\tt M-p
}'.\\
1603 Praying too soon after receiving prior help is a bad idea.
1604 (Hint: entering the dungeon alive is treated as having received help.
1605 You probably shouldn't start off a new game by praying right away.)
1606 Since using this command by accident can cause trouble, there is an
1607 option to make you confirm your intent before praying. It is enabled
1608 by default, and you can reset the
1609 {\it paranoid
\verb+_+confirmation\/
}
1610 option to disable it.
1612 \item[\tb{\#prevmsg
}]
1613 Show previously displayed game messages. Default key is `
{\tt \^
{}P
}'.
1616 Put on an accessory (ring, amulet, etc). Default key is `
{\tt P
}'.
1619 Quaff (drink) something. Default key is `
{\tt q
}'.\\
1621 The
{\tt m
} prefix skips drinking from a fountain or sink if there
1622 is one at your location.
1625 Quit the program without saving your game. Autocompletes.\\
1627 Since using this command by accident would throw away the current game,
1628 you are asked to confirm your intent before quitting.
1629 Default response is `
{\tt n
}' (no); continue playing.
1630 To really quit, respond with `
{\tt y
}'.
1632 {\it paranoid
\verb+_+confirmation:quit\/
}
1633 option to require a response of ``
{\tt yes
}'' instead.
1635 \item[\tb{\#quiver
}]
1636 Select ammunition for quiver. Default key is `
{\tt Q
}'.
1639 Read a scroll, a spellbook, or something else. Default key is `
{\tt r
}'.
1641 \item[\tb{\#redraw
}]
1643 Default key is `
{\tt \^
{}R
}',
1644 and also `
{\tt \^
{}L
}' if
{\it number
\verb+_+pad\/
} is on.
1646 \item[\tb{\#remove
}]
1647 Remove an accessory (ring, amulet, etc). Default key is `
{\tt R
}'.
1649 \item[{\tb{\#repeat
}}]
1650 Repeat the previous command.
1651 Default key is~`
{\tt \^
{}A
}'.
1653 \item[\tb{\#reqmenu
}]
1654 Prefix key to modify the behavior or request menu from some commands.
1655 Prevents autopickup when used with movement commands.
1656 Default key is `
{\tt m
}'.
1658 \item[\tb{\#retravel
}]
1659 Travel to a previously selected travel destination.
1660 Default key is `
{\tt C-
\verb+_+
}'.
1661 See also
{\tt \#travel
}.
1664 Ride (or stop riding) a saddled creature. Autocompletes.
1665 Default key is `
{\tt M-R
}'.
1668 Rub a lamp or a stone. Autocompletes. Default key is `
{\tt M-r
}'.
1671 Prefix key to run towards a direction.
1672 Default key is `
{\tt G
}' when
1673 {\it number
\verb+_+pad\/
}
1676 {\it number
\verb+_+pad\/
}
1678 otherwise `
{\tt M-
5}' when it is set to
2~or~
4.
1681 Prefix key to rush towards a direction.
1682 Default key is `
{\tt g
}' when
1683 {\it number
\verb+_+pad\/
}
1686 {\it number
\verb+_+pad\/
}
1688 otherwise `
{\tt 5}' when it is set to
2~or~
4.
1691 Save the game and exit the program.
1692 Default key is `
{\tt S
}'.
1694 \item[\tb{\#saveoptions
}]
1695 Save configuration options to the config file.
1696 This will overwrite the file, removing all comments, so if you have
1697 manually edited the config file, don't use this.
1699 \item[\tb{\#search
}]
1700 Search for traps and secret doors around you. Default key is `
{\tt s
}'.
1702 \item[\tb{\#seeall
}]
1703 Show all equipment in use. Default key is `
{\tt *
}'.
1706 Will display in-use items in a menu even when there is only one.
1708 \item[\tb{\#seeamulet
}]
1709 Show the amulet currently worn. Default key is `
{\tt "
}'.
1712 Using the `
{\tt m
}' prefix will force the display of a worn
1713 amulet in a menu rather than with just a message.
1715 \item[\tb{\#seearmor
}]
1716 Show the armor currently worn. Default key is `
{\tt [}'.
1719 Will display worn armor in a menu even when there is only thing worn.
1721 \item[\tb{\#seerings
}]
1722 Show the ring(s) currently worn. Default key is `
{\tt =
}'.
1724 Will display worn rings in a menu if there are two (or there is
1725 just one and is a meat ring rather than a ``real'' ring).
1726 Use the `
{\tt m
}' prefix to force a menu for one ring.
1728 \item[\tb{\#seetools
}]
1729 Show the tools currently in use. Default key is `
{\tt (
}'.
1731 Will display the result in a message if there is one tool in use (worn
1732 blindfold or towel or lenses, lit lamp(s) and/or candle(s), leashes
1734 Will display a menu if there are more than one or if the command is
1735 preceded by the `
{\tt m
}' prefix.
1737 \item[\tb{\#seeweapon
}]
1738 Show the weapon currently wielded. Default key is `
{\tt )
}'.
1740 If dual-wielding, a separate message about the secondary weapon will be
1742 Using the `
{\tt m
}' prefix will force a menu and it will include
1743 primary weapon, alternate weapon even when not dual-wielding, and also
1744 whatever is currently assigned to the quiver slot.
1747 Do a shell escape, switching from NetHack to a subprocess.
1748 Can be disabled at the time the program is built.
1749 When enabled, access for specific users can be controlled by the system
1751 Use the shell command `
{\tt exit
}' to return to the game.
1752 Default key is `
{\tt !
}'.
1754 \item[\tb{\#showgold
}]
1755 Report the gold in your inventory, including gold you know about in
1756 containers you're carrying. If you are inside a shop,
report any credit
1757 or debt you have in that shop.
1758 Default key is `
{\tt \$
}'.
1760 \item[\tb{\#showspells
}]
1761 List and reorder known spells.
1762 Default key is `
{\tt +
}'.
1764 \item[\tb{\#showtrap
}]
1765 Describe an adjacent trap, possibly covered by objects or a monster.
1766 To be eligible, the trap must already be discovered.
1767 (The ``
{\tt \#terrain
}'' command can display your map with all objects and
1768 monsters temporarily removed, making it possible to see all discovered
1770 Default key is `
{\tt \^
{}}'.
1773 Sit down. Autocompletes. Default key is `
{\tt M-s
}'.
1776 Show memory usage statistics.
1780 \item[\tb{\#suspend
}]
1781 Suspend the game, switching from NetHack to the terminal it was started
1782 from without performing save-and-exit.
1783 Can be disabled at the time the program is built.
1784 When enabled, mainly useful for
{\it tty\/
} and
{\it curses\/
} interfaces on
1785 %.UX \. \" yields "UNIX."
1787 Use the shell command `
{\tt fg
}' to return to the game.
1788 Default key is `
{\tt \^
{}Z
}'.
1791 Swap wielded and secondary weapons. Default key is `
{\tt x
}'.
1793 \item[\tb{\#takeoff
}]
1794 Take off one piece of armor. Default key is `
{\tt T
}'.
1796 \item[\tb{\#takeoffall
}]
1797 Remove all armor. Default key is `
{\tt A
}'.
1799 \item[\tb{\#teleport
}]
1800 Teleport around the level. Default key is `
{\tt \^
{}T
}'.
1802 \item[\tb{\#terrain
}]
1803 Show map without obstructions.
1804 In normal play you can view the explored portion of the current level's
1805 map without monsters; without monsters and objects; or without monsters,
1806 objects, and traps.\\
1808 If there are visible clouds of gas in view, they are treated like traps
1809 when deciding whether to show them or the floor underneath them.\\
1811 In explore mode, you can choose to view the full map rather than just
1812 its explored portion.
1813 In debug mode there are additional choices.\\
1816 Default key is `
{\tt <del>
}' or `
{\tt <delete>
}' (see
{\it Del\/
} above).
1818 \item[\tb{\#therecmdmenu
}]
1819 Show a menu of possible actions directed at a location next to you.
1820 The menu is limited to a subset of the likeliest actions, not an
1821 exhaustive set of all possibilities.
1823 %%--invoking it by mouse seems to be broken
1826 %% If mouse support is enabled and the {\it herecmd\verb+_+menu\/}
1827 %% option is On, clicking on an adjacent location will execute this command.
1830 Throw something. Default key is `
{\tt t
}'.
1832 \item[\tb{\#timeout
}]
1833 Look at the timeout queue.
1838 Tip over a container (bag or box) to pour out its contents.
1839 When there are containers on the floor, the game will prompt to pick one
1840 of them or ``tip something being carried''.
1843 If the latter is chosen, there will be another prompt for which item
1844 from inventory to tip.
1845 The `
{\tt m
}' prefix makes the command skip containers on the
1846 floor and pick one from inventory, except for the special case of
1847 {\it menustyle:Traditional\/
}
1848 with two or more containers present; that situation will start with the
1849 floor container menu.
1852 Autocompletes. Default key is `
{\tt M-T
}'.
1854 \item[\tb{\#travel
}]
1855 Travel to a specific location on the map.
1856 Default key is `
{\tt \verb+_+
}'.
1857 Using the ``request menu'' prefix shows a menu of interesting targets in sight
1858 without asking to move the cursor.
1859 When picking a target with cursor and the
{\it autodescribe\/
}
1860 option is on, the top line will show ``(no travel path)'' if
1861 your character does not know of a path to that location.
1862 See also
{\tt \#retravel
}.
1865 Turn undead away. Autocompletes. Default key is `
{\tt M-t
}'.
1867 \item[\tb{\#twoweapon
}]
1868 Toggle two-weapon combat on or off. Autocompletes.
1869 Default key is `
{\tt X
}',
1870 and also `
{\tt M-
2}' if
{\it number
\verb+_+pad\/
} is off.\\
1873 use suitable weapons for this type of combat, or it will
1874 be automatically turned off.
1876 \item[\tb{\#untrap
}]
1877 Untrap something (trap, door, or chest).
1878 Default key is `
{\tt M-u
}', and `
{\tt u
}' if
{\it number
\verb+_+pad\/
} is on.\\
1880 In some circumstances it can also be used to rescue trapped monsters.
1883 Go up a staircase. Default key is `
{\tt <
}'.
1885 \item[\tb{\#vanquished
}]
1886 List vanquished monsters by type and count.
1889 Note that the vanquished monsters list includes all monsters killed by
1890 traps and each other as well as by you, and omits any which got removed
1891 from the game without being killed (perhaps by genocide, or by a mollified
1892 shopkeeper dismissing summoned Kops) or were already corpses when placed
1896 Using the ``request menu'' prefix prior to \#vanquished brings up
1897 a menu of sorting orders available (provided that the vanquished monsters
1898 list contains at least two types of monsters).
1899 Whichever ordering is picked gets assigned to the
{\it sortvanquished
}
1900 option so is remembered for subsequent \#vanquished requests.
1901 The
{\tt \#genocided
} command shares this sorting order.
1904 During end-of-game disclosure, when asked whether to show vanquished
1905 monsters answering `
{\tt a
}' will let you choose from the sort menu.
1909 Default key is `
{\tt M-V
}'.
1911 \item[\tb{\#version
}]
1912 Print compile time options for this version of
{\it NetHack\/
}.
1915 The second paragraph lists the user interface(s) that are included.
1916 If there are more than one, you can use the
{\it windowtype\/
}
1917 option in your run-time configuration file to select the one you want.
1920 Autocompletes. Default key is `
{\tt M-v
}'.
1922 \item[\tb{\#versionshort
}]
1923 Show the program's version number, plus the date and time that the
1924 running copy was built from sources (not the version's release date).
1925 Default key is `
{\tt v
}'.
1927 \item[\tb{\#vision
}]
1933 Rest one move while doing nothing.
1934 Default key is `
{\tt .
}', and also `
{\tt{ }}' if
1935 {\it rest
\verb+_+on
\verb+_+space\/
} is on.
1938 Wear a piece of armor. Default key is `
{\tt W
}'.
1940 \item[\tb{\#whatdoes
}]
1941 Tell what a key does. Default key is `
{\tt \&
}'.
1943 \item[\tb{\#whatis
}]
1944 Show what type of thing a symbol corresponds to. Default key is `
{\tt /
}'.
1947 Wield a weapon. Default key is `
{\tt w
}'.
1950 Wipe off your face. Autocompletes. Default key is `
{\tt M-w
}'.
1952 \item[\tb{\#wizborn
}]
1953 Show monster birth, death, genocide, and extinct statistics.
1956 \item[\tb{\#wizbury
}]
1957 Bury objects under and around you.
1961 \item[\tb{\#wizcast
}]
1965 \item[\tb{\#wizdetect
}]
1966 Reveal hidden things (secret doors or traps or unseen monsters)
1967 within a modest radius.
1971 Default key is `
{\tt \^
{}E
}'.
1973 \item[\tb{\#wizgenesis
}]
1975 May be prefixed by a count to create more than one.
1978 Default key is `
{\tt \^
{}G
}'.
1980 \item[\tb{\#wizidentify
}]
1981 Identify all items in inventory.
1984 Default key is `
{\tt \^
{}I
}'.
1986 \item[\tb{\#wizintrinsic
}]
1987 Set one or more intrinsic attributes.
1991 \item[\tb{\#wizkill
}]
1992 Remove monsters from play by just pointing at them.
1993 By default the hero gets credit or blame for killing the targets.
1994 Precede this command with the `
{\tt m
}' prefix to override that.
1998 \item[\tb{\#wizlevelport
}]
1999 Teleport to another level.
2002 Default key is `
{\tt \^
{}V
}'.
2004 \item[\tb{\#wizmap
}]
2008 Default key is `
{\tt \^
{}F
}'.
2010 \item[\tb{\#wizrumorcheck
}]
2011 Verify rumor boundaries by displaying first and last true rumors and
2012 first and last false rumors.\\
2014 Also displays first, second, and last random engravings, epitaphs,
2015 and hallucinatory monsters.\\
2020 \item[\tb{\#wizseenv
}]
2021 Show map locations' seen vectors.
2025 \item[\tb{\#wizsmell
}]
2030 \item[\tb{\#wizwhere
}]
2031 Show locations of special levels.
2035 \item[\tb{\#wizwish
}]
2039 Default key is `
{\tt \^
{}W
}'.
2047 Zap a wand. Default key is `
{\tt z
}'.
2050 Help menu: get the list of available extended commands.
2054 \nd If your keyboard has a meta key (which, when pressed in combination
2055 with another key, modifies it by setting the `meta'
[8th, or `high'
]
2056 bit), you can invoke many extended commands by meta-ing the first
2057 letter of the command.
2059 On
{\it Windows\/
} and
{\it MS-DOS\/
},
2060 the `Alt' key can be used in this fashion.
2061 On other systems, if typing `Alt' plus another key transmits a
2062 two character sequence consisting of an
{\tt Escape
}
2063 followed by the other key, you may set the
{\it altmeta\/
}
2064 option to have
{\it NetHack\/
} combine them into
{\tt meta+<key>
}.
2065 (This combining action only takes place when NetHack is expecting a
2066 command to execute, not when accepting input to name something or to
2070 Unlike control characters, where
{\tt \^
{}x
} and
{\tt \^
{}X
} denote the same
2071 thing, meta characters are case-sensitive:
{\tt M-x
} and
{\tt M-X
}
2072 represent different things. Some commands which can be run via a meta
2073 character require that the letter be capitalized because the lower-case
2074 equivalent is used for another command, so the three key combination
2075 {\tt meta+Shift+letter
} is needed.
2081 {\tt\#?
} (not supported by all platforms)
2084 {\tt\#twoweapon
} (unless the
{\it number
\verb+_+pad\/
} option is enabled)
2166 \nd If the
{\it number
\verb+_+pad\/
} option is on, some additional letter commands
2189 %.BR 1 \"blank line for extra separation; plain text output looks better
2192 \section{Rooms and corridors
}
2195 Rooms and corridors in the dungeon are either lit or dark.
2196 Any lit areas within your line of sight will be displayed;
2197 dark areas are only displayed if they are within one space of you.
2198 Walls and corridors remain on the map as you explore them.
2201 Secret corridors are hidden and appear to be solid rock.
2202 You can find them with the `
{\tt s
}' (search) command when adjacent
2204 Multiple search attempts may be needed.
2205 When searching is successful, secret corridors become ordinary open
2207 Mapping magic reveals secret corridors, so converts them into ordinary
2208 corridors and shows them as such.
2211 \subsection*
{Doorways
}
2214 Doorways connect rooms and corridors.
2215 Some doorways have no doors; you can walk right through.
2216 Others have doors in them, which may be open, closed, or locked.
2217 To open a closed door, use the `
{\tt o
}' (open)
2218 command; to close it again, use the `
{\tt c
}' (close) command.
2221 option is enabled, so simply attempting to walk onto a closed door's
2222 location will attempt to open it without needing `
{\tt o
}'.
2225 will not work if you are
{\it confused\/
} or
{\it stunned\/
} or suffer from
2226 the
{\it fumbling\/
} attribute.
2229 Open doors cannot be entered diagonally; you must approach them
2230 straight on, horizontally or vertically.
2231 Doorways without doors are
2232 not restricted in this fashion except on one particular level
2233 %.\" the rogue level
2234 (described by ``
{\tt \#overview
}'' as ``a primitive area'').
2237 Unlocking magic exists but usually won't be available early on.
2238 You can get through a locked door without magic by first using an
2239 unlocking tool with the `
{\tt a
}' (apply) command, and then opening it.
2242 option is also enabled, so if you attempt to open (via `
{\tt o
}' or
2244 a locked door while carrying an unlocking tool, you'll be asked whether
2245 to use it on the door's lock.
2246 Alternatively, you can break a closed door (whether locked or not) down
2247 by kicking it via the ``
{\tt \^
{}D
}'' (kick) command.
2248 Kicking down a door destroys it and makes a lot of noise which might
2249 wake sleeping monsters.
2252 Some closed doors are booby-trapped and will explode if an attempt is made
2253 to open (when unlocked) or unlock (when locked) or kick down.
2254 Like kicking, an explosion destroys the door and makes a lot of noise.
2255 The ``
{\tt \#untrap
}'' command can be used to search a door for traps but
2256 might take multiple attempts to find one.
2257 When one is found, you'll be asked whether to try to disarm it.
2258 If you accede, success will eliminate the trap but
2259 failure will set off the trap's explosion.
2260 (If you decline, you effectively forget that a trap was found there.)
2263 Closed doors can be useful for shutting out monsters.
2264 Most monsters cannot open closed doors, although a few don't need to
2265 (for example, ghosts can walk through doors and fog clouds can flow
2267 Some monsters who can open doors can also use unlocking tools.
2268 And some (giants) can smash doors.
2271 Secret doors are hidden and appear to be ordinary wall (from inside a
2272 room) or solid rock (from outside).
2273 You can find them with the `
{\tt s
}' (search) command but it might
2274 take multiple tries (possibly many tries if your luck is poor).
2275 Once found they are in all ways equivalent to normal doors.
2276 Mapping magic does not reveal secret doors.
2279 \subsection*
{Traps (`
{\tt \^
{}}')
}
2282 There are traps throughout the dungeon to snare the unwary intruder.
2283 For example, you may suddenly fall into a pit and be stuck for a few
2284 turns trying to climb out (see below).
2285 A trap usually won't appear on your map until you trigger it by moving
2286 onto it, you see someone else trigger it, or you discover it with
2287 the `
{\tt s
}' (search) command (multiple attempts are often needed;
2288 if your luck is poor, many attempts might be needed).
2289 {\it Wands of secret door detection\/
} and the spell of
{\it detect unseen
}
2290 also reveal traps within a modest radius but only if the trap is also within
2291 line-of-sight (whether you can see at the time or not).
2292 There is also other magic which can reveal traps.
2295 Monsters can fall prey to
2296 traps, too, which can potentially be used as a defensive strategy.
2297 Unfortunately traps can be harmful to your pet(s) as well.
2298 Monsters, including pets, usually will avoid moving onto a trap which
2299 is shown on your map if they have encountered that type of trap before.
2302 Some traps such as pits, bear traps, and webs hold you in one place.
2303 You can escape by simply trying to move to an adjacent spot and repeat
2304 as needed; eventually you will get free.
2307 Other traps can send you to different locations.
2308 Teleporters send you elsewhere on the same dungeon level.
2309 Level teleporters send you to a random dungeon level, the destination
2310 chosen from a few levels lower all the way to the top.
2311 These traps choose a new destination each time they're activated.
2312 Trap doors and holes also send you to another level, but one which is
2313 always below the current level.
2314 Usually that will be the next level down but it can be farther.
2315 Unlike (level) teleporters, the destination level of a particular trap door
2316 or hole is persistent, so falling into one will bring you to the same level
2317 each time---though not necessarily the same spot on the level.
2318 Magic portals behave similarly, but with some additional variation.
2319 Some portals are two-way and their remote destination is always the same:
2320 another portal which can take you back.
2321 Others are one-way and send you to a specific destination level but not
2322 necessarily to a specific location there.
2325 There is a special multi-level branch of the dungeon with pre-mapped levels
2326 based on the classic computer game ``
{\it Sokoban
}.''
2327 In that game, you operate as a warehouse worker who pushes crates around
2328 obstacles to position them at designated locations.
2329 In NetHack, the goal is to push boulders into pits or holes until those
2330 traps have all been nullified, giving access to whatever is beyond them.
2331 In the Sokoban game, you can only move in the four cardinal compass
2332 directions, and a crate in its final destination blocks further access
2334 In the Sokoban levels of NetHack, you can move diagonally (unless that
2335 would let you pass between two neighboring boulders) but you can only
2336 push boulders in the four cardinal directions, and a boulder which fills
2337 a pit or hole removes both the boulder and the trap so opens up normal
2338 access to that spot.
2339 With careful foresight, it is possible to complete all of the levels
2340 according to the traditional rules of Sokoban.
2341 (Hint: to solve Sokoban puzzles, you often need to move things away from
2342 their eventual destinations in order to open up more room to maneuver.)
2343 Since NetHack does not support an
{\it undo\/
} capability, some allowances
2344 are permitted in case you get stuck.
2345 For example, each level has at least one extra boulder.
2346 Also, it is possible to drop everything in order to be able to squeeze
2347 into the same location as a boulder (and then presumably move past it),
2348 or to destroy a boulder with magic or tools, or to create new boulders
2349 with a
{\it scroll of earth
}.
2350 However, doing such things will lower your luck without any specific
2351 message given about that.
2352 See the
{\it Conduct\/
} section for information about getting feedback for
2353 your actions in Sokoban.
2356 \subsection*
{Stairs and ladders (`
{\tt <
}', `
{\tt >
}')
}
2359 In general, each level in the dungeon will have a staircase going up
2360 (`
{\tt <
}') to the previous level and another going down (`
{\tt >
}')
2362 level. There are some exceptions though. For instance, fairly early
2363 in the dungeon you will find a level with two down staircases, one
2364 continuing into the dungeon and the other branching into an area
2365 known as the Gnomish Mines. Those mines eventually hit a dead end,
2366 so after exploring them (if you choose to do so), you'll need to
2367 climb back up to the main dungeon.
2370 When you traverse a set of stairs, or trigger a trap which sends you
2371 to another level, the level you're leaving will be deactivated and
2372 stored in a file on disk. If you're moving to a previously visited
2373 level, it will be loaded from its file on disk and reactivated. If
2374 you're moving to a level which has not yet been visited, it will be
2375 created (from scratch for most random levels, from a template for
2376 some ``special'' levels, or loaded from the remains of an earlier game
2377 for a ``bones'' level as briefly described below). Monsters are only
2378 active on the current level; those on other levels are essentially
2382 Ordinarily when you climb a set of stairs, you will arrive on the
2383 corresponding staircase at your destination. However, pets (see below)
2384 and some other monsters will follow along if they're close enough when
2385 you travel up or down stairs, and occasionally one of these creatures
2386 will displace you during the climb. When that occurs, the pet or other
2387 monster will arrive on the staircase and you will end up nearby.
2390 Ladders serve the same purpose as staircases, and the two types of
2391 inter-level connections are nearly indistinguishable during game play.
2394 \subsection*
{Shops and shopping
}
2397 Occasionally you will run across a room with a shopkeeper near the door
2398 and many items lying on the floor. You can buy items by picking them
2399 up and then using the `
{\tt p
}' command. You can inquire about the price
2400 of an item prior to picking it up by using the ``
{\tt \#chat
}'' command
2401 while standing on it. Using an item prior to paying for it will incur a
2402 charge, and the shopkeeper won't allow you to leave the shop until you
2403 have paid any debt you owe.
2406 You can sell items to a shopkeeper by dropping them to the floor while
2407 inside a shop. You will either be offered an amount of gold and asked
2408 whether you're willing to sell, or you'll be told that the shopkeeper
2409 isn't interested (generally, your item needs to be compatible with the
2410 type of merchandise carried by the shop).
2413 If you drop something in a shop by accident, the shopkeeper will usually
2414 claim ownership without offering any compensation. You'll have to buy
2415 it back if you want to reclaim it.
2418 Shopkeepers sometime run out of money.
2419 When that happens, you'll be
2420 offered credit instead of gold when you try to sell something.
2421 Credit can be used to pay for purchases, but it is only good in the shop
2422 where it was obtained; other shopkeepers won't honor it.
2424 find a ``credit card'' in the dungeon, don't bother trying to use it in
2425 shops; shopkeepers will not accept it.)
2428 The
{\tt \$
} command, which reports the amount of gold you are carrying,
2429 will also show current shop debt or credit, if any.
2430 The
{\tt Iu
} command lists unpaid items (those which still belong to the
2431 shop) if you are carrying any.
2432 The
{\tt Ix
} command shows an inventory-like display of any unpaid items
2433 which have been used up, along with other shop fees, if any.
2436 \subsubsection*
{Shop idiosyncrasies
}
2439 Several aspects of shop behavior might be unexpected.
2442 % note: a bullet is the default item label so we could omit [$\bullet$] here
2445 The price of a given item can vary due to a variety of factors.
2448 A shopkeeper treats the spot immediately inside the door as if it were
2452 While the shopkeeper watches you like a hawk, he or she will generally ignore
2453 any other customers.
2456 If a shop is ``closed for inventory,'' it will not open of its own accord.
2459 Shops do not get restocked with new items, regardless of inventory depletion.
2463 \subsection*
{Movement feedback
}
2466 Moving around the map usually provides no
2467 feedback---other than drawing the hero at the new location---unless
2468 you step on an object or pile of objects,
2469 or on a trap, or attempt to move onto a spot where a monster is located.
2470 There are several options which can be used to augment the normal feedback.
2474 {\it pile
\verb+_+limit\/
}
2475 option controls how many objects can be in a
2476 pile---sharing the same map location---for
2477 the game to state ``there are objects here'' instead of listing them.
2478 The default is
{\tt 5}.
2479 Setting it to
{\tt 1} would always give that message instead of listing
2481 Setting it to
{\tt 0} is a special case which will always list all
2482 objects no matter how big a pile is.
2483 Note that the number refers to the count of separate stacks of objects
2484 present rather than the sum of the quantities of those stacks (so
2485 {\tt 7 arrows
} or
{\tt 25 gold pieces
} will each count as
1 rather
2486 than as
7 and
25, respectively, and total to
2 when both are at the
2490 The
{\tt nopickup
} command prefix (default `
{\tt m
}') can be
2491 used before a movement direction to step on objects without attempting
2492 auto-pickup and without giving feedback about them.
2496 {\it mention
\verb+_+walls\/
}
2497 option controls whether you get feedback if you try to walk into a wall
2498 or solid stone or off the edge of the map.
2499 Normally nothing happens (unless the hero is blind and no wall is shown,
2500 then the wall that is being bumped into will be drawn on the map).
2501 This option also gives feedback when rushing or running stops for
2502 some non-obvious reason.
2506 {\it mention
\verb+_+decor\/
}
2507 option controls whether you get feedback when walking on ``furniture.''
2508 Normally stepping onto stairs or a fountain or an altar or various other
2509 things doesn't elicit anything unless it is covered by one or more objects
2510 so is obscured on the map.
2511 Setting this option to true will describe such things even when they
2513 Doorless doorways and open doors aren't considered worthy of mention;
2514 closed doors (if you can move onto their spots) and broken doors are.
2515 Assuming that you're able to do so, moving onto water or lava or ice
2516 will give feedback if not yet on that type of terrain but not repeat it
2517 (unless there has been some intervening message) when moving from water
2518 to another water spot, or lava to lava, or ice to ice.
2519 Moving off of any of those back onto ``normal'' terrain will give one
2520 message too, unless there is feedback about one or more objects, in which
2521 case the back on land circumstance is implied.
2527 {\it safe
\verb+_+pet\/
}
2528 options control what happens when you try to move onto a peaceful monster's
2529 spot or a tame one's spot.
2531 %.\" getting away from "Movement feedback" here; oh well...
2533 The
{\tt nopickup
} command prefix (default `
{\tt m
}') is
2534 also the move-without-attacking prefix and can be used to try to step
2535 onto a visible monster's spot without the move being considered an attack
2536 (see the
{\it Fighting\/
} subsection of
{\it Monsters\/
} below).
2537 The `
{\tt fight
}' command prefix (default `
{\tt F
}';
2539 {\it number
\verb+_+pad\/
}
2540 is on) can be used to force an attack, when guessing where an unseen
2541 monster is or when deliberately attacking a peaceful or tame creature.
2545 {\it run
\verb+_+mode
}
2546 option controls how frequently the map gets redrawn when moving more
2547 than one step in a single command (so when rushing, running, or traveling).
2550 \subsection*
{Rogue level
}
2553 One dungeon level (occurring in mid to late teens of the main dungeon)
2554 is a tribute to the ancestor game
{\it hack
}'s inspiration
{\it rogue
}.
2557 It is usually displayed differently from other levels: possibly in
2558 characters instead of tiles, or without line-drawing symbols if already
2559 in characters; also, gold is shown as
{\tt *
} rather than
{\tt \verb+$+
}
2560 and stairs are shown as
{\tt \verb+
%+} rather than {\tt <} and {\tt >}.
2561 There are some minor differences in actual game play: doorways lack
2562 doors; a scroll, wand, or spell of light used in a room lights up the
2563 whole room rather than within a radius around your character.
2564 And monsters represented by lower-case letters aren't randomly
2565 generated on the rogue level.
2568 The slight strangeness of this level is a feature, not a bug....
2574 Monsters you cannot see are not displayed on the screen. Beware!
2575 You may suddenly come upon one in a dark place. Some magic items can
2576 help you locate them before they locate you (which some monsters can do
2580 The commands `
{\tt /
}' and `
{\tt ;
}' may be used to obtain information
2582 monsters who are displayed on the screen. The command ``
{\tt \#name
}''
2583 (by default bound to `
{\tt C
}'), allows you
2584 to assign a name to a monster, which may be useful to help distinguish
2585 one from another when multiple monsters are present. Assigning a name
2586 which is just a space will remove any prior name.
2589 The extended command ``
{\tt \#chat
}'' can be used to interact with an adjacent
2590 monster. There is no actual dialog (in other words, you don't get to
2591 choose what you'll say), but chatting with some monsters such as a
2592 shopkeeper or the Oracle of Delphi can produce useful results.
2595 \subsection*
{Fighting
}
2598 If you see a monster and you wish to fight it, just attempt to walk
2599 into it. Many monsters you find will mind their own business unless
2600 you attack them. Some of them are very dangerous when angered.
2601 Remember: discretion is the better part of valor.
2604 In most circumstances, if you attempt to attack a peaceful monster by
2605 moving into its location, you'll be asked to confirm your intent. By
2606 default an answer of `
{\tt y
}' acknowledges that intent,
2607 which can be error prone if you're using `
{\tt y
}' to move. You can set the
2608 {\it paranoid
\verb+_+confirmation:attack\/
}
2609 option to require a response of ``
{\tt yes
}'' instead.
2612 If you can't see a monster (if it is invisible, or if you are blinded),
2613 the symbol `
{\tt I
}' will be shown when you learn of its presence.
2614 If you attempt to walk into it, you will try to fight it just like
2615 a monster that you can see; of course,
2616 if the monster has moved, you will attack empty air. If you guess
2617 that the monster has moved and you don't wish to fight, you can use the
2618 `
{\tt m
}' command to move without fighting; likewise, if you don't remember
2619 a monster but want to try fighting anyway, you can use the `
{\tt F
}' command.
2622 \subsection*
{Your pet
}
2625 You start the game with a little dog (`
{\tt d
}'), kitten (`
{\tt f
}'),
2626 or pony (`
{\tt u
}'), which follows
2627 you about the dungeon and fights monsters with you.
2628 Like you, your pet needs food to survive.
2629 Dogs and cats usually feed themselves on fresh carrion and other meats;
2630 horses need vegetarian food which is harder to come by.
2631 If you're worried about your pet or want to train it, you
2632 can feed it, too, by throwing it food.
2633 A properly trained pet can be very useful under certain circumstances.
2636 Your pet also gains experience from killing monsters, and can grow
2637 over time, gaining hit points and doing more damage. Initially, your
2638 pet may even be better at killing things than you, which makes pets
2639 useful for low-level characters.
2642 Your pet will follow you up and down staircases if it is next to you
2643 when you move. Otherwise your pet will be stranded and may become
2644 wild. Similarly, when you trigger certain types of traps which alter
2645 your location (for instance, a trap door which drops you to a lower
2646 dungeon level), any adjacent pet will accompany you and any non-adjacent
2647 pet will be left behind. Your pet may trigger such traps itself; you
2648 will not be carried along with it even if adjacent at the time.
2651 \subsection*
{Steeds
}
2654 Some types of creatures in the dungeon can actually be ridden if you
2655 have the right equipment and skill. Convincing a wild beast to let
2656 you saddle it up is difficult to say the least. Many a dungeoneer
2657 has had to resort to magic and wizardry in order to forge the alliance.
2658 Once you do have the beast under your control however, you can
2659 easily climb in and out of the saddle with the ``
{\tt \#ride
}'' command. Lead
2660 the beast around the dungeon when riding, in the same manner as
2661 you would move yourself. It is the beast that you will see displayed
2665 Riding skill is managed by the ``
{\tt \#enhance
}'' command. See the section
2666 on Weapon proficiency for more information about that.
2669 Use the `
{\tt a
}' (apply) command and pick a saddle in your inventory to
2670 attempt to put that saddle on an adjacent creature. If successful,
2671 it will be transferred to that creature's inventory.
2674 Use the ``
{\tt \#loot
}'' command while adjacent to a saddled creature to
2675 try to remove the saddle from that creature. If successful, it will
2676 be transferred to your inventory.
2679 \subsection*
{Bones levels
}
2682 You may encounter the shades and corpses of other adventurers (or even
2683 former incarnations of yourself!) and their personal effects. Ghosts
2684 are hard to kill, but easy to avoid, since they're slow and do little
2685 damage. You can plunder the deceased adventurer's possessions;
2686 however, they are likely to be cursed. Beware of whatever killed the
2687 former player; it is probably still lurking around, gloating over its
2691 \subsection*
{Persistence of Monsters
}
2694 Monsters (a generic reference which also includes humans and pets) are only
2695 shown while they can be seen or otherwise sensed.
2696 Moving to a location where you can't see or sense a monster any more
2697 will result in it disappearing from your map, similarly if it is the
2698 one who moved rather than you.
2701 However, if you encounter a monster which you can't see or
2702 sense---perhaps it is invisible and has just tapped you on the noggin---a
2703 special ``remembered, unseen monster'' marker will be displayed at
2704 the location where you think it is.
2705 That will persist until you have
2706 proven that there is no monster there, even if the unseen monster
2707 moves to another location or you move to a spot where the marker's
2708 location ordinarily wouldn't be seen any more.
2714 When you find something in the dungeon, it is common to want to pick
2715 it up. In
{\it NetHack
}, this is accomplished by using the `
{\tt ,
}' command.
2716 If
{\it autopickup\/
} option is on, you will automatically pick up the object
2717 by walking over it, unless you move with the `
{\tt m
}' prefix.
2719 If you're carrying too many items,
{\it NetHack\/
} will tell you so and you
2720 won't be able to pick up anything more. Otherwise, it will add the object(s)
2721 to your pack and tell you what you just picked up.
2723 As you add items to your inventory, you also add the weight of that object
2724 to your load. The amount that you can carry depends on your strength and
2725 your constitution. The
2726 stronger and sturdier
2727 you are, the less the additional load will affect you. There comes
2728 a point, though, when the weight of all of that stuff you are carrying around
2729 with you through the dungeon will encumber you. Your reactions
2730 will get slower and you'll burn calories faster, requiring food more frequently
2731 to cope with it. Eventually, you'll be so overloaded that you'll either have
2732 to discard some of what you're carrying or collapse under its weight.
2734 {\it NetHack\/
} will tell you how badly you have loaded yourself.
2735 If you are encumbered, one of the conditions
2736 {\tt Burdened
},
{\tt Stressed
},
{\tt Strained
},
2737 {\tt Overtaxed
}, or
{\tt Overloaded
} will be
2738 shown on the bottom line status display.
2741 When you pick up an object, it is assigned an inventory letter. Many
2742 commands that operate on objects must ask you to find out which object
2743 you want to use. When
{\it NetHack\/
} asks you to choose a particular object
2744 you are carrying, you are usually presented with a list of inventory
2745 letters to choose from (see Commands, above).
2748 Some objects, such as weapons, are easily differentiated. Others, like
2749 scrolls and potions, are given descriptions which vary according to
2750 type. During a game, any two objects with the same description are
2751 the same type. However, the descriptions will vary from game to game.
2754 When you use one of these objects, if its effect is obvious,
{\it NetHack\/
}
2755 will remember what it is for you. If its effect isn't extremely
2756 obvious, you will be asked what you want to call this type of object
2757 so you will recognize it later. You can also use the ``
{\tt \#name
}''
2758 command, for the same purpose at any time, to name
2759 all objects of a particular type or just an individual object.
2760 When you use ``
{\tt \#name
}'' on an object which has already been named,
2761 specifying a space as the value will remove the prior name instead
2762 of assigning a new one.
2765 \subsection*
{Curses and Blessings
}
2768 Any object that you find may be cursed, even if the object is
2769 otherwise helpful. The most common effect of a curse is being stuck
2770 with (and to) the item. Cursed weapons weld themselves to your hand
2771 when wielded, so you cannot unwield them. Any cursed item you wear
2772 is not removable by ordinary means. In addition, cursed arms and armor
2773 usually, but not always, bear negative enchantments that make them
2774 less effective in combat. Other cursed objects may act poorly or
2775 detrimentally in other ways.
2778 Objects can also be blessed instead.
2779 Blessed items usually work better or more beneficially than normal
2781 For example, a blessed weapon will do slightly more damage against demons.
2784 Objects which are neither cursed nor blessed are referred to as uncursed.
2785 They could just as easily have been described as unblessed, but the
2786 uncursed designation is what you will see within the game. A ``glass
2787 half full versus glass half empty'' situation; make of that what you will.
2790 There are magical means of bestowing or removing curses upon objects,
2791 so even if you are stuck with one, you can still have the curse
2792 lifted and the item removed.
2793 Priests and Priestesses have an innate
2794 sensitivity to this property in any object, so they can more easily avoid
2795 cursed objects than other character roles.
2796 Dropping objects onto an altar will reveal their bless or curse state
2797 provided that you can see them land.
2800 An item with unknown status will be reported in your inventory with no prefix.
2801 An item which you know the state of will be distinguished in your inventory
2802 by the presence of the word
{\tt cursed
},
{\tt uncursed
} or
2803 {\tt blessed
} in the description of the item.
2804 In some cases
{\tt uncursed
} will be omitted as being redundant when
2805 enough other information is displayed.
2807 {\it implicit
\verb+_+uncursed\/
}
2808 option can be used to control this; toggle it off to have
{\tt uncursed
}
2809 be displayed even when that can be deduced from other attributes.
2812 Sometimes the bless or curse state of objects is referred to as their
2813 ``
{\tt BUC
}'' attribute, for Blessed, Uncursed, or Cursed state,
2814 or ``
{\tt BUCX
}'' for Blessed, Uncursed, Cursed, or unknown.
2815 (The term
{\it beatitude\/
} is occasionally used as well.)
2818 \subsection*
{Weapons (`
{\tt )
}')
}
2821 Given a chance, most monsters in the Mazes of Menace will gratuitously try to
2823 You need weapons for self-defense (killing them first).
2825 weapon, you do only
1--
2 hit points of damage (plus bonuses, if any).
2826 Monk characters are an exception; they normally do more damage with
2827 bare (or gloved) hands than they do with weapons.
2830 There are wielded weapons, like maces and swords, and thrown weapons,
2831 like arrows and spears. To hit monsters with a weapon, you must wield it and
2832 attack them, or throw it at them. You can simply elect to throw a spear.
2833 To shoot an arrow, you should first wield a bow, then throw the arrow.
2834 Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
2838 Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
2839 either positive or negative) that adds to your chance to
2840 hit and the damage you do to a monster. The only way to determine a weapon's
2841 enchantment is to have it magically identified somehow.
2842 Most weapons are subject to some type of damage like rust. Such
2843 ``erosion'' damage can be repaired.
2846 The chance that an attack will successfully hit a monster, and the amount
2847 of damage such a hit will do, depends upon many factors. Among them are:
2848 type of weapon, quality of weapon (enchantment and/or erosion), experience
2849 level, strength, dexterity, encumbrance, and proficiency (see below). The
2851 class---a general defense rating, not necessarily due to wearing of armor---is
2852 a factor too; also, some monsters are particularly
2853 vulnerable to certain types of weapons.
2856 Many weapons can be wielded in one hand; some require both hands.
2857 When wielding a two-handed weapon, you can not wear a shield, and
2858 vice versa. When wielding a one-handed weapon, you can have another
2859 weapon ready to use by setting things up with the `
{\tt x
}' command, which
2860 exchanges your primary (the one being wielded) and alternate weapons.
2861 And if you have proficiency in the ``two weapon combat'' skill, you
2862 may wield both weapons simultaneously as primary and secondary; use the
2863 `
{\tt X
}' command to engage or disengage that.
2864 Only some types of characters (barbarians, for instance) have the necessary
2865 skill available. Even with that skill, using two weapons at once incurs
2866 a penalty in the chance to hit your target compared to using just one
2870 There might be times when you'd rather not wield any weapon at all.
2871 To accomplish that, wield `
{\tt -
}', or else use the `
{\tt A
}' command which
2872 allows you to unwield the current weapon in addition to taking off
2876 Those of you in the audience who are AD\&D players, be aware that each
2877 weapon which existed in AD\&D does roughly the same damage to monsters in
2878 {\it NetHack
}. Some of the more obscure weapons (such as the
2879 {\it aklys
},
{\it lucern hammer
}, and
{\it bec-de-corbin\/
}) are defined
2880 in an appendix to
{\it Unearthed Arcana
}, an AD\&D supplement.
2883 The commands to use weapons are `
{\tt w
}' (wield), `
{\tt t
}' (throw),
2884 `
{\tt f
}' (fire), `
{\tt Q
}' (quiver),
2885 `
{\tt x
}' (exchange), `
{\tt X
}' (twoweapon), and ``
{\tt \#enhance
}''
2889 \subsection*
{Throwing and shooting
}
2892 You can throw just about anything via the `
{\tt t
}' command. It will prompt
2893 for the item to throw; picking `
{\tt ?
}' will list things in your inventory
2894 which are considered likely to be thrown, or picking `
{\tt *
}' will list
2895 your entire inventory. After you've chosen what to throw, you will
2896 be prompted for a direction rather than for a specific target. The
2897 distance something can be thrown depends mainly on the type of object
2898 and your strength. Arrows can be thrown by hand, but can be thrown
2899 much farther and will be more likely to hit when thrown while you are
2903 Some weapons will return when thrown.
2904 A boomerang---provided it fails to hit anything---is an obvious example.
2905 If an aklys (thonged club) is thrown while it is wielded, it will return
2906 even when it hits something.
2907 A sufficiently strong hero can throw the warhammer
{\it Mjollnir\/
};
2908 when thrown by a
{\it Valkyrie\/
} it will return too.
2909 However, aklyses and
{\it Mjollnir\/
} occasionally fail to return.
2910 Returning thrown objects occasionally fail to be caught, sometimes even
2911 hitting the thrower, but when caught they become re-wielded.
2914 You can simplify the throwing operation by using the `
{\tt Q
}' command to
2915 select your preferred ``missile'', then using the `
{\tt f
}' command to
2916 throw it. You'll be prompted for a direction as above, but you don't
2917 have to specify which item to throw each time you use `
{\tt f
}'. There is
2920 which has
{\it NetHack\/
} choose another item to automatically fill your
2921 quiver (or quiver sack, or have at the ready) when the inventory slot used
2922 for `
{\tt Q
}' runs out.
2923 If your quiver is empty,
{\it autoquiver\/
}
2924 is false, and you are wielding a weapon which returns when thrown,
2925 you will throw that weapon instead of filling the quiver.
2926 The fire command also has extra assistance, if
{\it fireassist\/
}
2927 is on it will try to wield a launcher matching the ammo in the quiver.
2930 Some characters have the ability to throw or shoot a volley of multiple
2931 items (from the same stack) in a single action.
2932 Knowing how to load several rounds of ammunition at
2933 once---or hold several missiles in your hand---and
2934 still hit a target is not an easy task.
2935 Rangers are among those who are adept
2936 at this task, as are those with a high level of proficiency in the
2937 relevant weapon skill (in bow skill if you're wielding one to
2938 shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
2939 or in sling skill if you're wielding one to shoot stones).
2940 The number of items that the character has a chance to fire varies from
2941 turn to turn. You can explicitly limit the number of shots by using a
2942 numeric prefix before the `
{\tt t
}' or `
{\tt f
}' command.
2943 For example, ``
{\tt 2f
}'' (or ``
{\tt n2f
}'' if using
2944 {\it number
\verb+_+pad\/
}
2945 mode) would ensure that at most
2 arrows are shot
2946 even if you could have fired
3. If you specify
2947 a larger number than would have been shot (``
{\tt 4f
}'' in this example),
2948 you'll just end up shooting the same number (
3, here) as if no limit
2949 had been specified. Once the volley is in motion, all of the items
2950 will travel in the same direction; if the first ones kill a monster,
2951 the others can still continue beyond that spot.
2954 \subsection*
{Weapon proficiency
}
2957 You will have varying degrees of skill in the weapons available.
2958 Weapon proficiency, or weapon skills, affect how well you can use
2959 particular types of weapons, and you'll be able to improve your skills
2960 as you progress through a game, depending on your role, your experience
2961 level, and use of the weapons.
2964 For the purposes of proficiency, weapons have
2965 been divided up into various groups such as daggers, broadswords, and
2966 polearms. Each role has a limit on what level of proficiency a character
2967 can achieve for each group. For instance, wizards can become highly
2968 skilled in daggers or staves but not in swords or bows.
2971 The ``
{\tt \#enhance
}'' extended command is used to review current weapons
2973 (also spell proficiency) and to choose which skill(s) to improve when
2974 you've used one or more skills enough to become eligible to do so. The
2975 skill rankings are ``none'' (sometimes also referred to as ``restricted'',
2976 because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
2977 and ``expert''. Restricted skills simply will not appear in the list
2978 shown by ``
{\tt \#enhance
}''.
2979 (Divine intervention might unrestrict a particular
2980 skill, in which case it will start at unskilled and be limited to basic.)
2981 Some characters can enhance their barehanded combat or martial arts skill
2982 beyond expert to ``master'' or ``grand master''.
2985 Use of a weapon in which you're restricted or unskilled
2986 will incur a modest penalty in the chance to hit a monster and also in
2987 the amount of damage done when you do hit; at basic level, there is no
2988 penalty or bonus; at skilled level, you receive a modest bonus in the
2989 chance to hit and amount of damage done; at expert level, the bonus is
2990 higher. A successful hit has a chance to boost your training towards
2991 the next skill level (unless you've already reached the limit for this
2992 skill). Once such training reaches the threshold for that next level,
2993 you'll be told that you feel more confident in your skills. At that
2994 point you can use ``
{\tt \#enhance
}'' to increase one or more skills.
2996 are not increased automatically because there is a limit to your total
2997 overall skills, so you need to actively choose which skills to enhance
2998 and which to ignore.
3001 \subsection*
{Two-Weapon combat
}
3004 Some characters can use two weapons at once. Setting things up to
3005 do so can seem cumbersome but becomes second nature with use.
3006 To wield two weapons, you need to use the ``
{\tt \#twoweapon
}'' command.
3007 But first you need to have a weapon in each hand.
3008 (Note that your two weapons are not fully equal; the one in the
3009 hand you normally wield with is considered primary and the other
3010 one is considered secondary.
3011 The most noticeable difference is after you
3012 stop---or before you begin, for that matter---wielding
3013 two weapons at once.
3014 The primary is your wielded weapon and the
3015 secondary is just an item in your inventory that's been designated
3016 as alternate weapon.)
3019 If your primary weapon is wielded but your off hand is empty or has
3020 the wrong weapon, use the sequence `
{\tt x
}', `
{\tt w
}', `
{\tt x
}' to
3022 primary into your off hand, wield whatever you want as secondary
3023 weapon, then swap them both back into the intended hands.
3024 If your secondary or alternate weapon is correct but your primary
3025 one is not, simply use `
{\tt w
}' to wield the primary.
3026 Lastly, if neither hand holds the correct weapon,
3027 use `
{\tt w
}', `
{\tt x
}', `
{\tt w
}'
3028 to first wield the intended secondary, swap it to off hand, and then
3032 The whole process can be simplified via use of the
3034 option. When it is enabled, then using `
{\tt w
}' to wield something
3035 causes the currently wielded weapon to become your alternate weapon.
3036 So the sequence `
{\tt w
}', `
{\tt w
}' can be used to first wield the weapon you
3037 intend to be secondary, and then wield the one you want as primary
3038 which will push the first into secondary position.
3041 When in two-weapon combat mode, using the `
{\tt X
}' command
3042 toggles back to single-weapon mode.
3043 Throwing or dropping either of the
3044 weapons or having one of them be stolen or destroyed will also make you
3045 revert to single-weapon combat.
3048 \subsection*
{Armor (`
{\tt [}')
}
3051 Lots of unfriendly things lurk about; you need armor to protect
3052 yourself from their blows. Some types of armor offer better
3053 protection than others. Your armor class is a measure of this
3054 protection. Armor class (AC) is measured as in AD\&D, with
10 being
3055 the equivalent of no armor, and lower numbers meaning better armor.
3056 Each suit of armor which exists in AD\&D gives the same protection in
3059 Here is a list of the armor class values provided by suits of armor:
3062 \begin{tabular
}{lllll
}
3063 dragon scale mail &
1 &
\makebox[20mm
]{} & plate mail &
3\\
3064 crystal plate mail &
3 & & bronze plate mail &
4\\
3065 splint mail &
4 & & banded mail &
4\\
3066 dwarvish mithril-coat &
4 & & elven mithril-coat &
5\\
3067 chain mail &
5 & & orcish chain mail &
6\\
3068 scale mail &
6 & & dragon scales &
7\\
3069 studded leather armor &
7 & & ring mail &
7\\
3070 orcish ring mail &
8 & & leather armor &
8\\
3071 leather jacket &
9 & & no armor &
10\\
3076 \nd You can also wear other pieces of armor (cloak over suit, shirt under
3077 suit, helmet, gloves, boots, shield) to lower your armor class even
3079 %--too obvious to mention unless we include polymorph into ettin or maralith
3080 % You can wear at most one item of each category (one suit of armor, one
3081 % cloak, one helmet, one shield, and so on) at a time.
3082 Most of these provide a one or two point improvement to AC (making the
3083 overall value smaller and eventually negative) but can also be
3085 Shirts are an exception; they don't provide any protection unless enchanted.
3086 Some cloaks also don't improve AC when unenchanted but all cloaks offer
3087 some protection against rust or corrosion to suits worn under them and
3088 against some monster
{\it touch\/
} attacks.
3091 If a piece of armor is enchanted, its armor protection will be better
3092 (or worse) than normal, and its ``plus'' (or minus) will subtract from
3093 your armor class. For example, a +
1 chain mail would give you
3094 better protection than normal chain mail, lowering your armor class one
3095 unit further to
4. When you put on a piece of armor, you immediately
3096 find out the armor class and any ``plusses'' it provides. Cursed
3097 pieces of armor usually have negative enchantments (minuses) in
3098 addition to being unremovable.
3101 Many types of armor are subject to some kind of damage like rust. Such
3102 damage can be repaired. Some types of armor may inhibit spell casting.
3106 option can be set (prior to game start) to attempt to play the entire
3107 game without wearing any armor (a self-imposed challenge which is
3108 extremely difficult to accomplish).
3111 The commands to use armor are `
{\tt W
}' (wear) and `
{\tt T
}' (take off).
3112 The `
{\tt A
}' command can be used to take off armor as well as other
3114 Also, `
{\tt P
}' (put on) and `
{\tt R
}' (remove) which are normally for
3115 accessories can be used for armor, but pieces of armor won't be shown
3116 as likely candidates in a prompt for choosing what to put on or remove.
3119 \subsection*
{Food (`
{\tt \%
}')
}
3122 Food is necessary to survive. If you go too long without eating you
3123 will faint, and eventually die of starvation.
3124 Some types of food will spoil, and become unhealthy to eat,
3126 Food stored in ice boxes or tins (``cans'')
3127 will usually stay fresh, but ice boxes are heavy, and tins
3128 take a while to open.
3131 When you kill monsters, they usually leave corpses which are also
3132 ``food.'' Many, but not all, of these are edible; some also give you
3133 special powers when you eat them. A good rule of thumb is ``you are
3137 Some character roles and some monsters are vegetarian. Vegetarian monsters
3138 will typically never eat animal corpses, while vegetarian players can,
3139 but with some rather unpleasant side-effects.
3142 You can name one food item after something you like to eat with the
3143 {\it fruit\/
} option.
3146 The command to eat food is `
{\tt e
}'.
3149 \subsection*
{Scrolls (`
{\tt ?
}')
}
3152 Scrolls are labeled with various titles, probably chosen by ancient wizards
3153 for their amusement value (for example, ``READ ME,'' or ``THANX MAUD'' backwards).
3154 Scrolls disappear after you read them (except for blank ones, without
3155 magic spells on them).
3158 One of the most useful of these is the
%
3159 {\it scroll of identify
}, which
3160 can be used to determine what another object is, whether it is cursed or
3161 blessed, and how many uses it has left. Some objects of subtle
3162 enchantment are difficult to identify without these.
3165 A mail daemon may run up and deliver mail to you as a
%
3166 {\it scroll of mail
} (on versions compiled with this feature).
3167 To use this feature on versions where
{\it NetHack\/
}
3168 mail delivery is triggered by electronic mail appearing in your system mailbox,
3169 you must let
{\it NetHack\/
} know where to look for new mail by setting the
3170 {\tt MAIL
} environment variable to the file name of your mailbox.
3171 You may also want to set the
{\tt MAILREADER
} environment variable to the
3172 file name of your favorite reader, so
{\it NetHack\/
} can shell to it when you
3174 On versions of
{\it NetHack\/
} where mail is randomly
3175 generated internal to the game, these environment variables are ignored.
3176 You can disable the mail daemon by turning off the
3177 {\it mail\/
} option.
3180 The command to read a scroll is `
{\tt r
}'.
3183 \subsection*
{Potions (`
{\tt !
}')
}
3186 Potions are distinguished by the
color of the liquid inside the flask.
3187 They disappear after you quaff them.
3190 Clear potions are potions of water. Sometimes these are
3191 blessed or cursed, resulting in holy or unholy water. Holy water is
3192 the bane of the undead, so potions of holy water are good things to
3193 throw (`
{\tt t
}') at them. It is also sometimes very useful to dip
3194 (``
{\tt \#dip
}'') an object into a potion.
3197 The command to drink a potion is `
{\tt q
}' (quaff).
3200 \subsection*
{Wands (`
{\tt /
}')
}
3203 Wands usually have multiple magical charges.
3204 Some types of wands require a direction in which to zap them.
3206 zap them at yourself (just give a `
{\tt .
}' or `
{\tt s
}' for the direction).
3207 Be warned, however, for this is often unwise.
3208 Other types of wands
3209 don't require a direction. The number of charges in a
3210 wand is random and decreases by one whenever you use it.
3213 When the number of charges left in a wand becomes zero, attempts to use the
3214 wand will usually result in nothing happening. Occasionally, however, it may
3215 be possible to squeeze the last few mana points from an otherwise spent wand,
3216 destroying it in the process. A wand may be recharged by using suitable
3217 magic, but doing so runs the risk of causing it to explode. The chance
3218 for such an explosion starts out very small and increases each time the
3222 In a truly desperate situation, when your back is up against the wall, you
3223 might decide to go for broke and break your wand. This is not for the faint
3224 of heart. Doing so will almost certainly cause a catastrophic release of
3228 When you have fully identified a particular wand, inventory display will
3229 include additional information in parentheses: the number of times it has
3230 been recharged followed by a colon and then by its current number of charges.
3231 A current charge count of
{\tt -
1} is a special case indicating that the wand
3235 The command to use a wand is `
{\tt z
}' (zap). To break one, use the `
{\tt a
}'
3239 \subsection*
{Rings (`
{\tt =
}')
}
3242 Rings are very useful items, since they are relatively permanent
3243 magic, unlike the usually fleeting effects of potions, scrolls, and
3247 Putting on a ring activates its magic.
3248 You can wear at most two rings at any time, one on the ring finger of
3252 Most worn rings also cause you to grow hungry more rapidly, the rate
3253 varying with the type of ring.
3256 When wearing gloves, rings are worn underneath.
3257 If the gloves are cursed, rings cannot be put on and any already being
3258 worn cannot be removed.
3259 When worn gloves aren't cursed, you don't have to manually take them
3260 off before putting on or removing a ring and then re-wear them after.
3261 That's done implicitly to avoid unnecessary tedium.
3264 The commands to use rings are `
{\tt P
}' (put on) and `
{\tt R
}' (remove).
3265 `
{\tt A
}', `
{\tt W
}', and `
{\tt T
}' can also be used; see
{\it Amulets\/
}.
3268 \subsection*
{Spellbooks (`
{\tt +
}')
}
3271 Spellbooks are tomes of mighty magic. When studied with the `
{\tt r
}' (read)
3272 command, they transfer to the reader the knowledge of a spell (and
3273 therefore eventually become
3274 unreadable)---unless the attempt backfires.
3275 Reading a cursed spellbook or one with mystic runes beyond
3276 your ken can be harmful to your health!
3279 A spell (even when learned) can also backfire when you cast it. If you
3280 attempt to cast a spell well above your experience level, or if you have
3281 little skill with the appropriate spell type, or cast it at
3282 a time when your luck is particularly bad, you can end up wasting both the
3283 energy and the time required in casting.
3286 Casting a spell calls forth magical energies and focuses them with
3287 your naked mind. Some of the magical energy released comes from within
3289 Casting temporarily drains your magical power, which will slowly be
3290 recovered, and causes you to need additional food.
3291 Casting of spells also requires practice. With practice, your
3292 skill in each category of spell casting will improve. Over time, however,
3293 your memory of each spell will dim, and you will need to relearn it.
3296 Some spells require a direction in which to cast them, similar to wands.
3297 To cast one at yourself, just give a `
{\tt .
}' or `
{\tt s
}' for the direction.
3298 A few spells require you to pick a target location rather than just specify
3299 a particular direction.
3300 Other spells don't require any direction or target.
3303 Just as weapons are divided into groups in which a character can become
3304 proficient (to varying degrees), spells are similarly grouped.
3305 Successfully casting a spell exercises its skill group; using the
3306 ``
{\tt \#enhance
}'' command to advance a sufficiently exercised skill
3307 will affect all spells within the group. Advanced skill may increase the
3308 potency of spells, reduce their risk of failure during casting attempts,
3309 and improve the accuracy of the estimate for how much longer they will
3310 be retained in your memory.
3311 Skill slots are shared with weapons skills. (See also the section on
3312 ``Weapon proficiency''.)
3315 Casting a spell also requires flexible movement, and wearing various types
3316 of armor may interfere with that.
3319 The command to read a spellbook is the same as for scrolls, `
{\tt r
}' (read).
3320 The `
{\tt +
}' command lists each spell you know along with its level, skill
3321 category, chance of failure when casting, and an estimate of how strongly
3323 The `
{\tt Z
}' (cast) command casts a spell.
3326 \subsection*
{Tools (`
{\tt (
}')
}
3329 Tools are miscellaneous objects with various purposes. Some tools
3330 have a limited number of uses, akin to wand charges. For example, lamps burn
3331 out after a while. Other tools are containers, which objects can
3332 be placed into or taken out of.
3335 Some tools (such as a blindfold) can be
{\it worn\/
} and can be put on and
3336 removed like other accessories (rings, amulets); see
{\it Amulets\/
}.
3337 Other tools (such as pick-axe) can be wielded as weapons in addition to
3338 being applied for their usual purpose, and in some cases (again, pick-axe)
3339 become wielded as a weapon even when applied.
3342 % Mentioned here because of the old method of attempting "Zen" conduct:
3343 % restart until there's a blindfold in starting inventory and put it on
3346 option can be set (prior to game start) to attempt to play the entire
3347 game without being able to see (a self-imposed challenge which is
3348 very difficult to accomplish).
3351 The command to use a tool is `
{\tt a
}' (apply).
3354 \subsection*
{Containers
}
3357 You may encounter bags, boxes, and chests in your travels. A tool of
3358 this sort can be opened with the ``
{\tt \#loot
}'' extended command when
3359 you are standing on top of it (that is, on the same floor spot),
3360 or with the `
{\tt a
}' (apply) command when you are carrying it. However,
3361 chests are often locked, and are in any case unwieldy objects.
3362 You must set one down before unlocking it by
3363 using a key or lock-picking tool with the `
{\tt a
}' (apply) command,
3364 by kicking it with the `
{\tt \^
{}D
}' command,
3365 or by using a weapon to force the lock with the ``
{\tt \#force
}''
3369 Some chests are trapped, causing nasty things to happen when you
3370 unlock or open them. You can check for and try to deactivate traps
3371 with the ``
{\tt \#untrap
}'' extended command.
3374 When the contents of a container are known, that container will be
3375 described as something like ``a sack containing
3 items''.
3376 In this example, the
3 refers to number of
{\it stacks\/
} of compatible
3377 items, not to the total number of individual items.
3378 So a sack holding
2 sky blue potions,
7 arrows, and
350 gold pieces would be
3379 described as having
3 items rather than
10 or
359.
3380 And you would need to have
3 unused inventory slots available in order
3381 to take everything out (for the case where the items you remove don't
3382 combine into bigger stacks with things you're already carrying).
3385 If a chest or large box is described as ``broken'', that means that it
3386 can't be locked rather than that it no longer functions as a container.
3389 The
{\it apply\/
} and
{\it loot\/
} commands allow you to take out and/or
3390 put in an arbitrary number of items in a single operation.
3391 If you want to take everything out of a container, you can use the
3392 ``
{\tt \#tip
}'' command to pour the contents onto the floor.
3393 This may be your only way to get things out if your hands are stuck
3394 to a cursed two-handed weapon.
3395 When your hands aren't stuck, you have the potential to pour the
3396 contents into another container.
3397 (As of this writing, the other container must be carried rather than on
3401 \subsection*
{Amulets (`
{\tt "
}')
}
3404 Amulets are very similar to rings, and often more powerful. Like
3405 rings, amulets have various magical properties, some beneficial,
3406 some harmful, which are activated by putting them on.
3409 Only one amulet may be worn at a time, around your neck.
3410 Like wearing rings, wearing an amulet affects your metabolism, causing
3411 you to grow hungry more rapidly.
3414 The commands to use amulets are the same as for rings, `
{\tt P
}' (put on)
3415 and `
{\tt R
}' (remove).
3416 `
{\tt A
}' can be used to remove various worn items including amulets.
3417 Also, '
{\tt W
}' (wear) and `
{\tt T
}' (take off) which are normally for
3418 armor can be used for amulets and other accessories (rings and eyewear),
3419 but accessories won't be shown as likely candidates in a prompt for
3420 choosing what to wear or take off.
3423 \subsection*
{Gems (`
{\tt *
}')
}
3426 Some gems are valuable, and can be sold for a lot of gold.
3427 They are also a far more efficient way of carrying your riches.
3428 Valuable gems increase your score if you bring them with you when you exit.
3431 Other small rocks are also categorized as gems, but they are much less
3433 All rocks, however, can be used as projectile weapons (if you have a sling).
3434 In the most desperate of cases, you can still throw them by hand.
3437 \subsection*
{Large rocks (`
{\tt `
}')
}
3439 Statues and boulders are not particularly useful, and are generally heavy.
3440 It is rumored that some statues are not what they seem.
3443 Boulders occasionally block your path.
3444 You can push one forward (by attempting to walk onto its spot)
3445 when nothing blocks
{\it its\/
} path, or you can
3446 smash it into a pile of small rocks with breaking magic or a pick-axe.
3447 It is possible to move onto a boulder's location if certain conditions
3448 are met; ordinarily one of those conditions is that pushing it any
3450 Using the move-without-picking-up prefix (default key `
{\tt m
}')
3451 prior to the direction of movement will attempt to move to a boulder's
3452 location without pushing it in addition to the prefix's usual action of
3453 suppressing auto-pickup at the destination.
3456 Very large humanoids (giants and their ilk) have been known to pick up
3457 boulders and use them as missile weapons.
3460 Unlike boulders, statues can't be pushed, but don't need to be because
3461 they don't block movement.
3462 %.\" 'rumor' above is about statue traps; this is a hint about statue contents
3463 They can be smashed into rocks though.
3466 For some configurations of the program, statues are no longer shown
3468 but by the letter representing the monster they depict instead.
3471 \subsection*
{Gold (`
{\tt \$
}')
}
3474 Gold adds to your score, and you can buy things in shops with it.
3476 of monsters in the dungeon that may be influenced by the amount of gold
3477 you are carrying (shopkeepers aside).
3480 Gold pieces are the only type of object where bless/curse state does not
3482 They're always uncursed but never described as uncursed even if you turn
3483 off the ``
{\it implicit
\verb+_+uncursed\/
}'' option.
3484 You can set the ``
{\it goldX\/
}''
3485 option if you prefer to have gold pieces be treated as bless/curse state
3486 {\it unknown\/
} rather than as known to be uncursed.
3487 Only matters when you're using an object selection prompt that can filter
3488 by ``
{\tt BUCX
}'' state.
3491 \subsection*
{Persistence of Objects
}
3494 Normally, if you have seen an object at a particular map location and
3495 move to another location where you can't directly see that object any
3496 more, it will continue to be displayed on your map.
3497 That remains the case even if it is not actually there any
3498 more---perhaps a monster has picked it up or it has rotted away---until
3499 you can see or feel that location again.
3500 One notable exception is that if the object gets covered by the
3501 ``remembered, unseen monster'' marker.
3502 When that marker is later removed
3503 after you've verified that no monster is there, you will have forgotten that
3504 there was any object there regardless of whether the unseen monster
3505 actually took the object.
3506 If the object is still there, then once you see or feel that location
3507 again you will re-discover the object and resume remembering it.
3510 The situation is the same for a pile of objects, except that only the
3511 top item of the pile is displayed.
3513 {\it hilite
\verb+_+pile\/
}
3514 option can be enabled in order to show an item differently when it is
3515 the top one of a pile.
3521 As if winning
{\it NetHack\/
} were not difficult enough, certain players
3522 seek to challenge themselves by imposing restrictions on the
3523 way they play the game. The game automatically tracks some of
3524 these challenges, which can be checked at any time with the
{\tt \#conduct
}
3525 command or at the end of the game. When you perform an action which
3526 breaks a challenge, it will no longer be listed. This gives
3527 players extra ``bragging rights'' for winning the game with these
3528 challenges. Note that it is perfectly acceptable to win the game
3529 without resorting to these restrictions and that it is unusual for
3530 players to adhere to challenges the first time they win the game.
3533 Several of the challenges are related to eating behavior. The most
3534 difficult of these is the foodless challenge. Although creatures
3535 can survive long periods of time without food, there is a physiological
3536 need for water; thus there is no restriction on drinking beverages,
3537 even if they provide some minor food benefits.
3538 Calling upon your god for help with starvation does
3539 not violate any food challenges either.
3542 A strict vegan diet is one which avoids any food derived from animals.
3543 The primary source of nutrition is fruits and vegetables. The
3544 corpses and tins of blobs (`
{\tt b
}'), jellies (`
{\tt j
}'), and fungi
3545 (`
{\tt F
}') are also considered to be vegetable matter. Certain human
3546 food is prepared without animal products; namely, lembas wafers, cram
3547 rations, food rations (gunyoki), K-rations, and C-rations.
3548 Metal or another normally indigestible material eaten while polymorphed
3549 into a creature that can digest it is also considered vegan food.
3550 Note however that eating such items still counts against foodless conduct.
3553 Vegetarians do not eat animals;
3554 however, they are less selective about eating animal byproducts than vegans.
3555 In addition to the vegan items listed above, they may eat any kind
3556 of pudding (`
{\tt P
}') other than the black puddings,
3557 eggs and food made from eggs (fortune cookies and pancakes),
3558 food made with milk (cream pies and candy bars), and lumps of
3559 royal jelly. Monks are expected to observe a vegetarian diet.
3562 Eating any kind of meat violates the vegetarian, vegan, and foodless
3563 conducts. This includes tripe rations, the corpses or tins of any
3564 monsters not mentioned above, and the various other chunks of meat
3565 found in the dungeon. Swallowing and digesting a monster while polymorphed
3566 is treated as if you ate the creature's corpse.
3567 Eating leather, dragon hide, or bone items while
3568 polymorphed into a creature that can digest it, or eating monster brains
3569 while polymorphed into a mind flayer, is considered eating
3570 an animal, although wax is only an animal byproduct.
3573 Regardless of conduct, there will be some items which are indigestible,
3574 and others which are hazardous to eat. Using a swallow-and-digest
3575 attack against a monster is equivalent to eating the monster's corpse.
3576 Please note that the term ``vegan'' is used here only in the context of
3577 diet. You are still free to choose not to use or wear items derived
3578 from animals (e.g. leather, dragon hide, bone, horns, coral), but the
3579 game will not keep track of this for you. Also note that ``milky''
3580 potions may be a translucent white, but they do not contain milk,
3581 so they are compatible with a vegan diet. Slime molds or
3582 player-defined ``fruits'', although they could be anything
3583 from ``cherries'' to ``pork chops'', are also assumed to be vegan.
3586 An atheist is one who rejects religion. This means that you cannot
3587 {\tt \#pray
},
{\tt \#offer
} sacrifices to any god,
3588 {\tt \#turn
} undead, or
{\tt \#chat
} with a priest.
3589 Particularly selective readers may argue that playing Monk or Priest
3590 characters should violate this conduct; that is a choice left to the
3591 player. Offering the Amulet of Yendor to your god is necessary to
3592 win the game and is not counted against this conduct. You are also
3593 not penalized for being spoken to by an angry god, priest(ess), or
3594 other religious figure; a true atheist would hear the words but
3595 attach no special meaning to them.
3598 Most players fight with a wielded weapon (or tool intended to be
3599 wielded as a weapon). Another challenge is to win the game without
3600 using such a wielded weapon. You are still permitted to throw,
3601 fire, and kick weapons; use a wand, spell, or other type of item;
3602 or fight with your hands and feet.
3605 In
{\it NetHack
}, a pacifist refuses to cause the death of any other monster
3606 (i.e. if you would get experience for the death). This is a particularly
3607 difficult challenge, although it is still possible to gain experience
3611 An illiterate character does not read or write. This includes reading
3612 a scroll, spellbook, fortune cookie message, or t-shirt; writing a
3613 scroll; or making an engraving of anything other than a single ``X'' (the
3614 traditional signature of an illiterate person). Reading an engraving,
3615 or any item that is absolutely necessary to win the game, is not counted
3616 against this conduct. The identity of scrolls and spellbooks (and
3617 knowledge of spells) in your starting inventory is assumed to be
3618 learned from your teachers prior to the start of the game and isn't
3622 There is a side-branch to the main dungeon called ``Sokoban,'' briefly
3623 described in the earlier section about
{\it Traps
}.
3624 As mentioned there, the goal is to push boulders into pits and/or holes
3625 to plug those in order to both get the boulders out of your way and be
3626 able to go past the traps.
3627 There are some special ``rules'' that are active when in that branch
3629 Some rules can't be bypassed, such as being unable to push a boulder
3631 Other rules can, such as not smashing boulders with magic or tools,
3632 but doing so causes you to receive a luck penalty.
3633 No message about that is given at the time, but it is tracked as a conduct.
3634 The
{\tt \#conduct
} command and end of game disclosure will
report whether
3635 you have abided by the special rules of Sokoban, and if not, how many
3636 times you violated them, providing you with a way to discover which
3637 actions incur bad luck so that you can be better informed about whether
3638 or not to avoid repeating those actions in the future.
3639 (Note: the Sokoban conduct will only be displayed if you have
3640 entered the Sokoban branch of the dungeon during the current game.
3641 Once that has happened, it becomes part of disclosed conduct even if
3642 you haven't done anything interesting there.
3643 Ending the game with ``never broke the Sokoban rules'' conduct is most
3644 meaningful if you also manage to perform
3645 the ``obtained the Sokoban prize'' achievement
3646 (see
{\it Achievements\/
} below).)
3649 There are several other challenges tracked by the game. It is possible
3650 to eliminate one or more species of monsters by genocide; playing without
3651 this feature is considered a challenge. When the game offers you an
3652 opportunity to genocide monsters, you may respond with the monster type
3653 ``none'' if you want to decline. You can change the form of an item into
3654 another item of the same type (``polypiling'') or the form of your own
3655 body into another creature (``polyself'') by wand, spell, or potion of
3656 polymorph; avoiding these effects are each considered challenges.
3657 Polymorphing monsters, including pets, does not break either of these
3659 Finally, you may sometimes receive wishes; a game without an attempt to
3660 wish for any items is a challenge, as is a game without wishing for
3661 an artifact (even if the artifact immediately disappears). When the
3662 game offers you an opportunity to make a wish for an item, you may
3663 choose ``nothing'' if you want to decline.
3666 \subsection*
{Achievements
}
3669 End of game disclosure will also display various achievements
3670 representing progress toward ultimate ascension, if any have been
3672 They aren't directly related to
{\it conduct\/
} but are grouped with
3673 it because they fall into the same category of ``bragging rights''
3674 and to limit the number of questions during disclosure.
3675 Listed here roughly in order of difficulty and not necessarily in the order
3676 in which you might accomplish them.
3678 % [length stuff copied from paranoid_confirmation]
3679 \newlength{\achwidth}
3680 %.PS "Mines'\~End\~"
3681 \settowidth{\achwidth}{\tt Mines'~End~
}
3682 \addtolength{\achwidth}{\labelsep}
3683 \blist{\leftmargin \achwidth \topsep 1mm
\itemsep 0mm
}
3686 Attained rank title
{\it Rank
}.
3692 Entered the Gnomish Mines.
3696 Consulted the Oracle of Delphi.
3698 Read a passage from a Discworld Novel.
3699 \item[{\tt Sokoban
}]
3701 \item[{\tt "Big~Room"
}]
3702 Entered the Big Room.
3703 \item[{\tt "Soko-Prize"
}]
3704 Explored to the top of Sokoban and found a special item there.
3705 \item[{\tt Mines'~End
}]
3706 Explored to the bottom of the Gnomish Mines and found a special item there.
3710 Discovered the tune that can be used to open and close the drawbridge on
3713 Acquired the Bell of Opening.
3714 \item[{\tt Gehennom
}]
3717 Acquired the Candelabrum of Invocation.
3719 Acquired the Book of the Dead.
3720 \item[{\tt Invocation
}]
3721 Gained access to the bottommost level of Gehennom.
3723 Acquired the fabled Amulet of Yendor.
3724 \item[{\tt Endgame
}]
3725 Reached the Elemental Planes.
3727 Reached the Astral Plane level.
3733 Never wore any armor.
3735 Started out with no possessions.
3736 \item[{\tt Ascended
}]
3737 Delivered the Amulet to its final destination.
3747 Achievements are recorded and subsequently reported in the order in which
3748 they happen during your current game rather than the order listed here.
3751 There are nine
{\it Rank
} titles for each role, bestowed at experience
3752 levels
1,
3,
6,
10,
14,
18,
22,
26, and
30.
3753 The one for experience level
1 is not recorded as an achievement.
3754 Losing enough levels to revert to lower rank(s) does not discard the
3755 corresponding achievement(s).
3758 There's no guaranteed
{\it Novel
} so the achievement to read one might
3759 not always be attainable (except perhaps by wishing).
3760 Similarly, the
{\it Big Room
} level is not always present.
3761 Unlike with the Novel, there's no way to wish for this opportunity.
3764 The ``special items'' hidden in
{\it Mines'~End\/
} and
{\it Sokoban\/
}
3765 are not unique but are considered to be prizes or rewards
3766 for exploring those levels since doing so is not necessary to complete
3768 Finding other instances of the same objects doesn't record the
3769 corresponding achievement.
3772 The
{\it Medusa\/
} achievement is recorded if she dies for any reason,
3773 even if you are not directly responsible, and only if she dies.
3776 The
5-note
{\it tune\/
} can be learned via trial and error with a musical
3777 instrument played closely
3778 enough---but not too close!---to
3779 the Castle level's drawbridge or can be given to you via prayer boon.
3782 {\it Blind\/
},
{\it Deaf\/
},
{\it Nudist\/
}, and
{\it Pauper\/
} are also conducts, and they can only be
3783 enabled by setting the correspondingly named option in
{\tt NETHACKOPTIONS
}
3784 or run-time configuration file prior to game start.
3785 In the case of
{\it Blind\/
} and
{\it Deaf\/
}, the option also enforces the conduct.
3786 They aren't really significant accomplishments unless/until you make
3787 substantial progress into the dungeon.
3793 Due to variations in personal tastes and conceptions of how
{\it NetHack\/
}
3794 should do things, there are options you can set to change how
{\it NetHack\/
}
3798 \subsection*
{Setting the options
}
3801 Options may be set in a number of ways. Within the game, the `
{\tt O
}'
3802 command allows you to view all options and change most of them.
3803 You can also set options automatically by placing them in a configuration
3804 file, or in the ``
{\tt NETHACKOPTIONS
}'' environment variable.
3805 Some versions of
{\it NetHack\/
} also have front-end programs that allow
3806 you to set options before starting the game or a global configuration
3807 for system administrators.
3810 \subsection*
{Using a configuration file
}
3813 The default name and location of the configuration file varies on different
3814 operating systems.\\
3817 On UNIX, Linux and macOS it is
\mbox{``.nethackrc''
} in the user's home
3819 The file may not exist, but it is a normal ASCII text file and
3820 can be created with any text editor.\\
3823 On Windows, the name is
\mbox{``.nethackrc''
} location in the folder
3824 \mbox{{``\%USERPROFILE\%
\textbackslash NetHack
\textbackslash''
}}.
3825 The file may not exist,
3826 but it is a normal ASCII text file and can be created with any
3828 After running
{\it NetHack\/
} for the first time, you should find a default
3829 template for ths configuration file named
\mbox{``.nethackrc.template''
} in
3830 \mbox{{``\%USERPROFILE\%
\textbackslash NetHack
\textbackslash''
}}.
3831 If you have not created the configuration file,
{\it NetHack\/
} will create
3832 the configuration file for you using the default template file.\\
3835 On MS-DOS it is
\mbox{``defaults.nh''
} in the same folder as
3836 \mbox{{\it nethack.exe\/
}}.\\
3839 Any line in the configuration file starting with `
{\tt \#
}' is treated
3840 as a comment and ignored.
3841 Empty lines are ignored.
3843 Any line beginning with `
{\tt \verb+
[+
}' and ending in `
{\tt \verb+
]+
}'
3844 is a section marker (the closing `
{\tt \verb+
]+
}' can be followed
3845 by whitespace and then an arbitrary comment beginning with `
{\tt \#
}').
3846 The text between the square brackets is the section name.
3847 Section markers are only valid after a CHOOSE directive and their names
3848 are case insensitive.
3849 Lines after a section marker belong to that section up until another
3850 section starts or a marker without a name is encountered or the file ends.
3851 Lines within sections are ignored unless a CHOOSE directive has selected
3855 You can use different configuration directives in the file, some
3856 of which can be used multiple times.
3857 In general, the directives are
3858 written in capital letters, followed by an equals sign, followed by
3859 settings particular to that directive.
3862 Here is a list of allowed directives:
3867 There are two types of options, boolean and compound options.
3868 Boolean options toggle a setting on or off, while compound options
3869 take more diverse values.
3870 Prefix a boolean option with `no' or `!' to turn it off.
3871 For compound options, the option name and value are separated by a colon.
3872 Some options are persistent, and apply only to new games.
3873 You can specify multiple OPTIONS directives, and multiple options
3874 separated by commas in a single OPTIONS directive.
3875 (Comma separated options are processed from right to left.)
3881 OPTIONS=dogname:Fido
3882 OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
3888 Default location of files
{\it NetHack\/
} needs. On Windows HACKDIR
3889 defaults to the location of the
{\it NetHack.exe\/
} or
{\it NetHackw.exe\/
} file
3890 so setting HACKDIR to override that is not usually necessary or recommended.
3892 \item[\bb{LEVELDIR
}]
3893 The location that in-progress level files are stored. Defaults to HACKDIR,
3897 The location where saved games are kept. Defaults to HACKDIR, must be
3900 \item[\bb{BONESDIR
}]
3901 The location that bones files are kept. Defaults to HACKDIR, must be
3905 The location that file synchronization locks are stored. Defaults to
3906 HACKDIR, must be writable.
3908 \item[\bb{TROUBLEDIR
}]
3909 The location that a record of game aborts and self-diagnosed game problems
3910 is kept. Defaults to HACKDIR, must be writable.
3912 % config file entries beyond this point are shown alphabetically
3915 \item[\bb{AUTOCOMPLETE
}]
3916 Enable or disable an extended command autocompletion.
3917 Autocompletion has no effect for the X11 windowport.
3918 You can specify multiple autocompletions. To enable
3919 autocompletion, list the extended command. Prefix the
3920 command with ``
{{\tt !
}}'' to disable the autocompletion
3927 AUTOCOMPLETE=zap,!annotate
3932 \item[\bb{AUTOPICKUP
\_EXCEPTION}]
3933 Set exceptions to the
{{\it pickup
\_types\/
}}
3934 option. See the ``Configuring Autopickup Exceptions'' section.
3936 \item[\bb{BINDINGS
}]
3937 Change the key bindings of some special keys, menu accelerators,
3938 extended commands, or mouse buttons. You can specify multiple bindings.
3939 Format is key followed by the command, separated by a colon.
3940 See the ``Changing Key Bindings`` section for more information.
3946 BIND=^X:getpos.autodescribe
3952 Chooses at random one of the comma-separated parameters as an active
3954 Lines in other sections are ignored.
3961 CHOOSE=char A,char B
3963 OPTIONS=role:arc,race:dwa,align:law,gender:fem
3965 OPTIONS=role:wiz,race:elf,align:cha,gender:mal
3967 OPTIONS=!rest_on_space
3972 If
{\tt []} is present, the preceding section is closed and no new
3973 section begins; whatever follows will be common to all sections.
3974 Otherwise the last section extends to the end of the options file.
3977 \item[\bb{MENUCOLOR
}]
3978 Highlight menu lines with different colors.
3979 See the ``Configuring Menu Colors`` section.
3982 Change the way messages are shown in the top status line.
3983 See the ``Configuring Message Types`` section.
3985 \item[\bb{ROGUESYMBOLS
}]
3986 Custom symbols for the rogue level's symbol set.
3987 See
{\it SYMBOLS
} below.
3990 Define a sound mapping.
3991 See the ``Configuring User Sounds'' section.
3993 \item[\bb{SOUNDDIR
}]
3994 Define the directory that contains the sound files.
3995 See the ``Configuring User Sounds'' section.
3998 Override one or more symbols in the symbol set used for all dungeon
3999 levels except for the special rogue level.
4000 See the ``Modifying
{\it NetHack\/
} Symbols'' section.
4007 # replace small punctuation (tick marks) with digits
4008 SYMBOLS=S_boulder:
0,S_golem:
7
4014 Debug mode only: extra items to add to initial inventory.
4015 Value is the name of a text file containing a list of item names,
4016 one per line, up to a maximum of
128 lines.
4017 Each line is processed by the function that handles wishing.
4030 Here is an example of configuration file contents:
4033 # Set your character's role, race, gender, and alignment.
4034 OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
4036 # Turn on autopickup, set automatically picked up object types
4037 OPTIONS=autopickup,pickup_types:$"=/!?+
4040 OPTIONS=
color # Display things in
color if possible
4041 OPTIONS=lit_corridor # Show lit corridors differently
4042 OPTIONS=hilite_pet,hilite_pile
4043 # Replace small punctuation (tick marks) with digits
4044 SYMBOLS=S_boulder:
0,S_golem:
7
4046 # No startup splash screen. Windows GUI only.
4047 OPTIONS=!splash_screen
4053 \subsection*
{Using the
{\tt NETHACKOPTIONS
} environment variable
}
4056 The NETHACKOPTIONS variable is a comma-separated list of initial
4057 values for the various options. Some can only be turned on or off.
4058 You turn one of these on by adding the name of the option to the list,
4059 and turn it off by typing a `
{\tt !
}' or ``
{\tt no
}'' before the name.
4061 character string as a value. You can set string options by typing
4062 the option name, a colon or equals sign, and then the value of the string.
4063 The value is terminated by the next comma or the end of string.
4066 For example, to set up an environment variable so that
4067 {\it color\/
} is
{\tt on
},
4068 {\it legacy\/
} is
{\tt off
},
4069 character
{\it name\/
} is set to ``
{\tt Blue Meanie
}'',
4070 and named
{\it fruit\/
} is set to ``
{\tt lime
}'',
4071 you would enter the command
4074 setenv NETHACKOPTIONS "
color,\!leg,name:Blue Meanie,fruit:lime"
4079 (note the need to escape the `!' since it's special
4080 to that shell), or the pair of commands
4083 NETHACKOPTIONS="
color,!leg,name:Blue Meanie,fruit:lime"
4084 export NETHACKOPTIONS
4088 \nd in
{\it sh
},
{\it ksh
}, or
{\it bash
}.
4091 The NETHACKOPTIONS value is effectively the same as a single OPTIONS
4092 directive in a configuration file.
4093 The ``OPTIONS='' prefix is implied and comma separated options are
4094 processed from right to left.
4095 Other types of configuration directives such as BIND or MSGTYPE are
4099 Instead of a comma-separated list of options,
4100 NETHACKOPTIONS can be set to the full name of a configuration file you
4102 If that full name doesn't start with a slash, precede it with `
{\tt @
}'
4103 (at-sign) to let NetHack know that the rest is intended as a file name.
4104 If it does start with `
{\tt /
}', the at-sign is optional.
4107 \subsection*
{Customization options
}
4110 Here are explanations of what the various options do.
4111 Character strings that are too long may be truncated.
4112 Some of the options listed may be inactive in your dungeon.
4115 Some options are persistent, and are saved and reloaded along with
4116 the game. Changing a persistent option in the configuration file
4117 applies only to new games.
4121 \item[\ib{accessiblemsg
}]
4122 Add location or direction information to messages (default is off).
4124 \item[\ib{acoustics
}]
4125 Enable messages about what your character hears (default on).
4126 Note that this has nothing to do with your computer's audio capabilities.
4129 \item[\ib{alignment
}]
4130 Your starting alignment (
{\tt align:lawful
},
{\tt align:neutral
},
4131 or
{\tt align:chaotic
}).
4132 You may specify just the first letter.
4133 Many roles and the non-human races restrict which alignments are allowed.
4135 for a description of how to use negation to exclude choices.
4139 Cannot be set with the `
{\tt O
}' command. Persistent.
4141 \item[\ib{autodescribe
}]
4142 Automatically describe the terrain under cursor when asked to get a location
4143 on the map (default true).
4144 The
{\it whatis
\verb+_+coord\/
}
4145 option controls whether the description includes map coordinates.
4148 Automatically dig if you are wielding a digging tool and moving into a place
4149 that can be dug (default false). Persistent.
4151 \item[\ib{autoopen
}]
4152 Walking into a closed door attempts to open it (default true).
4155 \item[\ib{autopickup
}]
4156 Automatically pick up things onto which you move (default off).
4160 See ``
{\it pickup
\verb+_+types\/
}'' and also
4161 ``
{\it autopickup
\verb+_+exception\/
}'' for ways to refine the behavior.
4164 Note: prior to version
3.7.0, the default for
{\it autopickup\/
} was
{\it on
}.
4166 \item[\ib{autoquiver
}]
4167 This option controls what happens when you attempt the `
{\tt f
}' (fire)
4168 command when nothing is quivered or readied (default false).
4169 When true, the computer will fill
4170 your quiver or quiver sack or make ready some suitable weapon.
4171 Note that it will not take
4172 into account the blessed/cursed status, enchantment, damage, or
4173 quality of the weapon; you are free to manually fill your quiver
4174 or quiver sack or make ready
4175 with the `
{\tt Q
}' command instead.
4176 If no weapon is found or the option is
4177 false, the `
{\tt t
}' (throw) command is executed instead. Persistent.
4179 \item[\ib{autounlock
}]
4180 %\hyphenation{apply\-key}%this needs to be tested...
4181 Controls what action to take when attempting to walk into a locked door
4182 or to loot a locked container.
4183 Takes a plus-sign separated list of values:
4186 \newlength{\auwidth}
4188 \settowidth{\auwidth}{\tt Apply-Key
}
4189 \addtolength{\auwidth}{\labelsep}
4190 \blist{\leftmargin \auwidth \topsep 1mm
\itemsep 0mm
}
4193 prompt about whether to attempt to find a trap;
4194 it might fail to find one even when present; if it does find one, it
4195 will ask whether you want to try to disarm the trap; if you decline,
4196 your character will forget that the door or box is trapped;
4198 \item[{\tt Apply-Key
}]
4199 if carrying a key or other unlocking tool, prompt about using it;
4202 kick the door (if you omit untrap or decline to attempt untrap and
4203 you omit apply-key or you lack a key or you decline to use the key;
4204 has no effect on containers);
4207 try to force a container's lid with your currently
4208 wielded weapon (if you omit untrap or decline to attempt untrap and
4209 you omit apply-key or you lack a key or you decline to use the key;
4210 has no effect on doors);
4213 none of the above; can't be combined with the other choices.
4216 Omitting the value is treated as if
{\tt autounlock:apply-key
}.
4217 Preceding
{\tt autounlock
} with `
{\tt !
}' or ``
{\tt no
}'' is treated as
4218 {\tt autounlock:none
}.
4221 Applying a key might set off a trap if the door or container is trapped.
4222 Successfully kicking a door will break it and wake up nearby monsters.
4223 Successfully forcing a container open will break its lock and might also
4224 destroy some of its contents or damage your weapon or both.
4227 The default is Apply-Key.
4231 Start the character permanently blind (default false). Persistent.
4234 Allow saving and loading bones files (default true). Persistent.
4237 Set the character used to display boulders (default is the ``large rock''
4238 class symbol, `
{\tt `
}').
4241 Name your starting cat (for example, ``
{\tt catname:Morris
}'').
4242 Cannot be set with the `
{\tt O
}' command.
4244 \item[\ib{character
}]
4245 Synonym for ``
{\tt role
}'' to pick the type of your character
4246 (for example ``
{\tt character:Monk
}''). See
{\it role\/
} for more details.
4248 \item[\ib{checkpoint
}]
4249 Save game state after each level change, for possible recovery after
4250 program crash (default on). Persistent.
4252 \item[\ib{cmdassist
}]
4253 Have the game provide some additional command assistance for new
4254 players if it detects some anticipated mistakes (default on).
4257 Have user confirm attacks on pets, shopkeepers, and other
4258 peaceable creatures (default on). Persistent.
4260 \item[\ib{dark
\verb+_+room
}]
4261 Show out-of-sight areas of lit rooms (default on). Persistent.
4264 Start the character permanently deaf (default false). Persistent.
4266 \item[\ib{dropped
\verb+_+nopick
}]
4267 If this option is on, items you dropped will not be automatically picked up,
4268 even if ``
{\it autopickup\/
}'' is also on and they are in
4269 ``
{\it pickup
\verb+_+types\/
}'' or match a positive autopickup exception
4270 (default on). Persistent.
4272 \item[\ib{disclose
}]
4273 Controls what information the program reveals when the game ends.
4274 Value is a space separated list of prompting/category pairs
4275 (default is `
{\tt ni na nv ng nc no
}',
4276 prompt with default response of `
{\tt n
}' for each candidate).
4278 The possibilities are:
4282 {\tt i
} --- disclose your inventory;\\
4283 {\tt a
} --- disclose your attributes;\\
4284 {\tt v
} --- summarize monsters that have been vanquished;\\
4285 {\tt g
} --- list monster species that have been genocided;\\
4286 {\tt c
} --- display your conduct; also achievements, if any;\\
4287 {\tt o
} --- display dungeon overview.
4291 Each disclosure possibility can optionally be preceded by a prefix which
4292 lets you refine how it behaves. Here are the valid prefixes:
4296 {\tt y
} --- prompt you and default to yes on the prompt;\\
4297 {\tt n
} --- prompt you and default to no on the prompt;\\
4298 {\tt +
} --- disclose it without prompting;\\
4299 {\tt -
} --- do not disclose it and do not prompt.
4303 The listing of vanquished monsters can be sorted,
4304 so there are two additional choices for `
{\tt v
}':
4305 The listings of vanquished monsters and of genocided types can be sorted,
4306 so there are two additional choices for `q' and `g':
4309 {\tt ?
} --- prompt you and default to ask on the prompt;\\
4310 {\tt\#
} --- disclose it without prompting, ask for sort order.
4314 Asking refers to picking one of the orderings from a menu.
4315 The `
{\tt +
}' disclose without prompting choice,
4316 or being prompted and answering `
{\tt y
}' rather than `
{\tt a
}',
4317 will default to showing monsters in the order specified by the
4318 {\it sortvanquished\/
} option.
4321 Omitted categories are implicitly added with `
{\tt n
}' prefix.
4322 Specified categories with omitted prefix implicitly use `
{\tt +
}' prefix.
4323 Order of the disclosure categories does not matter, program display for
4324 end-of-game disclosure follows a set sequence.
4327 (for example, ``
{\tt disclose:yi na +v -g o
}'')
4329 {\tt inventory
} to
{\it prompt\/
} and default to
{\it yes\/
},
4330 {\tt attributes
} to
{\it prompt\/
} and default to
{\it no\/
},
4331 {\tt vanquished
} to
{\it disclose without prompting\/
},
4332 {\tt genocided
} to
{\it not disclose\/
} and
{\it not prompt\/
},
4333 {\tt conduct
} to implicitly
{\it prompt\/
} and default to
{\it no\/
},
4334 {\tt overview
} to
{\it disclose without prompting\/
}.
4337 Note that the vanquished monsters list includes all monsters killed by
4338 traps and each other as well as by you.
4339 And the dungeon overview shows all levels you had visited but does not
4340 reveal things about them that you hadn't discovered.
4343 Name your starting dog (for example, ``
{\tt dogname:Fang
}'').
4344 Cannot be set with the `
{\tt O
}' command.
4347 Changes the extended commands interface to pop-up a menu of available commands.
4348 It is keystroke compatible with the traditional interface except that it does
4349 not require that you hit Enter.
4350 It is implemented for the tty interface (default off).
4352 For the X11 interface, which always uses a menu for choosing an extended
4353 command, it controls whether the menu shows all available commands (on)
4354 or just the subset of commands which have traditionally been considered
4355 extended ones (off).
4358 An obsolete synonym for ``
{\tt gender:female
}''. Cannot be set with the
4361 \item[\ib{fireassist
}]
4362 This option controls what happens when you attempt the `
{\tt f
}' (fire)
4363 and don't have an appropriate launcher, such as a bow or a sling, wielded.
4364 If on, you will automatically wield the launcher. Default is on.
4367 An object's inventory letter sticks to it when it's dropped (default on).
4368 If this is off, dropping an object shifts all the remaining inventory letters.
4371 \item[\ib{force
\_invmenu}]
4372 Commands asking for an inventory item show a menu instead of
4373 a text query with possible menu letters. Default is off.
4376 Name a fruit after something you enjoy eating (for example, ``
{\tt fruit:mango
}'')
4377 (default ``
{\tt slime mold
}''). Basically a nostalgic whimsy that
4378 {\it NetHack\/
} uses from time to time. You should set this to something you
4379 find more appetizing than slime mold. Apples, oranges, pears, bananas, and
4380 melons already exist in
{\it NetHack\/
}, so don't use those.
4383 Your starting gender (
{\tt gender:male
} or
{\tt gender:female
}).
4384 You may specify just the first letter.
4386 still denote your gender using either of the deprecated
4387 ``
{\it male\/
}'' and ``
{\it female\/
}''
4388 options, the ``
{\it gender\/
}'' option will take precedence.
4390 for a description of how to use negation to exclude choices.
4394 Cannot be set with the `
{\tt O
}' command. Persistent.
4397 When filtering objects based on bless/curse state (BUCX), whether to
4398 treat gold pieces as
{\tt X
} (unknown bless/curse state, when `on')
4399 or
{\tt U
} (known to be uncursed, when `off', the default).
4400 Gold is never blessed or cursed, but it is not described as ``uncursed''
4401 even when the
{\it implicit
\verb+_+uncursed\/
} option is `off'.
4404 If more information is available for an object looked at
4405 with the `
{\tt /
}' command, ask if you want to see it (default on).
4406 Turning help off makes just looking at things faster, since you aren't
4407 interrupted with the ``
{\tt More info?
}'' prompt, but it also means that you
4408 might miss some interesting and/or important information. Persistent.
4410 \item[\ib{herecmd
\verb+_+menu
}]
4411 When using a windowport that supports mouse and clicking on yourself or
4412 next to you, show a menu of possible actions for the location.
4413 Same as ``
{\tt \#herecmdmenu
}'' and ``
{\tt \#therecmdmenu
}'' commands.
4415 \item[\ib{hilite
\verb+_+pet
}]
4416 Visually distinguish pets from similar animals (default off).
4417 The behavior of this option depends on the type of windowing you use.
4418 In text windowing, text highlighting or inverse video is often used;
4419 with tiles, generally displays a heart symbol near pets.
4422 With the tty or curses interface, the
{\it petattr\/
}
4423 option controls how to highlight pets and setting it will turn the
4424 {\it hilite
\verb+_+pet\/
} option on or off as warranted.
4426 \item[\ib{hilite
\verb+_+pile
}]
4427 Visually distinguish piles of objects from individual objects (default off).
4428 The behavior of this option depends on the type of windowing you use.
4429 In text windowing, text highlighting or inverse video is often used;
4430 with tiles, generally displays a small plus-symbol beside the object
4431 on the top of the pile.
4433 \item[\ib{hitpointbar
}]
4434 Show a hit point bar graph behind your name and title in the status
4435 display (default off).
4438 The ``curses'' interface supports it even if the status highlighting
4439 feature has been disabled when building the program.
4440 The ``tty'' and ``mswin'' (aka ``Windows GUI'') interfaces
4441 support it only if status highlighting is left enabled when building.
4442 You don't need to set up any highlighting rules in order to display
4444 If there is one for hitpoints in effect and it specifies
color, that
4445 color will be used for the bar.
4446 However if it specifies video attributes, they will be ignored in
4447 favor of
{\it inverse
}.
4448 For tty and curses,
{\it blink\/
} will also be used if the current
4449 hitpoint value is at or below the
{\it critical HP\/
} threshold.
4452 The ``Qt'' interface also supports hitpointbar, by drawing
4453 a solid bar above the name and title with a hard-coded
color scheme.
4454 (As of this writing, having the bar enabled unintentionally inhibits
4455 resizing the status panel.
4456 To resize that, use the
{\tt \#optionsfull
} command to toggle the
4457 {\it hitpointbar\/
} option off, perform the resize while it's off, then
4458 use the same command to toggle it back on.)
4460 \item[\ib{horsename
}]
4461 Name your starting horse (for example, ``
{\tt horsename:Trigger
}'').
4462 Cannot be set with the `
{\tt O
}' command.
4465 Ignore interrupt signals, including breaks (default off). Persistent.
4467 \item[\ib{implicit
\verb+_+uncursed
}]
4468 Omit ``uncursed'' from object descriptions when it can be deduced from
4469 other aspects of the description (default on).
4473 If you use menu coloring, you may want to turn this off.
4476 Display an introductory message when starting the game (default on).
4479 \item[\ib{lit
\verb+_+corridor
}]
4480 Show corridor squares seen by night vision or a light source held by your
4481 character as lit (default off). Persistent.
4484 When using a menu to interact with a container,
4485 use the old `
{\tt a
}', `
{\tt b
}', and `
{\tt c
}' keyboard shortcuts
4486 rather than the mnemonics `
{\tt o
}', `
{\tt i
}', and `
{\tt b
}' (default off).
4490 Enable mail delivery during the game (default on). Persistent.
4493 An obsolete synonym for ``
{\tt gender:male
}''. Cannot be set with the
4496 \item[\ib{mention
\verb+_+decor
}]
4497 Give feedback when walking onto various dungeon features such as stairs,
4498 fountains, or altars which are ordinarily only described when covered
4499 by one or more objects (default off). Persistent.
4501 \item[\ib{mention
\verb+_+map
}]
4502 Give feedback when interesting map locations change (default off).
4504 \item[\ib{mention
\verb+_+walls
}]
4505 Give feedback when walking against a wall (default off). Persistent.
4507 \item[\ib{menucolors
}]
4508 Enable coloring menu lines (default off).
4509 See ``
{\it Configuring Menu Colors\/
}'' on how to configure the colors.
4511 \item[\ib{menustyle
}]
4512 Controls the method used when you need to choose various objects (in
4513 response to the
{\tt Drop
} (aka
{\tt droptype
}) command, for instance).
4514 The value specified should be the first letter of one of the following:
4515 traditional, combination, full, or partial.
4516 Default is
{\tt full
}.
4520 Traditional was the only method available for very
4521 early versions; it consists of a prompt for object class characters,
4522 followed by an object-by-object prompt for all items matching the selected
4524 Combination starts with a prompt for object class(es)
4525 of interest, but then displays a menu of matching objects rather than
4526 prompting one-by-one.
4527 Full displays a menu of
4528 object classes rather than a character prompt, and then a menu of matching
4529 objects for selection.
4530 (Choosing its `A' (Autoselect-All) choice skips the second menu.
4531 To avoid choosing that by accident,
4532 set
{\it paranoid
\verb+_+confirm:AutoAll\/
} to require confirmation.)
4533 Partial skips the object class filtering and
4534 immediately displays a menu of all objects.
4535 \item[\ib{menu
\verb+_+deselect
\verb+_+all
}]
4536 Key to deselect all items in a menu.
4537 Implemented by the Amiga, Gem, X11 and tty ports.
4539 \item[\ib{menu
\verb+_+deselect
\verb+_+page
}]
4540 Key to deselect all items on this page of a menu.
4541 Implemented by the Amiga, Gem and tty ports.
4543 \item[\ib{menu
\verb+_+first
\verb+_+page
}]
4544 Key to jump to the first page in a menu.
4545 Implemented by the Amiga, Gem and tty ports.
4547 \item[\ib{menu
\verb+_+headings
}]
4548 Controls how the headings in a menu are highlighted.
4549 Takes a text attribute, or text
color and attribute separated by ampersand.
4550 For allowed attributes and colors, see ``
{\it Configuring Menu Colors\/
}``.
4551 Not all ports can actually display all types.
4552 \item[\ib{menu
\verb+_+invert
\verb+_+all
}]
4553 Key to invert all items in a menu.
4554 Implemented by the Amiga, Gem, X11 and tty ports.
4556 \item[\ib{menu
\verb+_+invert
\verb+_+page
}]
4557 Key to invert all items on this page of a menu.
4558 Implemented by the Amiga, Gem and tty ports.
4560 \item[\ib{menu
\verb+_+last
\verb+_+page
}]
4561 Key to jump to the last page in a menu.
4562 Implemented by the Amiga, Gem and tty ports.
4564 \item[\ib{menu
\verb+_+next
\verb+_+page
}]
4565 Key to go to the next menu page.
4566 Implemented by the Amiga, Gem and tty ports.
4568 \item[\ib{menu
\verb+_+objsyms
}]
4569 Show object symbols in menu headings in menus where
4570 the object symbols act as menu accelerators (default off).
4571 \item[\ib{menu
\verb+_+overlay
}]
4572 Do not clear the screen before drawing menus, and align
4573 menus to the right edge of the screen. Only for the tty port.
4575 \item[\ib{menu
\verb+_+previous
\verb+_+page
}]
4576 Key to go to the previous menu page.
4577 Implemented by the Amiga, Gem and tty ports.
4579 \item[\ib{menu
\verb+_+search
}]
4580 Key to search for some text and toggle selection state of matching menu items.
4582 \item[\ib{menu
\verb+_+select
\verb+_+all
}]
4583 Key to select all items in a menu.
4584 Implemented by the Amiga, Gem, X11 and tty ports.
4586 \item[\ib{menu
\verb+_+select
\verb+_+page
}]
4587 Key to select all items on this page of a menu.
4588 Implemented by the Amiga, Gem and tty ports.
4592 \item[\ib{menu
\verb+_+shift
\verb+_+left
}]
4593 Key to scroll a menu---one which has been
4594 scrolled right---back to the left.
4595 Implemented for
{\it perm
\verb+_+invent\/
} only by curses and X11.
4596 Default `
{\tt \verb+
{+
}'.
4599 \item[\ib{menu
\verb+_+shift
\verb+_+right
}]
4600 Key to scroll a menu which has text beyond the
4601 right edge to the right.
4602 Implemented for
{\it perm
\verb+_+invent\/
} only by curses by X11.
4603 Default `
{\tt \verb+
}+
}'.
4605 % \item[\ib{menu\verb+_+tab\verb+_+sep}]
4606 % Format menu entries using TAB to separate columns (default off).
4607 % Only applicable to some menus, and only useful to some interfaces.
4610 \item[\ib{mon
\verb+_+movement
}]
4611 Show a message when hero notices a monster movement (default is off).
4613 \item[\ib{monpolycontrol
}]
4614 Prompt for new form whenever any monster changes shape (default off).
4617 \item[\ib{montelecontrol
}]
4618 Prompt for destination whenever any monster gets teleported (default off).
4621 \item[\ib{mouse
\verb+_+support
}]
4622 Allow use of the mouse for input and travel.
4627 {\tt 0} --- disabled\\
4628 {\tt 1} --- enabled and make OS adjustments to support mouse use\\
4629 {\tt 2} --- like
{\tt 1}, but does not make any OS adjustments\\
4633 Omitting a value is the same as specifying
{\tt 1}
4635 {\it mouse
\verb+_+support\/
}
4636 is the same as specifying
{\tt 0}.
4638 \item[\ib{msghistory
}]
4639 The number of top line messages to save (and be able to recall
4640 with `
{\tt \^
{}P
}') (default
20).
4641 Cannot be set with the `
{\tt O
}' command.
4643 \item[\ib{msg
\verb+_+window
}]
4644 Allows you to change the way recalled messages are displayed.
4645 Currently it is only supported for tty (all four choices) and for curses
4646 (`
{\tt f
}' and `
{\tt r
}' choices, default `
{\tt r
}').
4647 The possible values are:
4651 {\tt s
} --- single message (default; only choice prior to
3.4.0);\\
4652 {\tt c
} --- combination, two messages as
{\it single\/
}, then as
{\it full\/
};\\
4653 {\tt f
} --- full window, oldest message first;\\
4654 {\tt r
} --- full window reversed, newest message first.
4658 For backward compatibility, no value needs to be specified (which
4659 defaults to
{\it full\/
}), or it can be negated (which defaults
4663 Set your character's name (defaults to your user name). You can also
4664 set your character's role by appending a dash and one or more letters of
4665 the role (that is, by suffixing one of
4666 ``
{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W
}'').
4667 If ``
{\tt -@
}'' is used for the role, then a random one will be
4668 automatically chosen.
4669 Cannot be set with the `
{\tt O
}' command.
4672 Read the
{\it NetHack\/
} news file, if present (default on).
4673 Since the news is shown at the beginning of the game, there's no point
4674 in setting this with the `
{\tt O
}' command.
4677 Start the character with no armor (default false). Persistent.
4680 Send padding nulls to the terminal (default on). Persistent.
4682 \item[\ib{number
\verb+_+pad
}]
4683 Use digit keys instead of letters to move (default
0 or off).\\
4689 \settowidth{\mwidth}{\tt -
0}
4690 \newcommand{\numbox}[1]{\makebox[\mwidth][r
]{{\tt #1}}}
4691 \numbox{0} --- move by letters; `
{\tt yuhjklbn
}'\\
4692 \numbox{1} --- move by numbers; digit `
{\tt 5}' acts as `
{\tt G
}' movement prefix\\
4693 \numbox{2} --- like
{\tt 1} but `
{\tt 5}' works as `
{\tt g
}' prefix instead of as `
{\tt G
}'\\
4694 \numbox{3} --- by numbers using phone key layout;
{\tt 123} above,
{\tt 789} below\\
4695 \numbox{4} --- combines
{\tt 3} with
{\tt 2}; phone layout plus MS-DOS compatibility\\
4696 \numbox{-
1} --- by letters but use `
{\tt z
}' to go northwest, `
{\tt y
}' to zap wands
4700 For backward compatibility, omitting a value is the same as specifying
{\tt 1}
4702 {\it number
\verb+_+pad\/
}
4703 is the same as specifying
{\tt 0}.
4704 (Settings
{\tt 2} and
{\tt 4} are for compatibility with MS-DOS or old PC Hack;
4705 in addition to the different behavior for `
{\tt 5}', `
{\tt Alt-
5}' acts as `
{\tt G
}'
4706 and `
{\tt Alt-
0}' acts as `
{\tt I
}'.
4707 Setting
{\tt -
1} is to accommodate some QWERTZ keyboards which have the
4708 location of the `
{\tt y
}' and `
{\tt z
}' keys swapped.)
4709 When moving by numbers, to enter a count prefix for those commands
4710 which accept one (such as ``
{\tt 12s
}'' to search twelve times), precede it
4711 with the letter `
{\tt n
}' (``
{\tt n12s
}'').
4713 \item[\ib{packorder
}]
4714 Specify the order to list object types in (default
4715 ``
\verb&")
[%?+!=/(*`0_&''). The value of this option should be a string
4716 containing the symbols for the various object types. Any omitted types
4717 are filled in at the end from the previous order.
4719 \item[\ib{paranoid
\verb+_+confirmation
}]
4720 A space separated list of specific situations where alternate
4721 prompting is desired.
4722 The default is ``
{\it paranoid
\verb+_+confirmation:pray swim trap
}''.
4725 \newlength{\pcwidth}
4726 \settowidth{\pcwidth}{\tt Were-change
}
4727 \addtolength{\pcwidth}{\labelsep}
4728 \blist{\leftmargin \pcwidth \topsep 1mm
\itemsep 0mm
}
4729 \item[{\tt Confirm
}]
4730 for any prompts which are set to require ``yes'' rather than `y',
4731 also require ``no'' to reject instead of accepting any non-yes response
4732 as no; changes pray and AutoAll to require ``yes'' or ``no'' too;
4733 \item[{\tt quit~~~
}]
4734 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm quitting
4735 the game or switching into non-scoring explore mode;
4736 \item[{\tt die~~~~
}]
4737 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm dying (not
4738 useful in normal play; applies to explore mode);
4739 \item[{\tt bones~~
}]
4740 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm saving
4741 bones data when dying in debug mode
4742 \item[{\tt attack~
}]
4743 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm attacking
4745 \item[{\tt wand-break
}]
4746 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm breaking
4747 a wand with the
{\it apply
} command;
4748 \item[{\tt eating~
}]
4749 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm whether to
4751 \item[{\tt Were-change
}]
4752 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm changing form due
4753 to lycanthropy when hero has polymorph control;
4754 \item[{\tt pray~~~
}]
4755 require `
{\tt y
}' to confirm an attempt to pray rather
4756 than immediately praying; on by default;
4757 (to require ``yes'' rather than just `y', set Confirm too);
4758 \item[{\tt trap~~~
}]
4759 require `
{\tt y
}' to confirm an attempt to move into or onto a known trap,
4760 unless doing so is considered to be harmless;
4761 when enabled, this confirmation is also used for moving into visible
4763 (to require ``yes'' rather than just `y', set Confirm too);
4764 confirmation can be skipped by using the `
{\tt m
}' movement prefix;
4765 \item[{\tt swim~~~
}]
4766 prevent walking into water or lava; on by default; (to deliberately step
4767 onto/into such terrain when this is set, use the `
{\tt m
}'
4768 movement prefix when adjacent);
4769 \item[{\tt AutoAll
}]
4770 require confirmation when the `A' (Autoselect-All) choice is selected
4771 in object class filtering menus for
{\it menustyle:Full
};
4772 (to require ``yes'' rather than just `y', set Confirm too);
4773 \item[{\tt Remove~
}]
4774 require selection from inventory for `
{\tt R
}' and `
{\tt T
}'
4775 commands even when wearing just one applicable item;
4776 \item[{\tt all~~~~
}]
4777 turn on all of the above.
4781 By default, the pray, swim, and trap choices are enabled, the others disabled.
4782 To disable them without setting
4783 any of the other choices, use ``
{\it paranoid
\verb+_+confirmation:none
}''.
4784 To keep them enabled while setting any of the others, you can
4785 include them in the list, such as
4786 ``
{\it par\-a\-noid
\verb+_+con\-fir\-ma\-tion:attack~pray~swim~Remove\/
}''
4787 or you can precede the first entry in the list with a plus sign,
4788 ``
{\it paranoid
\verb+_+confirmation:
\verb|+|attack~Remove\/
}''.
4789 To remove an entry that has been previously set without removing others,
4790 precede the first entry in the list with a minus sign,
4791 ``
{\it paranoid
\verb+_+confirmation:-swim\/
}.
4792 To both add some new entries and remove some old ones, you can use
4793 multiple
{\it paranoid
\verb+_+confirmation\/
} option settings, or you can
4794 use the `
{\tt \verb|+|
}' form and list entries to be added by their name
4795 and entries to be removed by `
{\tt !
}' and name.
4796 The positive (no `!') and negative (with `!') entries
4800 Start the character with no possessions (default false). Persistent.
4802 \item[\ib{perm
\verb+_+invent
}]
4803 If true, always display your current inventory in a window (default is false).
4807 makes sense for windowing system interfaces that implement this feature.
4808 For those that do, the
4809 {\tt perminv
\verb+_+mode
}
4810 option can be used to refine what gets displayed
4811 for
{\it perm
\verb+_+invent\/
}.
4812 Setting that to a value other than
{\it none\/
}
4813 while
{\it perm
\verb+_+invent\/
} is false will change it to true.
4815 \item[\ib{perminv
\verb+_+mode
}]
4817 {\tt perm
\verb+_+invent
}
4820 %.PS "\f(CRin-use\fP"
4821 \settowidth{\pcwidth}{\tt in-use
} %reuse the paranoid_confirm width
4822 \addtolength{\pcwidth}{\labelsep}
4823 \blist{\leftmargin \pcwidth \topsep 1mm
\itemsep 0mm
}
4826 behave as if
{\it perm
\verb+_+invent\/
} is false;
4828 show all inventory except for gold;
4830 show full inventory including gold;
4832 only show items which are in use (worn, wielded, lit lamp).
4835 Default is
{\it none\/
} but if
{\it perm
\verb+_+invent\/
} gets set to true
4836 while it is
{\it none\/
} it will be changed to
{\it all\/
}.
4839 Note: if gold has been equipped in quiver/ammo-pouch then it will be
4840 included for
{\it all\/
} despite that mode normally omitting gold.
4842 %.\" petattr is a wincap option but we'll document it here...
4844 Specifies one or more text highlighting attributes to use when showing
4846 Effectively a superset of the
{\it hilite
\verb+_+pet\/
} boolean option.
4847 Curses or tty interface only; value is one of
4848 none, bold, dim, underline, italic, blink, and inverse.
4849 Some of those choices might not work,
4850 depending upon terminal hardware or terminal emulation software.
4854 Specify the type of your initial pet, if you are playing a character class
4855 that uses multiple types of pets; or choose to have no initial pet at all.
4856 Possible values are ``
{\tt cat
}'', ``
{\tt dog
}'', ``
{\tt horse
}''
4858 If the choice is not allowed for the role you are currently playing,
4859 it will be silently ignored. For example, ``
{\tt horse
}'' will only be
4860 honored when playing a knight.
4861 Cannot be set with the `
{\tt O
}' command.
4863 \item[\ib{pickup
\verb+_+burden
}]
4864 When you pick up an item that would exceed this encumbrance
4865 level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
4866 or overLoaded), you will be asked if you want to continue.
4867 (Default `S'). Persistent.
4869 \item[\ib{pickup
\verb+_+stolen
}]
4870 If this option is on and ``
{\it autopickup\/
}'' is also on, try to pick up
4871 things that a monster stole from you, even if they aren't in
4872 ``
{\it pickup
\verb+_+types\/
}'' or
4873 match an autopickup exception.
4877 \item[\ib{pickup
\verb+_+thrown
}]
4878 If this option is on and ``
{\it autopickup\/
}'' is also on, try to pick up
4879 things that you threw, even if they aren't in
4880 ``
{\it pickup
\verb+_+types\/
}'' or
4881 match an autopickup exception.
4885 \item[\ib{pickup
\verb+_+types
}]
4886 Specify the object types to be picked up when ``
{\it autopickup\/
}''
4888 Default is all types.
4892 The value is a list of object symbols, such as
4893 {\tt \verb&pickup_types:$?!&
} to pick up gold, scrolls, and potions.
4895 ``
{\it autopickup
\verb+_+exception\/
}''
4896 configuration file lines to further refine ``
{\it autopickup\/
}'' behavior.
4899 There is no way to set
{\it pickup
\verb+_+types\/
} to ``
{\it none
}''.
4900 (Setting it to an empty value reverts to ``
{\it all
}''.)
4901 If you want to avoid automatically picking up any types of items but do
4902 want to have
{\it autopickup\/
} on in order to have
4903 {\it autopickup
\verb+_+exceptions\/
} control what you do and don't pick
4904 up, you can set
{\it pickup
\verb+_+types\/
} to `
{\tt .
}'.
4905 That is the type symbol for
{\it venom\/
} and you won't come across
4906 any venom items so won't unintentionally pick such up.
4908 \item[\ib{pile
\verb+_+limit
}]
4909 When walking across a pile of objects on the floor, threshold at which
4910 the message ``there are few/several/many objects here'' is given instead
4911 of showing a popup list of those objects. A value of
0 means ``no limit''
4912 (always list the objects); a value of
1 effectively means ``never show
4913 the objects'' since the pile size will always be at least that big;
4914 default value is
5. Persistent.
4916 \item[\ib{playmode
}]
4917 Values are
{\it normal\/
},
{\it explore\/
}, or
{\it debug\/
}.
4918 Allows selection of explore mode (also known as discovery mode) or debug
4919 mode (also known as wizard mode) instead of normal play.
4920 Debug mode might only be allowed for someone logged in under a particular
4921 user name (on multi-user systems) or specifying a particular character
4922 name (on single-user systems) or it might be disabled entirely. Requesting
4923 it when not allowed or not possible results in explore mode instead.
4924 Default is normal play.
4926 \item[\ib{pushweapon
}]
4927 Using the `
{\tt w
}' (wield) command when already wielding
4928 something pushes the old item into your alternate weapon slot (default off).
4929 Likewise for the `
{\tt a
}' (apply) command if it causes the applied item to
4930 become wielded. Persistent.
4932 \item[\ib{query
\verb+_+menu
}]
4933 Use a menu when asked specific yes/no queries, instead of a prompt.
4935 \item[\ib{quick
\verb+_+farsight
}]
4936 When set, usually prevents the ``you sense your surroundings'' message
4937 where play pauses to allow you to browse the map whenever clairvoyance
4939 Some situations, such as being underwater or engulfed, ignore this option.
4940 It does not affect the clairvoyance spell where pausing to examine revealed
4941 objects or monsters is less intrusive.
4942 Default is off. Persistent.
4945 Choices are
{\tt human
},
{\tt dwarf
},
{\tt elf
},
{\tt gnome
}, and
4946 {\tt orc
} but most roles restrict which of the non-human races are allowed.
4948 for a description of how to use negation to exclude choices.
4952 Cannot be set with the `
{\tt O
}' command. Persistent.
4954 \item[\ib{rest
\verb+_+on
\verb+_+space
}]
4955 Make the space bar a synonym for the `
{\tt .
}' (\#wait) command (default off).
4959 Pick your type of character (for example, ``
{\tt role:Samurai
}'');
4960 synonym for ``
{\it character\/
}''.
4961 See ``
{\it name\/
}'' for an alternate method of specifying your role.
4962 %.\" Normally only the first letter of the
4963 %.\" value is examined; `r' is an exception with ``{\tt Rogue}'',
4964 %.\" ``{\tt Ranger}'', and ``{\tt random}'' values.
4966 This option can also be used to limit selection when role is chosen
4968 Use a space-separated list of roles and either negate each one or negate
4969 the option itself instead.
4970 Negation is accomplished in the same manner as with
{\it boolean options\/
},
4971 by prefixing the option or its value(s) with `
{\tt \verb+!+
}' or ``
{\tt no
}''.
4977 OPTIONS=role:!arc !bar !kni
4978 OPTIONS=!role:arc bar kni
4980 There can be multiple instances of the
{\it role\/
}
4981 option if they're all negations.
4982 %.\" Only one positive value is allowed, and if present, it overrides any
4987 Cannot be set with the `
{\tt O
}' command. Persistent.
4989 \item[\ib{roguesymset
}]
4990 This option may be used to select one of the named symbol sets found within
4991 {\tt symbols
} to alter the symbols displayed on the screen on the
4995 When writing out a save file, perform run length compression of the map.
4996 Not all ports support run length compression. It has no
4997 effect on reading an existing save file.
5000 Controls the amount of screen updating for the map window when engaged
5001 in multi-turn movement (running via
{\tt shift
}+direction
5002 or
{\tt control
}+direction
5003 and so forth, or via the travel command or mouse click).
5004 The possible values are:
5008 {\tt teleport
} --- update the map after movement has finished;\\
5009 {\tt run
} --- update the map after every seven or so steps;\\
5010 {\tt walk
} --- update the map after each step;\\
5011 {\tt crawl
} --- like
{\it walk\/
}, but pause briefly after each step.
5015 This option only affects the game's screen display, not the actual
5016 results of moving. The default is
{\it run\/
}; versions prior to
3.4.1
5017 used
{\it teleport\/
} only. Whether or not the effect is noticeable will
5018 depend upon the window port used or on the type of terminal. Persistent.
5020 \item[\ib{safe
\verb+_+pet
}]
5021 Prevent you from (knowingly) attacking your pets (default on). Persistent.
5023 \item[\ib{safe
\verb+_+wait
}]
5024 Prevents you from waiting or searching when next to a hostile monster
5025 (default on). Persistent.
5027 \item[\ib{sanity
\verb+_+check
}]
5028 Evaluate monsters, objects, and map prior to each turn (default off).
5032 Control what parts of the score list you are shown at the end (for example,
5033 ``
{\tt scores:
5top scores/
4around my score/own scores
}''). Only the first
5034 letter of each category (`
{\tt t
}', `
{\tt a
}' or `
{\tt o
}') is necessary.
5037 \item[\ib{showdamage
}]
5038 Whenever your character takes damage, show a message of the damage taken,
5039 and the amount of hit points left.
5042 Show your accumulated experience points on bottom line (default off).
5045 \item[\ib{showrace
}]
5046 Display yourself as the glyph for your race, rather than the glyph
5047 for your role (default off). Note that this setting affects only
5048 the appearance of the display, not the way the game treats you.
5051 \item[\ib{showscore
}]
5052 Show your approximate accumulated score on bottom line (default off).
5053 By default, this feature is suppressed when building the program.
5056 \item[\ib{showvers
}]
5057 Include the game's version number on the status lines (default off).
5058 Potentially useful if you switch between different versions or variants,
5059 or you are making screenshots or streaming video.
5061 {\it statuslines:
3\/
}
5062 option is recommended so that there will be more room available for
5063 status information, unless you're using nethack's
{\it Qt\/
} interface
5064 or your terminal emulator window displays fewer than
25 lines.
5068 Suppress terminal beeps (default on). Persistent.
5070 \item[\ib{sortdiscoveries
}]
5071 Controls the sorting behavior for the output of the `
{\tt $
\backslash$
}'
5072 and `
{\tt \`
{}}' commands.
5076 The possible values are:
5079 {\tt o
} --- list object types by class, in discovery order within each class;
5082 {\tt s
} --- list object types by
{\it sortloot\/
}
5083 classification: by class, by sub-class within class for classes which
5084 have substantial groupings (like helmets, boots, gloves, and so forth
5085 for armor), with object types partly-discovered via assigned name coming
5086 before fully identified types;
5088 {\tt c
} --- list by class, alphabetically within each class;\\
5089 {\tt a
} --- list alphabetically across all classes.\\
5091 Can be interactively set via the `
{\tt O
}' command or via using
5092 the `
{\tt m
}' prefix before the `
{\tt $
\backslash$
}'
5093 or `
{\tt \`
{}}' command.
5095 \item[\ib{sortloot
}]
5096 Controls the sorting behavior of pickup lists for inventory
5097 and \#loot commands and some others. Persistent.
5099 The possible values are:
5103 {\tt full
} --- always sort the lists;\\
5104 {\tt loot
} --- only sort the lists that don't use inventory
5105 letters, like with the \#loot and pickup commands;\\
5106 {\tt none
} --- show lists the traditional way without sorting; default.
5110 \item[\ib{sortpack
}]
5111 Sort the pack contents by type when displaying inventory (default on).
5114 \item[\tb{sortvanquished
}]
5115 Controls the sorting behavior for the output of the
{\tt \#vanquished
} command
5116 and also for the
{\tt \#genocided
} command.
5120 The possible values are:
5124 traditional: order by monster level; ties are broken by internal
5129 order by monster difficulty rating; ties broken by internal index;
5132 order alphabetically, first any unique monsters then all the others;
5134 %note: 'A' and 'C' can be set in RC file or NETHACKOPTIONS but not by 'O'
5136 % order alphabetically, unique monsters intermixed with other monsters;
5139 % order by monster class, by high to low level within each class;
5142 order by monster class, by low to high level within each class;
5145 order by count, high to low; ties are broken by internal monster index;
5148 order by count, low to high; ties broken by internal index.
5151 Can be interactively set via the `
{\tt m O
}' command or via using
5152 the `
{\tt m
}' prefix before either the
{\tt \#vanquished
} command
5153 or the
{\tt \#genocided
} command.
5156 Allow sounds to be emitted from an integrated sound library (default on).
5159 Display a sparkly effect when a monster (including yourself) is hit by an
5160 attack to which it is resistant (default on). Persistent.
5162 \item[\ib{spot
\verb+_+monsters
}]
5163 Show a message when hero notices a monster (default is off).
5165 \item[\ib{standout
}]
5166 Boldface monsters and ``
{\tt --More--
}'' (default off). Persistent.
5168 \item[\ib{statushilites
}]
5169 Controls how many turns status hilite behaviors highlight
5170 the field. If negated or set to zero, disables status hiliting.
5171 See ``
{\it Configuring Status Hilites\/
}'' for further information.
5173 \item[\ib{status
\verb+_+updates
}]
5174 Allow updates to the status lines at the bottom of the screen (default true).
5176 \item[\ib{suppress
\verb+_+alert
}]
5177 This option may be set to a
{\it NetHack\/
} version level to suppress
5178 alert notification messages about feature changes for that
5179 and prior versions (for example, ``
{\tt suppress
\verb+_+alert:
3.3.1}'')
5182 This option may be used to select one of the named symbol sets found within
5183 {\tt symbols
} to alter the symbols displayed on the screen.
5184 Use ``
{\tt symset:default
}'' to explicitly select the default symbols.
5187 Show the elapsed game time in turns on bottom line (default off). Persistent.
5189 \item[\ib{timed
\verb+_+delay
}]
5190 When pausing momentarily for display effect, such as with explosions and
5191 moving objects, use a timer rather than sending extra characters to the
5192 screen. (Applies to ``tty'' and ``curses'' interfaces only; ``X11'' interface always
5193 uses a timer-based delay. The default is on if configured into the
5194 program.) Persistent.
5197 Show some helpful tips during gameplay (default on). Persistent.
5199 \item[\ib{tombstone
}]
5200 Draw a tombstone graphic upon your death (default on). Persistent.
5202 \item[\ib{toptenwin
}]
5203 Put the ending display in a
{\it NetHack\/
} window instead of on stdout (default off).
5204 Setting this option makes the score list visible when a windowing version
5205 of
{\it NetHack\/
} is started without a parent window, but it no longer leaves
5206 the score list around after game end on a terminal or emulating window.
5209 Allow the travel command via mouse click (default on).
5210 Turning this option off will prevent the game from attempting unintended
5211 moves if you make inadvertent mouse clicks on the map window.
5212 Does not affect traveling via the `
{\tt \verb+_+
}' (``
{\tt \#travel
}'')
5213 command. Persistent.
5215 % \item[ib{travel\verb+_+debug}]
5216 % Display intended path during each step of travel (default off).
5219 \item[\ib{tutorial
}]
5220 Play a tutorial level at the start of the game.
5221 Setting this option on or off in the config file will skip the query.
5224 Provide more commentary during the game (default on). Persistent.
5226 \item[\ib{whatis
\verb+_+coord
}]
5227 When using the `
{\tt /
}' or `
{\tt ;
}' commands to look around on the map with
5228 ``
{\tt autodescribe
}''
5229 on, display coordinates after the description.
5230 Also works in other situations where you are asked to pick a location.\\
5233 The possible settings are:
5237 {\tt c
} ---
\verb#compass ('east' or '
3s' or '
2n,
4w')#;\\
5238 {\tt f
} ---
\verb#full compass ('east' or '
3south' or '
2north,
4west')#;\\
5239 {\tt m
} ---
\verb#map <x,y> (map column x=
0 is not used)#;\\
5240 {\tt s
} ---
\verb#screen
[row,column
] (row is offset to match tty usage)#;\\
5241 {\tt n
} ---
\verb#none (no coordinates shown)
[default
]#.
5247 {\it whatis
\verb+_+coord\/
}
5248 option is also used with
5249 the `
{\tt /m
}', `
{\tt /M
}', `
{\tt /o
}', and `
{\tt /O
}' sub-commands
5251 where the `
{\it none\/
}' setting is overridden with `
{\it map
}'.
5253 \item[\ib{whatis
\verb+_+filter
}]
5254 When getting a location on the map, and using the keys to cycle through
5255 next and previous targets, allows filtering the possible targets.
5258 The possible settings are:
5262 {\tt n
} ---
\verb#no filtering#;\\
5263 {\tt v
} ---
\verb#in view only#;\\
5264 {\tt a
} ---
\verb#in same area (room, corridor, etc)#.
5268 The area-filter tries to be slightly
5270 you're standing on a doorway, it will consider the area on the side of
5271 the door you were last moving towards.\\
5273 Filtering can also be changed when getting a location with
5274 the ``getpos.filter'' key.
5276 \item[\ib{whatis
\verb+_+menu
}]
5277 When getting a location on the map, and using a key to cycle through
5278 next and previous targets, use a menu instead to pick a target.
5281 \item[\ib{whatis
\verb+_+moveskip
}]
5282 When getting a location on the map, and using shifted movement keys or
5283 meta-digit keys to fast-move, instead of moving
8 units at a time,
5284 move by skipping the same glyphs.
5287 \item[\ib{windowtype
}]
5288 When the program has been built to support multiple interfaces,
5289 select whichone to use, such as ``
{\tt tty
}'' or ``
{\tt X11
}''
5290 (default depends on build-time settings; use ``
{\tt \#version
}'' to check).
5291 Cannot be set with the `
{\tt O
}' command.
5294 When used, it should be the first option set since its value might
5295 enable or disable the availability of various other options.
5296 For multiple lines in a configuration file, that would be the first
5298 For a comma-separated list in NETHACKOPTIONS or an OPTIONS line in a
5299 configuration file, that would be the
{\it rightmost\/
} option in the list.
5301 \item[\ib{wizweight
}]
5302 Augment object descriptions with their objects' weight (default off).
5305 \item[\ib{zerocomp
}]
5306 When writing out a save file, perform zero-comp compression of the
5307 contents. Not all ports support zero-comp compression. It has no effect
5308 on reading an existing save file.
5312 \subsection*
{Window Port Customization options
}
5315 Here are explanations of the various options that are
5316 used to customize and change the characteristics of the
5317 windowtype that you have chosen.
5318 Character strings that are too long may be truncated.
5319 Not all window ports will adjust for all settings listed
5320 here. You can safely add any of these options to your
5321 configuration file, and if the window port is capable of adjusting
5322 to suit your preferences, it will attempt to do so. If it
5323 can't it will silently ignore it. You can find out if an
5324 option is supported by the window port that you are currently
5325 using by checking to see if it shows up in the Options list.
5326 Some options are dynamic and can be specified during the game
5327 with the `
{\tt O
}' command.
5331 \item[\ib{align
\verb+_+message
}]
5332 Where to align or place the message window (top, bottom, left, or right)
5334 \item[\ib{align
\verb+_+status
}]
5335 Where to align or place the status window (top, bottom, left, or right).
5337 \item[\ib{ascii
\verb+_+map
}]
5338 %.hw DECgraphics IBMgraphics \% don't hyphenate these
5339 \hyphenation{DECgraphics IBMgraphics
}
5340 If
{\it NetHack\/
} can, it should display the map using simple
5341 characters (letters and punctuation) rather than
{\it tiles\/
} graphics.
5342 In some cases, characters can be augmented with line-drawing symbols;
5343 use the
{\tt symset
}
5344 option to select a symbol set such as
{\it DECgraphics\/
}
5345 or
{\it IBMgraphics\/
} if your display supports them.
5346 Setting
{\tt ascii
\verb+_+map
} to
{\it True\/
} forces
5347 {\tt tiled
\verb+_+map
} to be
{\it False
}.
5350 If
{\it NetHack\/
} can, it should display
color for different monsters,
5351 objects, and dungeon features (default on).
5353 \item[\ib{eight
\verb+_+bit
\verb+_+tty
}]
5354 If
{\it NetHack\/
} can, it should pass eight-bit character values (for example, specified with the
5355 {\it traps \/
} option) straight through to your terminal (default off).
5357 \item[\ib{font
\verb+_+map
}]
5358 If
{\it NetHack\/
} can, it should use a font by the chosen name for the
5361 \item[\ib{font
\verb+_+menu
}]
5362 If
{\it NetHack\/
} can, it should use a font by the chosen name for menu
5365 \item[\ib{font
\verb+_+message
}]
5366 If
{\it NetHack\/
} can, it should use a font by the chosen name for the message window.
5368 \item[\ib{font
\verb+_+status
}]
5369 If
{\it NetHack\/
} can, it should use a font by the chosen name for the status window.
5371 \item[\ib{font
\verb+_+text
}]
5372 If
{\it NetHack\/
} can, it should use a font by the chosen name for text windows.
5374 \item[\ib{font
\verb+_+size
\verb+_+map
}]
5375 If
{\it NetHack\/
} can, it should use this size font for the map window.
5377 \item[\ib{font
\verb+_+size
\verb+_+menu
}]
5378 If
{\it NetHack\/
} can, it should use this size font for menu windows.
5380 \item[\ib{font
\verb+_+size
\verb+_+message
}]
5381 If
{\it NetHack\/
} can, it should use this size font for the message window.
5383 \item[\ib{font
\verb+_+size
\verb+_+status
}]
5384 If
{\it NetHack\/
} can, it should use this size font for the status window.
5386 \item[\ib{font
\verb+_+size
\verb+_+text
}]
5387 If
{\it NetHack\/
} can, it should use this size font for text windows.
5389 \item[\ib{fullscreen
}]
5390 If
{\it NetHack\/
} can, it should try to display on the entire screen rather than in a window.
5392 \item[\ib{guicolor
}]
5393 Use
color text and/or highlighting attributes when displaying some
5394 non-map data (such as menu selector letters).
5395 Curses interface only; default is on.
5397 \item[\ib{large
\verb+_+font
}]
5398 If
{\it NetHack\/
} can, it should use a large font.
5400 \item[\ib{map
\verb+_+mode
}]
5401 If
{\it NetHack\/
} can, it should display the map in the manner specified.
5403 \item[\ib{player
\verb+_+selection
}]
5404 If
{\it NetHack\/
} can, it should pop up dialog boxes or use prompts for character selection.
5406 \item[\ib{popup
\verb+_+dialog
}]
5407 If
{\it NetHack\/
} can, it should pop up dialog boxes for input.
5409 \item[\ib{preload
\verb+_+tiles
}]
5410 If
{\it NetHack\/
} can, it should preload tiles into memory.
5411 For example, in the protected mode MS-DOS version, control whether tiles
5412 get pre-loaded into RAM at the start of the game. Doing so
5413 enhances performance of the tile graphics, but uses more memory. (default on).
5414 Cannot be set with the `
{\tt O
}' command.
5416 \item[\ib{scroll
\verb+_+amount
}]
5417 If
{\it NetHack\/
} can, it should scroll the display by this number of cells
5418 when the hero reaches the scroll
\verb+_+margin.
5420 \item[\ib{scroll
\verb+_+margin
}]
5421 If
{\it NetHack\/
} can, it should scroll the display when the hero or cursor
5422 is this number of cells away from the edge of the window.
5424 \item[\ib{selectsaved
}]
5425 If
{\it NetHack\/
} can, it should display a menu of existing saved games for the player to
5426 choose from at game startup, if it can. Not all ports support this option.
5428 \item[\ib{softkeyboard
}]
5429 If
{\it NetHack\/
} can, it should display an onscreen keyboard.
5430 Handhelds are most likely to support this option.
5432 \item[\ib{splash
\verb+_+screen
}]
5433 If
{\it NetHack\/
} can, it should display an opening splash screen when
5434 it starts up (default yes).
5436 \item[\ib{statuslines
}]
5437 Number of lines for traditional below-the-map status display.
5438 Acceptable values are
{\tt 2} and
{\tt 3} (default is
{\tt 2}).
5441 When set to
{\tt 3}, the
{\tt tty
} interface moves some fields around and
5442 mainly shows status conditions on their own line.
5443 A display capable of showing at least
25 lines is recommended.
5444 The value can be toggled back and forth during the game with the `
{\tt O
}'
5448 The
{\tt curses
} interface does likewise if the
5449 {\it align
\verb+_+status\/
}
5450 option is set to
{\it top\/
} or
{\it bottom\/
} but ignores
5452 when set to
{\it left\/
} or
{\it right
}.
5455 The
{\tt Qt
} interface already displays more than
3 lines for status
5459 A value of
{\tt 3} renders status in the
{\tt Qt
} interface's
5460 original format, with the status window spread out vertically.
5461 A value of
{\tt 2} makes status be slightly condensed, moving some
5462 fields to different lines to eliminate one whole line, reducing the
5464 (If NetHack has been built using a version of
{\tt Qt
}
5465 older than
{\tt qt-
5.9},
5467 can only be set in the run-time configuration file or via NETHACKOPTIONS,
5468 not during play with the `
{\tt O
}' command.)
5470 \item[\ib{term
\verb+_+cols
} {\normalfont and
}]
5472 \item[\ib{term
\verb+_+rows
}]
5473 Curses interface only.
5474 Number of columns and rows to use for the display.
5475 Curses will attempt to resize to the values specified but will settle
5476 for smaller sizes if they are too big.
5477 Default is the current window size.
5479 \item[\ib{tile
\verb+_+file
}]
5480 Specify the name of an alternative tile file to override the default.
5483 Note: the X11 interface uses X resources rather than NetHack's options
5484 to select an alternate tile file.
5485 See
{\tt NetHack.ad
}, the sample X ``application defaults'' file.
5487 \item[\ib{tile
\verb+_+height
}]
5488 Specify the preferred height of each tile in a tile capable port.
5490 \item[\ib{tile
\verb+_+width
}]
5491 Specify the preferred width of each tile in a tile capable port
5493 \item[\ib{tiled
\verb+_+map
}]
5494 If
{\it NetHack\/
} can, it should display the map using
{\it tiles
} graphics
5495 rather than simple characters (letters and punctuation, possibly
5496 augmented by line-drawing symbols).
5497 Setting
{\tt tiled
\verb+_+map
} to
{\it True\/
} forces
5498 {\tt ascii
\verb+_+map
} to be
{\it False
}.
5500 \item[\ib{use
\verb+_+darkgray
}]
5501 Use bold black instead of blue for black glyphs (TTY only).
5503 \item[\ib{use
\verb+_+inverse
}]
5504 If
{\it NetHack\/
} can, it should display inverse when the game specifies it.
5506 \item[\ib{vary
\verb+_+msgcount
}]
5507 If
{\it NetHack\/
} can, it should display this number of messages at a time
5508 in the message window.
5510 \item[\ib{windowborders
}]
5511 Whether to draw boxes around the map, status area, message area, and
5512 persistent inventory window if enabled.
5513 Curses interface only.
5514 Acceptable values are
5518 {\tt 0} --- off, never show borders\\
5519 {\tt 1} --- on, always show borders\\
5520 {\tt 2} --- auto, on display is at least
5521 (
\verb&
24+
2&)x(
\verb&
80+
2&)
[default
]\\
5522 {\tt 3} --- on, except forced off for perm
\verb+_+invent\\
5523 {\tt 4} --- auto, except forced off for perm
\verb+_+invent\\
5528 (The
26x82 size threshold for `
2' refers to number of rows and
5529 columns of the display.
5530 A width of at least
110 columns (
\verb&
80+
2+
26+
2&) is needed for
5531 {\it align_status\/
}
5532 set to
{\tt left
} or
{\tt right
}.)
5535 The persistent inventory window, when enabled, can grow until it is
5536 too big to fit on most displays, resulting in truncation of its contents.
5537 If borders are forced on (
1) or the display is big enough to show them (
2),
5538 setting the value to
3 or
4 instead will keep borders for the map, message,
5539 and status windows but have room for two additional lines of inventory
5540 plus widen each inventory line by two columns.
5542 \item[\ib{windowcolors
}]
5543 If
{\it NetHack\/
} can, it should display all windows of a particular style
5544 with the specified foreground and background colors.
5545 Windows GUI and curses windowport only.
5547 {\tt ~~~~OPTION=windowcolors:
}{\it style foreground\/
}{\tt /
}{\it background
}\\
5548 where
{\it style
} is one of
{\tt menu
},
{\tt message
},
{\tt status
},
5550 {\it foreground
} and
{\it background
} are colors, either numeric (hash
5551 sign followed by three pairs of hexadecimal digits,
{\it \#rrggbb\/
}),
5552 one of the named colors (
{\it black
},
{\it red
},
{\it green
},
{\it brown
},
5553 {\it blue
},
{\it magenta
},
{\it cyan
},
{\it orange
},
5554 {\it bright-green
},
{\it yellow
},
{\it bright-blue
},
{\it bright-magenta
},
5555 {\it bright-cyan
},
{\it white
},
{\it gray
},
{\it purple
},
5556 {\it silver
},
{\it maroon
},
{\it fuchsia
},
{\it lime
},
{\it olive
},
5557 {\it navy
},
{\it teal
},
{\it aqua
}),
5558 or (for Windows only) one of Windows UI colors (
{\it trueblack
},
5559 {\it activeborder
},
{\it activecaption
},
{\it appworkspace
},
{\it background
},
5560 {\it btnface
},
{\it btnshadow
},
{\it btntext
},
{\it captiontext
},
5561 {\it graytext
},
{\it greytext
},
{\it highlight
},
5562 {\it highlighttext
},
{\it inactiveborder
},
{\it inactivecaption
},
{\it menu
},
5563 {\it menutext
},
{\it scrollbar
},
{\it window
},
{\it windowframe
},
5567 \item[\ib{wraptext
}]
5568 If
{\it NetHack\/
} can, it should wrap long lines of text if they don't fit
5569 in the visible area of the window.
5573 \subsection*
{Crash Report Options
}
5576 Please note that NetHack does not send
{\textbf any
} information off your
5577 computer unless you manually click submit on a form.
5581 \item[OPTION=crash_email:
{\it email_address
}]
5583 \item[OPTION=crash_name:
{\it your_name
}]
5586 These options are used only to save you some typing on the crash
5587 report and \#bugreport forms.
5591 \item[OPTION=crash_urlmax:
{\it bytes
}]
5594 This option is used to limit the length of the URLs generated and is only
5595 needed if your browser cannot handle arbitrarily long URLs.
5598 \subsection*
{Platform-specific Customization options
}
5601 Here are explanations of options that are used by specific platforms
5602 or ports to customize and change the port behavior.
5606 \item[\ib{altkeyhandling
}]
5607 Select an alternate way to handle keystrokes (
{\it Win32 tty\/ NetHack\/
} only).
5608 The name of the handling type is one of
{\it default
},
{\it ray
},
{\it 340}
5609 %.\" \item[\ib{altmeta}]
5610 %.\" On Amiga, this option controls whether typing ``Alt'' plus another key
5611 %.\" functions as a meta-shift for that key (default on).
5614 %.\" On other (non-Amiga) systems where this option is available, it can be
5615 On systems where this option is available, it can be
5616 set to tell
{\it NetHack\/
} to convert a two character sequence beginning with
5617 ESC into a meta-shifted version of the second character (default off).
5620 This conversion is only done for commands, not for other input prompts.
5621 Note that typing one or more digits as a count prefix prior to a
5622 command---preceded by
{\tt n
} if the
{\it number
\verb+_+pad\/
}
5624 also subject to this conversion, so attempting to
5625 abort the count by typing ESC will leave
{\it NetHack\/
} waiting for another
5626 character to complete the two character sequence.
5627 Type a second ESC to finish cancelling such a count.
5628 At other prompts a single ESC suffices.
5631 Use BIOS calls to update the screen display quickly and to read the keyboard
5632 (allowing the use of arrow keys to move) on machines with an IBM PC
5633 compatible BIOS ROM (default off,
{\it OS/
2, PC\/
{\rm and
} ST NetHack\/
} only).
5636 Force raw (non-cbreak) mode for faster output and more
5637 bulletproof input (MS-DOS sometimes treats `
{\tt \^
{}P
}' as a printer toggle
5638 without it) (default off,
{\it OS/
2, PC\/
{\rm and
} ST NetHack\/
} only).
5639 Note: DEC Rainbows hang if this is turned on.
5640 Cannot be set with the `
{\tt O
}' command.
5642 \item[\ib{subkeyvalue
}]
5643 (
{\it Win32 tty NetHack \/
} only).
5644 May be used to alter the value of keystrokes that the operating system
5645 returns to
{\it NetHack\/
} to help compensate for international keyboard
5647 OPTIONS=subkeyvalue:
171/
92
5648 will return
92 to
{\it NetHack\/
}, if
171 was originally going to be returned.
5649 You can use multiple subkeyvalue assignments in the configuration file
5651 Cannot be set with the `
{\tt O
}' command.
5654 Set the video mode used (
{\it PC\/ NetHack\/
} only).
5655 Values are
{\it autodetect\/
},
{\it default\/
},
{\it vga\/
}, or
{\it vesa\/
}.
5656 Setting
{\it vesa\/
} will cause the game to display tiles, using the full
5657 capability of the VGA hardware.
5658 Setting
{\it vga\/
} will cause the game to display tiles, fixed at
640x480
5659 in
16 colors, a mode that is compatible with all VGA hardware. Third party
5660 tilesets will probably not work.
5661 Setting
{\it autodetect\/
} attempts
{\it vesa\/
}, then
{\it vga\/
}, and
5662 finally sets
{\it default\/
} if neither of those modes works.
5663 Cannot be set with the `
{\tt O
}' command.
5665 \item[\ib{video
\verb+_+height
}]
5666 Set the VGA mode resolution height (MS-DOS only, with video:vesa)
5668 \item[\ib{video
\verb+_+width
}]
5669 Set the VGA mode resolution width (MS-DOS only, with video:vesa)
5671 \item[\ib{videocolors
}]
5673 Set the
color palette for PC systems using NO
\verb+_+TERMS
5674 (default
4-
2-
6-
1-
5-
3-
15-
12-
10-
14-
9-
13-
11,
{\it PC\/ NetHack\/
} only).
5675 The order of colors is red, green, brown, blue, magenta, cyan,
5676 bright.white, bright.red, bright.green, yellow, bright.blue,
5677 bright.magenta, and bright.cyan.
5678 Cannot be set with the `
{\tt O
}' command.
5681 \item[\ib{videoshades
}]
5682 Set the intensity level of the three gray scales available
5683 (default dark normal light,
{\it PC\/ NetHack\/
} only).
5684 If the game display is difficult to read, try adjusting these scales;
5685 if this does not correct the problem, try
{\tt !
color}.
5686 Cannot be set with the `
{\tt O
}' command.
5690 \subsection*
{Regular Expressions
}
5693 Regular expressions are normally POSIX extended regular expressions. It is
5694 possible to compile
{\it NetHack\/
} without regular expression support on
5696 there is no regular expression library. While this is not true of any modern
5697 platform, if your
{\it NetHack\/
} was built this way, patterns are instead glob
5698 patterns; regardless, this
document refers to both as ``regular expressions.''
5699 This applies to Autopickup exceptions, Message types, Menu colors,
5703 \subsection*
{Configuring Autopickup Exceptions
}
5706 You can further refine the behavior of the ``
{\tt autopickup
}'' option
5707 beyond what is available through the ``
{\tt pickup
\verb+_+types
}'' option.
5710 By placing ``
{\tt autopickup
\verb+_+exception
}'' lines in your configuration
5711 file, you can define patterns to be checked when the game is about to
5712 autopickup something.
5716 \item[\ib{autopickup
\verb+_+exception
}]
5717 Sets an exception to the ``
{\it pickup
\verb+_+types
}'' option.
5718 The
{\it autopickup
\verb+_+exception\/
} option should be followed by a regular
5719 expression to be used as a pattern to match against the singular form of the
5720 description of an object at your location.
5722 In addition, some characters are treated specially if they occur as the first
5723 character in the pattern, specifically:
5727 {\tt <
} --- always pickup an object that matches rest of pattern;\\
5728 {\tt >
} --- never pickup an object that matches rest of pattern.
5732 The
{\it autopickup
\verb+_+exception\/
} rules are processed in the order
5733 in which they appear in your configuration file, thus allowing a
5734 later rule to override an earlier rule.
5737 Exceptions can be set with the `
{\tt O
}' command, but because they are not
5738 included in your configuration file, they won't be in effect if you save
5739 and then restore your game.
5740 {\it autopickup
\verb+_+exception\/
} rules are not saved with the game.
5743 %.lp "Here are some examples:"
5744 Here are some examples:
5746 autopickup_exception="<*arrow"
5747 autopickup_exception=">*corpse"
5748 autopickup_exception=">* cursed*"
5752 The first example above will result in autopickup of any type of arrow.
5753 The second example results in the exclusion of any corpse from autopickup.
5754 The last example results in the exclusion of items known to be cursed from
5760 \subsection*
{Changing Key Bindings
}
5763 It is possible to change the default key bindings of some special commands,
5764 menu accelerator keys, extended commands, by using BIND stanzas in the
5765 configuration file. Format is key, followed by the command to bind to,
5766 separated by a colon. The key can be a single character (``
{\tt x
}''),
5767 a control key (``
{\tt \^
{}X
}'', ``
{\tt C-x
}''), a meta key (``
{\tt M-x
}''),
5768 a mouse button, or a three-digit decimal ASCII code.
5774 BIND=^X:getpos.autodescribe
5775 BIND=\:menu_first_page
5780 %.lp "Extended command keys"
5781 \item[\tb{Extended command keys
}]
5782 You can bind multiple keys to the same extended command. Unbind a key by
5783 using ``
{\tt nothing
}'' as the extended command to bind to. You can also bind
5784 the ``
{\tt <esc>
}'', ``
{\tt <enter>
}'', and ``
{\tt <space>
}'' keys.
5786 %.lp "Menu accelerator keys"
5787 \item[\tb{Menu accelerator keys
}]
5788 The menu control or accelerator keys can also be rebound via OPTIONS lines
5789 in the configuration file.
5790 You cannot bind object symbols or selection letters into menu accelerators.
5791 Some interfaces only support some of the menu accelerators.
5793 %.lp "Mouse buttons"
5794 \item[\tb{Mouse buttons
}]
5795 You can bind ``mouse1'' or ``mouse2'' to ``
{\tt nothing
}'',
5796 ``
{\tt therecmdmenu
}'', ``
{\tt clicklook
}'', or ``
{\tt mouseaction
}''.
5798 %.lp "Special command keys"
5799 \item[\tb{Special command keys
}]
5800 Below are the special commands you can rebind. Some of them can be bound to
5801 same keys with no problems, others are in the same ``context'', and if bound
5802 to same keys, only one of those commands will be available. Special command
5803 can only be bound to a single key.
5807 \blist{\itemindent 10mm
\labelwidth 15mm
\rightmargin 15mm
}
5810 Prefix key to start a count, to repeat a command this many times.
5811 With
{\it number
\verb+_+pad\/
} only. Default is~`
{\tt n
}'.
5813 \item[{\bb{getdir.help
}}]
5814 When asked for a direction, the key to show the help. Default is~`
{\tt ?
}'.
5816 \item[{\bb{getdir.mouse
}}]
5817 When asked for a direction, the key to initiate a simulated mouse click.
5818 You will be asked to pick a location.
5819 Use movement keystrokes to move the cursor around the map, then type
5820 the getpos.pick.once key (default `
{\tt ,
}')
5821 or the getpos.pick key (default `
{\tt .
}')
5822 to finish as if performing a left or right click.
5823 Only useful when using the
{\tt \#therecmdmenu
} command.
5824 Default is~`
{\tt \verb+_+
}'.
5826 \item[{\bb{getdir.self
}}]
5827 When asked for a direction, the key to target yourself. Default is~`
{\tt .
}'.
5829 \item[{\bb{getdir.self2
}}]
5830 When asked for a direction, an alternate key to target yourself.
5831 Default is~`
{\tt s
}'.
5833 \item[{\bb{getpos.autodescribe
}}]
5834 When asked for a location, the key to toggle
{\it autodescribe\/
}.
5835 Default is~`
{\tt \#
}'.
5837 \item[{\bb{getpos.all.next
}}]
5838 When asked for a location, the key to go to next closest interesting thing.
5839 Default is~`
{\tt a
}'.
5841 \item[{\bb{getpos.all.prev
}}]
5842 When asked for a location, the key to go to previous closest interesting thing.
5843 Default is~`
{\tt A
}'.
5845 \item[{\bb{getpos.door.next
}}]
5846 When asked for a location, the key to go to next closest door or doorway.
5847 Default is~`
{\tt d
}'.
5849 \item[{\bb{getpos.door.prev
}}]
5850 When asked for a location, the key to go to previous closest door or doorway.
5851 Default is~`
{\tt D
}'.
5853 \item[{\bb{getpos.help
}}]
5854 When asked for a location, the key to show help. Default is~`
{\tt ?
}'.
5856 \item[{\bb{getpos.mon.next
}}]
5857 When asked for a location, the key to go to next closest monster.
5858 Default is~`
{\tt m
}'.
5860 \item[{\bb{getpos.mon.prev
}}]
5861 When asked for a location, the key to go to previous closest monster.
5862 Default is~`
{\tt M
}'.
5864 \item[{\bb{getpos.obj.next
}}]
5865 When asked for a location, the key to go to next closest object.
5866 Default is~`
{\tt o
}'.
5868 \item[{\bb{getpos.obj.prev
}}]
5869 When asked for a location, the key to go to previous closest object.
5870 Default is~`
{\tt O
}'.
5872 \item[{\bb{getpos.menu
}}]
5873 When asked for a location, and using one of the next or previous keys to
5874 cycle through targets, toggle showing a menu instead. Default is~`
{\tt !
}'.
5876 \item[{\bb{getpos.moveskip
}}]
5877 When asked for a location, and using the shifted movement keys or
5878 meta-digit keys to fast-move around, move by skipping the same glyphs
5879 instead of by
8 units.
5880 Default is~`
{\tt *
}'.
5882 \item[{\bb{getpos.filter
}}]
5883 When asked for a location, change the filtering mode when using one of
5884 the next or previous keys to cycle through targets. Toggles between no
5885 filtering, in view only, and in the same area only. Default is~`
{\tt "
}'.
5887 \item[{\bb{getpos.pick
}}]
5888 When asked for a location, the key to choose the location, and possibly
5890 When simulating a mouse click after being asked for a direction (see
5891 getdir.mouse above), the key to use to respond as right click.
5892 Default is~`
{\tt .
}'.
5894 \item[{\bb{getpos.pick.once
}}]
5895 When asked for a location, the key to choose the location, and skip
5896 asking for more info.
5897 When simulating a mouse click after being asked for a direction,
5898 the key to respond as left click.
5899 Default is~`
{\tt ,
}'.
5901 \item[{\bb{getpos.pick.quick
}}]
5902 When asked for a location, the key to choose the location, skip asking
5903 for more info, and exit the location asking loop. Default is~`
{\tt ;
}'.
5905 \item[{\bb{getpos.pick.verbose
}}]
5906 When asked for a location, the key to choose the location, and show more
5907 info without asking. Default is~`
{\tt :
}'.
5909 \item[{\bb{getpos.self
}}]
5910 When asked for a location, the key to go to your location.
5911 Default is~`
{\tt @
}'.
5913 \item[{\bb{getpos.unexplored.next
}}]
5914 When asked for a location, the key to go to next closest unexplored location.
5915 Default is~`
{\tt x
}'.
5917 \item[{\bb{getpos.unexplored.prev
}}]
5918 When asked for a location, the key to go to previous closest unexplored
5919 location. Default is~`
{\tt X
}'.
5921 \item[{\bb{getpos.valid
}}]
5922 When asked for a location, the key to go to show valid target locations.
5923 Default is~`
{\tt \$
}'.
5925 \item[{\bb{getpos.valid.next
}}]
5926 When asked for a location, the key to go to next closest valid location.
5927 Default is~`
{\tt z
}'.
5929 \item[{\bb{getpos.valid.prev
}}]
5930 When asked for a location, the key to go to previous closest valid location.
5931 Default is~`
{\tt Z
}'.
5936 \subsection*
{Configuring Message Types
}
5939 You can change the way the messages are shown in the message area, when
5940 the message matches a user-defined pattern.
5943 In general, the configuration file entries to describe the message types
5946 MSGTYPE=type "pattern"
5951 how the message should be shown:
5955 {\tt show
} --- show message normally.\\
5956 {\tt hide
} --- never show the message.\\
5957 {\tt stop
} --- wait for user with more-prompt.\\
5958 {\tt norep
} --- show the message once, but not again if no other message is
5964 the pattern to match. The pattern should be a regular expression.
5968 Here's an example of message types using
{\it NetHack's\/
} internal
5969 pattern matching facility:
5972 MSGTYPE=stop "You feel hungry."
5973 MSGTYPE=hide "You displaced *."
5976 specifies that whenever a message ``You feel hungry'' is shown,
5977 the user is prompted with more-prompt, and a message matching
5978 ``You displaced
\verb+<+something
\verb+>+'' is not shown at all.
5981 The order of the defined MSGTYPE lines is important; the last matching
5982 rule is used. Put the general case first, exceptions below them.
5988 \subsection*
{Configuring Menu Colors
}
5991 Some platforms allow you to define colors used in menu lines when the
5992 line matches a user-defined pattern.
5993 At this time the tty, curses, win32tty and
5994 win32gui interfaces support this.
5997 In general, the configuration file entries to describe the menu
color mappings
6000 MENUCOLOR="pattern"=
color&attribute
6006 the pattern to match;
6009 the
color to use for lines matching the pattern;
6011 \item[\ib{attribute
}]
6012 the attribute to use for lines matching the pattern. The attribute is
6013 optional, and if left out, you must also leave out the preceding ampersand.
6014 If no attribute is defined, no attribute is used.
6018 The pattern should be a regular expression.
6021 Allowed colors are
{\it black
},
{\it red
},
{\it green
},
{\it brown
},
6022 {\it blue
},
{\it magenta
},
{\it cyan
},
{\it gray
},
{\it orange
},
6023 {\it light-green
},
{\it yellow
},
{\it light-blue
},
{\it light-magenta
},
6024 {\it light-cyan
}, and
{\it white
}.
6025 And
{\it no-
color}, the default foreground
color, which isn't necessarily
6026 the same as any of the other colors.
6029 Allowed attributes are
{\it none
},
{\it bold
},
{\it dim
},
{\it italic
},
6030 {\it underline
},
{\it blink
}, and
{\it inverse
}.
6031 {\it Normal\/
} is a synonym for
{\it none
}.
6032 Note that the platform used may interpret the attributes any way it
6036 Here's an example of menu colors using
{\it NetHack's\/
} internal
6037 pattern matching facility:
6040 MENUCOLOR="* blessed *"=green
6041 MENUCOLOR="* cursed *"=red
6042 MENUCOLOR="* cursed *(being worn)"=red&underline
6045 specifies that any menu line with ``~blessed~'' contained
6046 in it will be shown in green
color, lines with ``~cursed~'' will be
6047 shown in red, and lines with ``~cursed~'' followed by ``(being worn)''
6048 on the same line will be shown in red
color and underlined.
6049 You can have multiple MENUCOLOR entries in your configuration file,
6050 and the last MENUCOLOR line that matches
6051 a menu line will be used for the line.
6054 Note that if you intend to have one or more
color specifications match
6055 ``~uncursed~'', you will probably want to turn the
6056 {\it implicit
\verb+_+uncursed\/
}
6057 option off so that all items known to be uncursed are actually
6058 displayed with the ``uncursed'' description.
6062 \subsection*
{Configuring User Sounds
}
6065 Some platforms allow you to define sound files to be played when a message
6066 that matches a user-defined pattern is delivered to the message window.
6067 At this time the Qt port and the win32tty and win32gui ports support the
6071 The following configuration file entries are relevant to mapping user sounds
6076 \item[\ib{SOUNDDIR
}]
6077 The directory that houses the sound files to be played.
6080 An entry that maps a sound file to a user-specified message pattern.
6081 Each SOUND entry is broken down into the following parts:
6085 {\tt MESG
} --- message window mapping (the only one supported in
3.7.0);\\
6086 {\tt msgtype
} --- optional; message type to use, see ``Configuring User Sounds''\\
6087 {\tt pattern
} --- the pattern to match;\\
6088 {\tt sound file
} --- the sound file to play;\\
6089 {\tt volume
} --- the volume to be set while playing the sound file;\\
6090 {\tt sound index
} --- optional; the index corresponding to a sound file.
6096 The pattern should be a regular expression.
6101 SOUNDDIR=C:
\nethack\sounds
6102 SOUND=MESG "This door is locked" "lock.wav"
100
6103 SOUND=MESG hide "^You miss the " "swing.wav"
75
6109 \subsection*
{Configuring Status Hilites
}
6112 Your copy of
{\it NetHack\/
} may have been compiled with support
6113 for
{\it Status Hilites
}.
6114 If so, you can customize your game display by setting thresholds to
6115 change the
color or appearance of fields in the status display.
6117 The format for defining status colors is:\\
6119 OPTION=hilite_status:field-name/behavior/
color&attributes
6122 For example, the following line in your configuration file will cause
6123 the hitpoints field to display in the
color red if your hitpoints
6124 drop to or below a threshold of
30%:\\
6126 OPTION=hilite_status:hitpoints/<=
30%/red/normal
6128 (That example is actually specifying
{\tt red\&normal
} for
{\tt <=
30\%
}
6129 and
{\tt no-
color\&normal
} for
{\tt >
30\%
}.)\\
6131 For another example, the following line in your configuration file will cause
6132 wisdom to be displayed red if it drops and green if it rises:\\
6134 OPTION=hilite_status:wisdom/down/red/up/green
6137 Allowed colors are black, red, green, brown, blue, magenta, cyan, gray,
6138 orange, light-green, yellow, light-blue, light-magenta, light-cyan, and white.
6139 And
{\it no-
color}, the default foreground
color on the display, which
6140 is not necessarily the same as black or white or any of the other colors.
6142 Allowed attributes are none, bold, dim, underline, italic, blink, and inverse.
6143 ``Normal'' is a synonym for ``none''; they should not be used in
6144 combination with any of the other attributes.
6146 To specify both a
color and an attribute, use `\&' to combine them.
6147 To specify multiple attributes, use `+' to combine those.
6150 For example:
{\tt magenta\&inverse+dim
}.
6152 Note that the display may substitute or ignore particular attributes
6153 depending upon its capabilities, and in general may interpret the
6154 attributes any way it wants.
6155 For example, on some display systems a request for bold might yield
6156 blink or vice versa.
6157 On others, issuing an attribute request while another is already
6158 set up will replace the earlier attribute rather than combine with it.
6159 Since nethack issues attribute requests sequentially (at least with
6160 the
{\it tty
} interface) rather than all at once, the only way a
6161 situation like that can be controlled is to specify just one attribute.
6163 You can adjust the display of the following status fields:
6166 \begin{tabular
}{lll
}
6168 title & dungeon-level & experience-level\\
6169 strength & gold & experience\\
6170 dexterity & hitpoints & HD\\
6171 constitution & hitpoints-max & time\\
6172 intelligence & power & hunger\\
6173 wisdom & power-max & carrying-capacity\\
6174 charisma & armor-class & condition\\
6175 alignment & & score\\
6176 %TABLE_END Do not delete this line.
6181 The pseudo-field `characteristics' can be used to set all six
6182 of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit dice',
6183 an approximation of experience level displayed when polymorphed.
6184 `experience', `time', and `score' are conditionally displayed
6185 depending upon your other option settings.
6188 Instead of a behavior, `condition' takes the following condition flags:
6189 {\it stone
},
{\it slime
},
{\it strngl
},
{\it foodpois
},
{\it termill
},
6190 {\it blind
},
{\it deaf
},
{\it stun
},
{\it conf
},
{\it hallu
},
6191 {\it lev
},
{\it fly
}, and
{\it ride
}.
6192 You can use `major
\_troubles' as an alias
6193 for stone through termill, `minor
\_troubles' for blind through hallu,
6194 `movement' for lev, fly, and ride, and `all' for every condition.
6197 Allowed behaviors are ``always'', ``up'', ``down'', ``changed'', a
6198 percentage or absolute number threshold, or text to match against.
6199 For the
{\it hitpoints\/
} field, the additional behavior ``criticalhp''
6201 It overrides other behavior rules if
6202 hit points are at or below the
{\it major problem\/
} threshold
6203 (which varies depending upon maximum hit points and experience level).
6207 \item[{\tt always
}] will set the default attributes for that field.
6209 \item[{\tt up
}{\normalfont,
}{\tt down
}] set the field attributes
6210 for when the field value changes upwards or downwards. This attribute
6211 times out after
{\tt statushilites
} turns.
6213 \item[{\tt changed
}] sets the field attribute for when the field value
6214 changes. This attribute times out after
{\tt statushilites
} turns.
6215 (If a field has both a ``changed'' rule and an ``up'' or ``down''
6216 rule which matches a change in the field's value,
6217 the ``up'' or ``down'' one takes precedence.)
6219 \item[{\tt percentage
}] sets the field attribute when the field value
6220 matches the percentage.
6221 It is specified as a number between
0 and
100, followed by `
{\tt \%
}'
6223 If the percentage is prefixed with `
{\tt <=
}' or `
{\tt >=
}',
6224 it also matches when value is below or above the percentage.
6225 Use prefix `
{\tt <
}' or `
{\tt >
}' to match when strictly below or above.
6226 (The numeric limit is relaxed slightly for those:
{\tt >-
1\%
}
6227 and
{\tt <
101\%
} are allowed.)
6228 Only four fields support percentage rules.
6229 Percentages for ``
{\it hitpoints\/
}'' and ``
{\it power\/
}'' are
6230 straightforward; they're based on the corresponding maximum field.
6231 Percentage highlight rules are also allowed for ``
{\it experience level\/
}''
6232 and ``
{\it experience points\/
}'' (valid when the
6235 For those, the percentage is based on the progress from the start of
6236 the current experience level to the start of the next level.
6237 So if level
2 starts at
20 points and level
3 starts at
40 points,
6238 having
30 points is
50\% and
35 points is
75\%.
6239 100\% is unattainable for experience because you'll gain a level and
6240 the calculations will be reset for that new level, but a rule for
6241 {\tt =
100\%
} is allowed and matches the special case of being
6242 exactly
1 experience point short of the next level.
6243 % (If you manage to reach level 30, there is no next level and the
6244 % percentage will remain at 0\% no matter have many additional experience
6247 \item[{\tt absolute
}] value sets the attribute when the field value
6248 matches that number.
6249 The number must be
0 or higher, except for ``
{\it armor-class\/
} which
6250 allows negative values, and may optionally be preceded by `
{\tt =
}'.
6251 If the number is preceded by `
{\tt <=
}' or `
{\tt >=
}' instead,
6252 it also matches when value is below or above.
6253 If the prefix is `
{\tt <
}' or `
{\tt >
}', only match when strictly
6256 \item[{\tt criticalhp
}] only applies to the hitpoints field and only
6257 when current hit points are below a threshold (which varies by maximum
6258 hit points and experience level).
6259 When the threshold is met, a criticalhp rule takes precedence over all
6260 other hitpoints rules.
6262 \item[{\tt text
}] match sets the attribute when the field value
6264 Text matches can only be used for ``
{\it alignment\/
}'',
6265 ``
{\it carrying-capacity\/
}'', ``
{\it hunger\/
}'', ``
{\it dungeon-level\/
}'',
6266 and ``
{\it title\/
}''.
6267 For title, only the role's rank title
6268 is tested; the character's name is ignored.
6272 The in-game options menu can help you determine the correct syntax for a
6275 The whole feature can be disable by setting option
{\it statushilites
} to
0.
6279 OPTION=hilite_status: gold/up/yellow/down/brown
6280 OPTION=hilite_status: characteristics/up/green/down/red
6281 OPTION=hilite_status: hitpoints/
100%/gray&normal
6282 OPTION=hilite_status: hitpoints/<
100%/green&normal
6283 OPTION=hilite_status: hitpoints/<
66%/yellow&normal
6284 OPTION=hilite_status: hitpoints/<
50%/orange&normal
6285 OPTION=hilite_status: hitpoints/<
33%/red&bold
6286 OPTION=hilite_status: hitpoints/<
15%/red&inverse
6287 OPTION=hilite_status: condition/major/orange&inverse
6288 OPTION=hilite_status: condition/lev+fly/red&inverse
6293 \subsection*
{Modifying
{\it NetHack\/
} Symbols
}
6296 {\it NetHack\/
} can load entire symbol sets from the symbol file.
6299 The options that are used to select a particular symbol set from the
6305 Set the name of the symbol set that you want to load.
6309 \item[\ib{roguesymset
}]
6310 Set the name of the symbol set that you want to load for display
6314 You can also override one or more symbols using the
{\it SYMBOLS\/
} and
6315 {\it ROGUESYMBOLS\/
} configuration file options.
6316 Symbols are specified as
{\it name:value\/
} pairs.
6317 Note that
{\it NetHack\/
} escape-processes
6318 the
{\it value\/
} string in conventional C fashion.
6319 This means that `
\verb+\+' is a prefix to take the following character
6321 Thus `
\verb+\+' needs to be represented as `
\verb+\\+'.
6323 `
\verb+
\m+' switches on the meta bit in the symbol value, and the
6324 `
{\tt \^
{}}' prefix causes the following character to be treated as a control
6329 \begin{longtable
}{lll
}
6330 \caption[]{NetHack Symbols
}\\
6331 Default & Symbol Name & Description\\
6334 \verb@ @ & S
\verb+_+air & (air)\\
6335 \_ & S
\verb+_+altar & (altar)\\
6336 \verb@"@ & S
\verb+_+amulet & (amulet)\\
6337 \verb@A@ & S
\verb+_+angel & (angelic being)\\
6338 \verb@a@ & S
\verb+_+ant & (ant or other insect)\\
6339 \verb@^@ & S
\verb+_+anti
\verb+_+magic
\verb+_+trap & (anti-magic field)\\
6340 \verb@
[@ & S
\verb+_+armor & (suit or piece of armor)\\
6341 \verb@
[@ & S
\verb+_+armour & (suit or piece of armor)\\
6342 \verb@^@ & S
\verb+_+arrow
\verb+_+trap & (arrow trap)\\
6343 \verb@
0@ & S
\verb+_+ball & (iron ball)\\
6344 \# & S
\verb+_+bars & (iron bars)\\
6345 \verb@B@ & S
\verb+_+bat & (bat or bird)\\
6346 \verb@^@ & S
\verb+_+bear
\verb+_+trap & (bear trap)\\
6347 \verb@-@ & S
\verb+_+blcorn & (bottom left corner)\\
6348 \verb@b@ & S
\verb+_+blob & (blob)\\
6349 \verb@+@ & S
\verb+_+book & (spellbook)\\
6350 \verb@)@ & S
\verb+_+boomleft & (boomerang open left)\\
6351 \verb@(@ & S
\verb+_+boomright & (boomerang open right)\\
6352 \verb@`@ & S
\verb+_+boulder & (boulder)\\
6353 \verb@-@ & S
\verb+_+brcorn & (bottom right corner)\\
6354 \verb@>@ & S
\verb+_+brdnladder & (branch ladder down)\\
6355 \verb@>@ & S
\verb+_+brdnstair & (branch staircase down)\\
6356 \verb@<@ & S
\verb+_+brupladder & (branch ladder up)\\
6357 \verb@<@ & S
\verb+_+brupstair & (branch staircase up)\\
6358 \verb@C@ & S
\verb+_+centaur & (centaur)\\
6359 \verb@_@ & S
\verb+_+chain & (iron chain)\\
6360 \# & S
\verb+_+cloud & (cloud)\\
6361 \verb@c@ & S
\verb+_+cockatrice & (cockatrice)\\
6362 \$ & S
\verb+_+coin & (pile of coins)\\
6363 \# & S
\verb+_+corr & (corridor)\\
6364 \verb@-@ & S
\verb+_+crwall & (wall)\\
6365 \verb@-@ & S
\verb+_+darkroom & (dark room)\\
6366 \verb@^@ & S
\verb+_+dart
\verb+_+trap & (dart trap)\\
6367 \verb@&@ & S
\verb+_+demon & (major demon)\\
6368 \verb@*@ & S
\verb+_+digbeam & (dig beam)\\
6369 \verb@>@ & S
\verb+_+dnladder & (ladder down)\\
6370 \verb@>@ & S
\verb+_+dnstair & (staircase down)\\
6371 \verb@d@ & S
\verb+_+dog & (dog or other canine)\\
6372 \verb@D@ & S
\verb+_+dragon & (dragon)\\
6373 \verb@;@ & S
\verb+_+eel & (sea monster)\\
6374 \verb@E@ & S
\verb+_+elemental & (elemental)\\
6375 \# & S
\verb+_+engrcorr & (engraving in a corridor)\\
6376 \verb@`@ & S
\verb+_+engroom & (engraving in a room)\\
6377 \verb@/@ & S
\verb+_+expl
\verb+_+tl & (explosion top left)\\
6378 \verb@-@ & S
\verb+_+expl
\verb+_+tc & (explosion top center)\\
6379 \verb@\@ & S
\verb+_+expl
\verb+_+tr & (explosion top right)\\
6380 \verb@|@ & S
\verb+_+expl
\verb+_+ml & (explosion middle left)\\
6381 \verb@ @ & S
\verb+_+expl
\verb+_+mc & (explosion middle center)\\
6382 \verb@|@ & S
\verb+_+expl
\verb+_+mr & (explosion middle right)\\
6383 \verb@\@ & S
\verb+_+expl
\verb+_+bl & (explosion bottom left)\\
6384 \verb@-@ & S
\verb+_+expl
\verb+_+bc & (explosion bottom center)\\
6385 \verb@/@ & S
\verb+_+expl
\verb+_+br & (explosion bottom right)\\
6386 \verb@e@ & S
\verb+_+eye & (eye or sphere)\\
6387 \verb@^@ & S
\verb+_+falling
\verb+_+rock
\verb+_+trap & (falling rock trap)\\
6388 \verb@f@ & S
\verb+_+feline & (cat or other feline)\\
6389 \verb@^@ & S
\verb+_+fire
\verb+_+trap & (fire trap)\\
6390 \verb@!@ & S
\verb+_+flashbeam & (flash beam)\\
6391 \% & S
\verb+_+food & (piece of food)\\
6392 \
{ & S
\verb+_+fountain & (fountain)\\
6393 \verb@F@ & S
\verb+_+fungus & (fungus or mold)\\
6394 \verb@*@ & S
\verb+_+gem & (gem or rock)\\
6395 \verb@ @ & S
\verb+_+ghost & (ghost)\\
6396 \verb@H@ & S
\verb+_+giant & (giant humanoid)\\
6397 \verb@G@ & S
\verb+_+gnome & (gnome)\\
6398 \verb@'@ & S
\verb+_+golem & (golem)\\
6399 \verb@|@ & S
\verb+_+grave & (grave)\\
6400 \verb@g@ & S
\verb+_+gremlin & (gremlin)\\
6401 \verb@-@ & S
\verb+_+hbeam & (wall)\\
6402 \# & S
\verb+_+hcdbridge & (horizontal raised drawbridge)\\
6403 \verb@+@ & S
\verb+_+hcdoor & (closed door)\\
6404 \verb@.@ & S
\verb+_+hodbridge & (horizontal lowered drawbridge)\\
6405 \verb@|@ & S
\verb+_+hodoor & (open door)\\
6406 \verb\^\ & S
\verb+_+hole & (hole)\\
6407 \verb~@~ & S
\verb+_+human & (human or elf)\\
6408 \verb@h@ & S
\verb+_+humanoid & (humanoid)\\
6409 \verb@-@ & S
\verb+_+hwall & (horizontal wall)\\
6410 \verb@.@ & S
\verb+_+ice & (ice)\\
6411 \verb@i@ & S
\verb+_+imp & (imp or minor demon)\\
6412 \verb@I@ & S
\verb+_+invisible & (invisible monster)\\
6413 \verb@J@ & S
\verb+_+jabberwock & (jabberwock)\\
6414 \verb@j@ & S
\verb+_+jelly & (jelly)\\
6415 \verb@k@ & S
\verb+_+kobold & (kobold)\\
6416 \verb@K@ & S
\verb+_+kop & (Keystone Kop)\\
6417 \verb@^@ & S
\verb+_+land
\verb+_+mine & (land mine)\\
6418 \verb@
}@ & S
\verb+_+lava & (molten lava)\\
6419 \verb@
}@ & S
\verb+_+lavawall & (wall of lava)\\
6420 \verb@l@ & S
\verb+_+leprechaun & (leprechaun)\\
6421 \verb@^@ & S
\verb+_+level
\verb+_+teleporter & (level teleporter)\\
6422 \verb@L@ & S
\verb+_+lich & (lich)\\
6423 \verb@y@ & S
\verb+_+light & (light)\\
6424 \# & S
\verb+_+litcorr & (lit corridor)\\
6425 \verb@:@ & S
\verb+_+lizard & (lizard)\\
6426 \verb@\@ & S
\verb+_+lslant & (wall)\\
6427 \verb@^@ & S
\verb+_+magic
\verb+_+portal & (magic portal)\\
6428 \verb@^@ & S
\verb+_+magic
\verb+_+trap & (magic trap)\\
6429 \verb@m@ & S
\verb+_+mimic & (mimic)\\
6430 \verb@
]@ & S
\verb+_+mimic
\verb+_+def & (mimic)\\
6431 \verb@M@ & S
\verb+_+mummy & (mummy)\\
6432 \verb@N@ & S
\verb+_+naga & (naga)\\
6433 \verb@.@ & S
\verb+_+ndoor & (doorway)\\
6434 \verb@n@ & S
\verb+_+nymph & (nymph)\\
6435 \verb@O@ & S
\verb+_+ogre & (ogre)\\
6436 \verb@o@ & S
\verb+_+orc & (orc)\\
6437 \verb@p@ & S
\verb+_+piercer & (piercer)\\
6438 \verb@^@ & S
\verb+_+pit & (pit)\\
6439 \# & S
\verb+_+poisoncloud & (poison cloud)\\
6440 \verb@^@ & S
\verb+_+polymorph
\verb+_+trap & (polymorph trap)\\
6441 \verb@
}@ & S
\verb+_+pool & (water)\\
6442 \verb@!@ & S
\verb+_+potion & (potion)\\
6443 \verb@P@ & S
\verb+_+pudding & (pudding or ooze)\\
6444 \verb@q@ & S
\verb+_+quadruped & (quadruped)\\
6445 \verb@Q@ & S
\verb+_+quantmech & (quantum mechanic)\\
6446 \verb@=@ & S
\verb+_+ring & (ring)\\
6447 \verb@`@ & S
\verb+_+rock & (boulder or statue)\\
6448 \verb@r@ & S
\verb+_+rodent & (rodent)\\
6449 \verb@^@ & S
\verb+_+rolling
\verb+_+boulder
\verb+_+trap & (rolling boulder trap)\\
6450 \verb@.@ & S
\verb+_+room & (floor of a room)\\
6451 \verb@/@ & S
\verb+_+rslant & (wall)\\
6452 \verb@^@ & S
\verb+_+rust
\verb+_+trap & (rust trap)\\
6453 \verb@R@ & S
\verb+_+rustmonst & (rust monster or disenchanter)\\
6454 \verb@?@ & S
\verb+_+scroll & (scroll)\\
6455 \# & S
\verb+_+sink & (sink)\\
6456 \verb@^@ & S
\verb+_+sleeping
\verb+_+gas
\verb+_+trap & (sleeping gas trap)\\
6457 \verb@S@ & S
\verb+_+snake & (snake)\\
6458 \verb@s@ & S
\verb+_+spider & (arachnid or centipede)\\
6459 \verb@^@ & S
\verb+_+spiked
\verb+_+pit & (spiked pit)\\
6460 \verb@^@ & S
\verb+_+squeaky
\verb+_+board & (squeaky board)\\
6461 \verb@
0@ & S
\verb+_+ss1 & (magic shield
1 of
4)\\
6462 \# & S
\verb+_+ss2 & (magic shield
2 of
4)\\
6463 \verb+@+ & S
\verb+_+ss3 & (magic shield
3 of
4)\\
6464 \verb@*@ & S
\verb+_+ss4 & (magic shield
4 of
4)\\
6465 \verb@^@ & S
\verb+_+statue
\verb+_+trap & (statue trap)\\
6466 \verb@ @ & S
\verb+_+stone & (solid rock)\\
6467 \verb@
]@ & S
\verb+_+strange
\verb+_+obj & (strange object)\\
6468 \verb@-@ & S
\verb+_+sw
\verb+_+bc & (swallow bottom center)\\
6469 \verb@\@ & S
\verb+_+sw
\verb+_+bl & (swallow bottom left)\\
6470 \verb@/@ & S
\verb+_+sw
\verb+_+br & (swallow bottom right )\\
6471 \verb@|@ & S
\verb+_+sw
\verb+_+ml & (swallow middle left)\\
6472 \verb@|@ & S
\verb+_+sw
\verb+_+mr & (swallow middle right)\\
6473 \verb@-@ & S
\verb+_+sw
\verb+_+tc & (swallow top center)\\
6474 \verb@/@ & S
\verb+_+sw
\verb+_+tl & (swallow top left)\\
6475 \verb@\@ & S
\verb+_+sw
\verb+_+tr & (swallow top right)\\
6476 \verb@-@ & S
\verb+_+tdwall & (wall)\\
6477 \verb@^@ & S
\verb+_+teleportation
\verb+_+trap & (teleportation trap)\\
6478 \verb@\@ & S
\verb+_+throne & (opulent throne)\\
6479 \verb@-@ & S
\verb+_+tlcorn & (top left corner)\\
6480 \verb@|@ & S
\verb+_+tlwall & (wall)\\
6481 \verb@(@ & S
\verb+_+tool & (useful item (pick-axe, key, lamp...))\\
6482 \verb@^@ & S
\verb+_+trap
\verb+_+door & (trap door)\\
6483 \verb@t@ & S
\verb+_+trapper & (trapper or lurker above)\\
6484 \verb@-@ & S
\verb+_+trcorn & (top right corner)\\
6485 \# & S
\verb+_+tree & (tree)\\
6486 \verb@T@ & S
\verb+_+troll & (troll)\\
6487 \verb@|@ & S
\verb+_+trwall & (wall)\\
6488 \verb@-@ & S
\verb+_+tuwall & (wall)\\
6489 \verb@U@ & S
\verb+_+umber & (umber hulk)\\
6490 \verb@ @ & S
\verb+_+unexplored & (unexplored terrain)\\
6491 \verb@u@ & S
\verb+_+unicorn & (unicorn or horse)\\
6492 \verb@<@ & S
\verb+_+upladder & (ladder up)\\
6493 \verb@<@ & S
\verb+_+upstair & (staircase up)\\
6494 \verb@V@ & S
\verb+_+vampire & (vampire)\\
6495 \verb@|@ & S
\verb+_+vbeam & (wall)\\
6496 \# & S
\verb+_+vcdbridge & (vertical raised drawbridge)\\
6497 \verb@+@ & S
\verb+_+vcdoor & (closed door)\\
6498 \verb@.@ & S
\verb+_+venom & (splash of venom)\\
6499 \verb@^@ & S
\verb+_+vibrating
\verb+_+square & (vibrating square)\\
6500 \verb@.@ & S
\verb+_+vodbridge & (vertical lowered drawbridge)\\
6501 \verb@-@ & S
\verb+_+vodoor & (open door)\\
6502 \verb@v@ & S
\verb+_+vortex & (vortex)\\
6503 \verb@|@ & S
\verb+_+vwall & (vertical wall)\\
6504 \verb@/@ & S
\verb+_+wand & (wand)\\
6505 \verb@
}@ & S
\verb+_+water & (water)\\
6506 \verb@)@ & S
\verb+_+weapon & (weapon)\\
6507 \verb@"@ & S
\verb+_+web & (web)\\
6508 \verb@w@ & S
\verb+_+worm & (worm)\\
6509 \verb@~@ & S
\verb+_+worm
\verb+_+tail & (long worm tail)\\
6510 \verb@W@ & S
\verb+_+wraith & (wraith)\\
6511 \verb@x@ & S
\verb+_+xan & (xan or other extraordinary insect)\\
6512 \verb@X@ & S
\verb+_+xorn & (xorn)\\
6513 \verb@Y@ & S
\verb+_+yeti & (apelike creature)\\
6514 \verb@Z@ & S
\verb+_+zombie & (zombie)\\
6515 \verb@z@ & S
\verb+_+zruty & (zruty)\\
6516 \verb@ @ & S
\verb+_+pet
\verb+_+override & (any pet if ACCESSIBILITY=
1 is set)\\
6517 \verb@ @ & S
\verb+_+hero
\verb+_+override & (hero if ACCESSIBILITY=
1 is set)
6521 \hyphenation{sysconf
} %no syllable breaks => don't hyphenate file name
6526 Several symbols in this table appear to be blank.
6527 They are the space character, except for S
\verb+_+pet
\verb+_+override
6528 and S
\verb+_+hero
\verb+_+override which don't have any default value
6529 and can only be used if enabled in the ``sysconf'' file.
6532 S
\verb+_+rock is misleadingly named; rocks and stones use S
\verb+_+gem.
6533 Statues and boulders are the rock being referred to, but since
6534 version
3.6.0, statues are displayed as the monster they depict.
6535 So S
\verb+_+rock is only used for boulders and not used at all if
6536 overridden by the more specific S
\verb+_+boulder.
6540 \subsection*
{Customizing Map Glyph Representations Using Unicode
}
6543 If your platform or terminal supports the display of UTF-
8 character
6544 sequences, you can customize your game display by assigning Unicode
6545 codepoint values and red-green-blue colors to glyph
6546 representations. The customizations can be specified for use with a symset that
6547 has a UTF8 handler within the symbols file such as the enhanced1 set, or
6548 individually within your own nethack.rc file.
6550 The format for defining a glyph representation is:\\
6552 OPTIONS=glyph:glyphid/U+nnnn/R-G-B
6555 The window port that is active needs to provide support for displaying UTF-
8
6556 character sequences and explicit
24-bit red-green-blue colors in order for the glyph
6557 representation to be visible as specified.
6559 For example, the following line in your configuration file will cause
6560 the glyph representation for glyphid G
\verb+_+pool to use Unicode codepoint
6561 U+
224B and the
color represented by R-G-B value
0-
0-
160:\\
6563 OPTIONS=glyph:G_pool/U+
224B/
0-
0-
160
6566 The list of acceptable glyphid's can be produced by
6570 Individual NetHack glyphs can be specified using the G
\verb+_+ prefix,
6571 or you can use an S
\verb+_+ symbol for a glyphid and store the custom
6572 representation for all NetHack glyphs that would map to that
6575 You will need to select a symset with a UTF8 handler to enable the
6576 display of the customizations, such as the Enhanced symset.
6580 \subsection*
{Configuring
{\it NetHack\/
} for Play by the Blind
}
6583 {\it NetHack\/
} can be set up to use only standard ASCII characters for making
6584 maps of the dungeons. This makes even the MS-DOS versions of
{\it NetHack
}
6585 (which use special line-drawing characters by default) completely
6586 accessible to the blind who use speech and/or Braille access technologies.
6587 Players will require a good working knowledge of their screen-reader's
6588 review features, and will have to know how to navigate horizontally and
6589 vertically character by character. They will also find the search
6590 capabilities of their screen-readers to be quite valuable. Be certain to
6591 examine this Guidebook before playing so you have an idea what the screen
6592 layout is like. You'll also need to be able to locate the PC cursor. It is
6593 always where your character is located. Merely searching for an @-sign will
6594 not always find your character since there are other humanoids represented
6595 by the same sign. Your screen-reader should also have a function which
6596 gives you the row and column of your review cursor and the PC cursor.
6597 These co-ordinates are often useful in giving players a better sense of the
6598 overall location of items on the screen.
6600 {\it NetHack\/
} can also be compiled with support for sending the game
6601 messages to an external program, such as a text-to-speech synthesizer. If
6602 the ``
{\tt \#version
}'' extended command shows ``external program as a
6603 message handler'', your
{\it NetHack\/
}
6604 has been compiled with the capability. When compiling
{\it NetHack\/
}
6606 on Linux and other POSIX systems, define
{\tt MSGHANDLER\/
} to enable it.
6608 the capability, set the environment variable
{\tt NETHACK
\_MSGHANDLER\/
} to
6609 an executable, which will be executed with the game message as the program's
6613 The most crucial settings to make the game more accessible are:
6617 \item[\ib{symset:plain
}]
6618 Load a symbol set appropriate for use by blind players.
6620 \item[\ib{menustyle:traditional
}]
6621 This will assist in the interface to speech synthesizers.
6623 \item[\ib{nomenu
\verb+_+overlay
}]
6624 Show menus on a cleared screen and aligned to the left edge.
6626 \item[\ib{number
\verb+_+pad
}]
6627 A lot of speech access programs use the number-pad to review the screen.
6628 If this is the case, disable the number
\verb+_+pad option and use the
6629 traditional Rogue-like commands.
6631 \item[\ib{paranoid
\verb+_+confirmation:swim
}]
6632 Prevent walking into water or lava.
6634 \item[\ib{accessiblemsg
}]
6635 Adds direction or location information to messages.
6637 \item[\ib{spot
\verb+_+monsters
}]
6638 Shows a message when hero notices a monster; combine with accessiblemsg.
6640 \item[\ib{mon
\verb+_+movement
}]
6641 Shows a message when hero notices a monster movement;
6642 combine with spot
\verb+_+monsters and accessiblemsg.
6644 \item[\ib{autodescribe
}]
6645 Automatically describe the terrain under the cursor when targeting.
6647 \item[\ib{mention
\verb+_+map
}]
6648 Give feedback messages when interesting map locations change.
6650 \item[\ib{mention
\verb+_+walls
}]
6651 Give feedback messages when walking towards a wall or when travel command
6654 \item[\ib{whatis
\verb+_+coord:compass
}]
6655 When targeting with cursor, describe the cursor position with coordinates
6656 relative to your character.
6658 \item[\ib{whatis
\verb+_+filter:area
}]
6659 When targeting with cursor, filter possible locations so only those in
6660 the same area (eg. same room, or same corridor) are considered.
6662 \item[\ib{whatis
\verb+_+moveskip
}]
6663 When targeting with cursor and using fast-move, skip the same glyphs instead
6664 of moving
8 units at a time.
6666 \item[\ib{nostatus
\verb+_+updates
}]
6667 Prevent updates to the status lines at the bottom of the screen, if
6668 your screen-reader reads those lines. The same information can be
6669 seen via the
{\tt \#attributes
} command.
6671 \item[\ib{showdamage
}]
6672 Give a message of damage taken and how many hit points are left.
6676 \subsection*
{Global Configuration for System Administrators
}
6679 If
{\it NetHack\/
} is compiled with the SYSCF option, a system administrator
6680 should set up a global configuration; this is a file in the
6681 same format as the traditional per-user configuration file (see above).
6683 This file should be named sysconf and placed in the same directory as
6684 the other
{\it NetHack\/
} support files.
6685 The options recognized in this file are listed below. Any option not
6686 set uses a compiled-in default (which may not be appropriate for your
6693 A space-separated list of user name who are allowed to
6694 play in debug mode (commonly referred to as wizard mode).
6696 asterisk
(*) allows anyone to start a game in debug mode.
6698 \item[\ib{SHELLERS}]
6699 A list of users who are allowed to use the shell escape command (`{\tt !}').
6700 The syntax is the same as WIZARDS.
6702 \item[\ib{EXPLORERS}]
6703 A list of users who are allowed to use the explore mode.
6704 The syntax is the same as WIZARDS.
6706 \item[\ib{MSGHANDLER}]
6707 A path and filename of executable. Whenever a message-window
6708 message is shown, NetHack runs this program. The program will get
6709 the message as the only parameter.
6711 \item[\ib{MAXPLAYERS}]
6712 Limit the maximum number of games that can be running at the same time.
6714 \item[\ib{SAVEFORMAT}]
6715 A list of up to two save file formats separated by space.
6716 The first format in the list will written as well as read. The second format
6717 will be read only if no save file in the first format exists.
6718 Valid choices are ``{\tt historical}'' for binary writing of entire structs,
6719 ``{\tt lendian}'' for binary writing of each field in little-endian order,
6720 ``{\tt ascii}'' for writing the save file content in ascii text.
6722 \item[\ib{BONESFORMAT}]
6723 A list of up to two bones file formats separated by space.
6724 The first format in the list will written as well as read. The second
6725 format will be read only if no bones files in the first format exist.
6726 Valid choices are ``{\tt historical}'' for binary writing of entire structs,
6727 ``{\tt lendian}'' for binary writing of each field in little-endian order,
6728 ``{\tt ascii}'' for writing the bones file content in ascii text.
6731 A string explaining how to get local support (no default value).
6734 A string explaining how to recover a game on this system (no default value).
6737 0 or 1 to disable or enable, respectively, the SEDUCE option.
6738 When disabled, incubi and succubi behave like nymphs.
6740 \item[\ib{CHECK\verb+_+PLNAME}]
6741 Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check
6742 for the player name instead of the user's login name.
6744 \item[\ib{CHECK\verb+_+SAVE\verb+_+UID}]
6745 0 or 1 to disable or enable, respectively, the UID
6746 (used identification number) checking for save files (to verify that the
6747 user who is restoring is the same one who saved).
6751 The following four options affect the score file:
6756 Maximum number of entries for one person.
6758 \item[\ib{ENTRYMAX}]
6759 Maximum number of entries in the score file.
6761 \item[\ib{POINTSMIN}]
6762 Minimum number of points to get an entry in the score file.
6764 \item[\ib{PERS\verb+_+IS\verb+_+UID}]
6765 0 or 1 to use user names or numeric userids, respectively, to identify
6766 unique people for the score file.
6768 \item[\ib{HIDEUSAGE}]
6769 0 or 1 to control whether the help menu entry for command
6770 line usage is shown or suppressed.
6772 \item[\ib{MAX\verb+_+STATUENAME\verb+_+RANK}]
6773 Maximum number of score file entries to use for
6774 random statue names (default is 10).
6776 \item[\ib{ACCESSIBILITY}]
6777 0 or 1 to disable or enable, respectively, the ability for players
6778 to set S\verb+_+pet\verb+_+override and S\verb+_+hero\verb+_+override
6779 symbols in their configuration file.
6781 \item[\ib{PORTABLE\verb+_+DEVICE\verb+_+PATHS}]
6782 0 or 1 Windows OS only, the game will look for all of its external
6783 files, and write to all of its output files in one place
6784 rather than at the standard locations.
6786 \item[\ib{DUMPLOGFILE}]
6787 A filename where the end-of-game dumplog is saved.
6788 Not defining this will prevent dumplog from being created.
6789 Only available if your game is compiled with DUMPLOG.
6790 Allows the following placeholders:
6791 % FIXME: this should be changed to a nested list or else be forcibly indented
6792 {\tt \%\%} --- literal `{\tt \%}'\\
6793 {\tt \%v} --- version (eg. ``{\tt 3.7.0-0}'')\\
6794 {\tt \%u} --- game UID\\
6795 {\tt \%t} --- game start time, UNIX timestamp format\\
6796 {\tt \%T} --- current time, UNIX timestamp format\\
6797 {\tt \%d} --- game start time, YYYYMMDDhhmmss format\\
6798 {\tt \%D} --- current time, YYYYMMDDhhmmss format\\
6799 {\tt \%n} --- player name\\
6800 {\tt \%N} --- first character of player name
6803 A bit-mask of types of events that should be written to
6804 the {\it livelog\/} file if one is present.
6805 The sample {\it sysconf\/} file accompanying the program contains a
6806 comment which lists the meaning of the various bits used.
6807 Intended for server systems supporting simultaneous play by multiple
6808 players (to be clear, each one running a separate single player game),
6809 for displaying their game progress to observers.
6810 Only relevant if the program was built with LIVELOG enabled.
6811 When available, it should be left commented out on single player
6812 installations because over time the file could grow to be extremely
6813 large unless it is actively maintained.
6815 \item[\ib{CRASHREPORTURL}]
6817 {\tt https://www.nethack.org/links/cr-37BETA.html}
6818 and support is compiled in, brings up a browser window populated with
6819 the information needed to report a problem if the game panics or ends
6820 up in an internally inconsistent state, or if the \#bugreport command is
6828 {\it NetHack\/} maintains a list of the top scores or scorers on your machine,
6829 depending on how it is set up. In the latter case, each account on
6830 the machine can post only one non-winning score on this list. If
6831 you score higher than someone else on this list, or better your
6832 previous score, you will be inserted in the proper place under your
6833 current name. How many scores are kept can also be set up when
6834 {\it NetHack\/} is compiled.
6837 Your score is chiefly based upon how much experience you gained, how
6838 much loot you accumulated, how deep you explored, and how the game
6839 ended. If you quit the game, you escape with all of your gold intact.
6840 If, however, you get killed in the Mazes of Menace, the guild will
6841 only hear about 90\,\% of your gold when your corpse is discovered
6842 (adventurers have been known to collect finder's fees). So, consider
6843 whether you want to take one last hit at that monster and possibly
6844 live, or quit and stop with whatever you have. If you quit, you keep
6845 all your gold, but if you swing and live, you might find more.
6848 If you just want to see what the current top players/games list is, you
6856 \section{Explore mode}
6859 {\it NetHack\/} is an intricate and difficult game. Novices might falter
6860 in fear, aware of their ignorance of the means to survive. Well, fear
6861 not. Your dungeon comes equipped with an ``explore'' or ``discovery''
6862 mode that enables you to keep old save files and cheat death, at the
6863 paltry cost of not getting on the high score list.
6866 There are two ways of enabling explore mode. One is to start the game
6868 command-line switch or with the
6869 {\it playmode:explore\/}
6870 option. The other is to issue the `{\tt \#exploremode}' extended command while
6871 already playing the game. Starting a new game in explore mode provides your
6872 character with a wand of wishing in initial inventory; switching
6873 during play does not. The other benefits of explore mode are left for
6874 the trepid reader to discover.
6878 \subsection*{Debug mode}
6881 Debug mode, also known as wizard mode, is undocumented aside from this
6882 brief description and the various ``debug mode only'' commands listed
6883 among the command descriptions.
6884 It is intended for tracking down problems within the
6885 program rather than to provide god-like powers to your character, and
6886 players who attempt debugging are expected to figure out how to use it
6888 It is initiated by starting the game with the
6890 command-line switch or with the
6891 {\it playmode:debug\/}
6895 For some systems, the player must be logged in
6896 under a particular user name to be allowed to use debug mode; for others,
6897 the hero must be given a particular character name (but may be any role;
6898 there's no connection between ``wizard mode'' and the {\it Wizard\/} role).
6899 Attempting to start a game in debug mode when not allowed
6900 or not available will result in falling back to explore mode instead.
6906 {\it hack\/} game was modeled on the Berkeley
6909 {\it rogue\/} game. Large portions of this document were shamelessly
6911 {\it A Guide to the Dungeons of Doom}, by Michael C. Toy
6912 and Kenneth C. R. C. Arnold. Small portions were adapted from
6913 {\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
6916 {\it NetHack\/} is the product of literally scores of people's work.
6917 Main events in the course of the game development are described below:
6921 \nd {\it Jay Fenlason\/} wrote the original {\it Hack}, with help from {\it
6922 Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
6926 \nd {\it Andries Brouwer\/} did a major re-write while at
6927 Stichting Mathematisch Centrum (now Centrum Wiskunde \& Informatica),
6928 transforming Hack into a very different game.
6929 He published the Hack source code for use on UNIX
6930 systems by posting that to Usenet
6931 newsgroup {\it net.sources\/} (later renamed {\it comp.sources})
6932 releasing version 1.0 in December of 1984, then versions 1.0.1, 1.0.2,
6933 and finally 1.0.3 in July of 1985.
6934 Usenet newsgroup {\it net.games.hack\/} (later
6935 renamed {\it rec.games.hack}, eventually replaced
6936 by {\it rec.games.roguelike.nethack})
6937 was created for discussing it.
6941 \nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
6942 producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
6943 version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
6945 note that these are old {\it Hack\/} version numbers, not contemporary
6946 {\it NetHack\/} ones).
6950 \nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
6951 520/1040ST, producing {\it ST Hack\/} 1.03.
6955 \nd {\it Mike Stephenson\/} merged these various versions back together,
6956 incorporating many of the added features, and produced {\it NetHack\/} version
6958 He then coordinated a cast of thousands in enhancing and debugging
6959 {\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
6960 Like Hack, they were released by posting their source code to Usenet where
6961 they remained available in various archives accessible
6962 via {\it ftp\/} and {\it uucp\/} after expiring from the newsgroup.
6966 \nd Later, Mike coordinated a major re-write of the game, heading a team which
6967 included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
6968 {\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
6969 Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce
6970 {\it NetHack\/} 3.0c.
6974 \nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
6975 {\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
6976 and {\it Kevin Darcy\/} later joined the main {\it NetHack Development Team} to produce
6977 subsequent revisions of 3.0.
6981 \nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it
6982 Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
6983 overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
6984 NetHack\/} 3.0 to the Macintosh. Along with various other Dungeoneers, they
6985 continued to enhance the PC, Macintosh, and Amiga ports through the later
6989 Version 3.0 went through ten relatively rapidly released ``patch-level''
6991 Versions at the time were known as 3.0 for the base release and variously
6992 as ``3.0a'' through ``3.0j'',
6993 ``3.0~patchlevel~1'' through ``3.0~patchlevel~10'',
6994 or ``3.0pl1'' through ``3.0pl10''
6995 rather than 3.0.0 and 3.0.1 through 3.0.10;
6996 the three component numbering scheme began to be used with 3.1.0.
7000 \nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/}
7001 and {\it Janet Walz}, the {\it NetHack Development Team} which now included
7003 {\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
7004 {\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
7005 {\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a
7006 radical revision of 3.0.
7007 They re-structured the game's design, and re-wrote major
7009 They added multiple dungeons, a new display, special
7010 individual character quests, a new endgame and many other new features, and
7011 produced {\it NetHack\/} 3.1.
7012 Version 3.1.0 was released in January of 1993.
7016 \nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
7017 from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
7018 developed {\it NetHack\/} 3.1 for the Amiga.
7022 \nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
7023 {\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
7024 and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
7028 \nd {\it Jon W\{tte} and {\it Hao-yang Wang},
7029 with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
7030 {\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
7031 {\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
7032 developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
7033 Building on their development, {\it Bart House} added a Think C port.
7037 \nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
7038 {\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
7039 {\it Pat Rankin}, with help from {\it Joshua Delahunty},
7040 was responsible for the VMS version of {\it NetHack\/} 3.1.
7041 {\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
7045 \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed
7046 {\it NetHack\/} 3.1 for X11.
7047 It drew the map as text rather than graphically but
7048 included {\tt nh10.bdf}, an optionally used custom X11 font which has
7049 tiny images in place of letters and punctuation, a precursor of tiles.
7050 Those images don't extend to individual monster and object types, just
7051 replacements for monster and object classes (so one custom image for all
7052 ``{\tt a}'' insects and another for all ``{\tt [}'' armor and so
7053 forth, not separate images for beetles and ants or for cloaks and boots).
7057 \nd {\it Warwick Allison\/} wrote a graphically displayed version
7059 for the Atari where the tiny pictures were described as ``icons'' and
7060 were distinct for specific types of monsters and objects rather than just
7062 He contributed them to the {\it NetHack Development Team\/} which
7063 rechristened them ``tiles'', original usage which has subsequently been
7064 picked up by various other games.
7065 {\it NetHack's\/} tiles support was then implemented on other platforms
7066 (initially MS-DOS but eventually Windows, Qt, and X11 too).
7070 \nd The 3.2 {\it NetHack Development Team}, comprised of {\it Michael Allison}, {\it Ken
7071 Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
7072 Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
7073 {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
7074 and {\it Paul Winner}, released version 3.2.0 in April of 1996.
7078 \nd Version 3.2 marked the tenth anniversary of the formation of the
7080 In a testament to their dedication to the game, all thirteen members
7081 of the original {\it NetHack Development Team} remained on the team at the
7082 start of work on that release.
7083 During the interval between the release of 3.1.3 and 3.2.0,
7084 one of the founding members of the {\it NetHack Development Team},
7085 {\it Dr. Izchak Miller}, was diagnosed with cancer and passed away.
7086 That release of the game was
7087 dedicated to him by the development and porting teams.
7090 Version 3.2 proved to be more stable than previous versions.
7091 Many bugs were fixed, abuses eliminated, and game features tuned for
7096 During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
7098 their own modifications to the game and made these ``variants'' publicly
7103 {\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
7104 which was quickly renamed {\it NetHack$--$\/}
7105 when some people incorrectly assumed that it was a conversion of the
7106 {\it C\/} source code to {\it C++}.
7107 Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
7108 {\it Tom Proudfoot} later merged {\it NetHack Plus}
7109 and his own {\it NetHack$--$} to produce {\it SLASH}.
7110 {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
7111 casting system with the Wizard Patch.
7112 {\it Warwick Allison} also ported {\it NetHack\/} to use the Qt interface.
7116 {\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
7117 to produce {\it Slash'EM\/}, and
7118 with the help of {\it Kevin Hugo}, added more features.
7119 Kevin later joined the {\it NetHack Development Team} and incorporated
7120 the best of these ideas into {\it NetHack\/} 3.3.
7124 The final update to 3.2 was the bug fix release 3.2.3, which was released
7125 simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
7126 Because of the newer version, 3.2.3 was released as a source code patch only,
7127 without any ready-to-play distribution for systems that usually had such.
7130 (To anyone considering resurrecting an old version: all versions before
7131 3.2.3 had a {\it Y2K\/} bug.
7132 The high scores file and the log file contained
7133 dates which were formatted using a two-digit year, and 1999's year 99 was
7134 followed by 2000's year 100.
7135 That got written out successfully but it
7136 unintentionally introduced an extra column in the file layout which prevented
7137 score entries from being read back in correctly, interfering with insertion
7138 of new high scores and with retrieval of old character names to use for
7139 random ghost and statue names in the current game.)
7143 The 3.3 {\it NetHack Development Team}, consisting of {\it Michael Allison}, {\it Ken Arromdee},
7144 {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
7145 {\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
7146 {\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
7147 {\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
7148 December 1999 and 3.3.1 in August of 2000.
7152 Version 3.3 offered many firsts. It was the first version to separate race
7153 and profession. The Elf class was removed in preference to an elf race,
7154 and the races of dwarves, gnomes, and orcs made their first appearance in
7155 the game alongside the familiar human race. Monk and Ranger roles joined
7156 Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
7157 Tourists, Valkyries and of course, Wizards. It was also the first version
7158 to allow you to ride a steed, and was the first version to have a publicly
7159 available web-site listing all the bugs that had been discovered. Despite
7160 that constantly growing bug list, 3.3 proved stable enough to last for
7161 more than a year and a half.
7165 The 3.4 {\it NetHack Development Team} initially consisted of
7166 {\it Michael Allison}, {\it Ken Arromdee},
7167 {\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
7168 {\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
7169 {\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
7170 just before the release of {\it NetHack\/} 3.4.0 in March 2002.
7174 As with version 3.3, various people contributed to the game as a whole as
7175 well as supporting ports on the different platforms that {\it NetHack\/}
7180 \nd{\it Pat Rankin} maintained 3.4 for VMS.
7184 \nd {\it Michael Allison} maintained {\it NetHack\/} 3.4 for the MS-DOS
7186 {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
7190 \nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
7191 enhanced the Macintosh port of 3.4.
7195 \nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel},
7196 {\it Dion Nicolaas}, and
7197 {\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows
7199 {\it Alex Kompel} contributed a new graphical interface for the Windows port.
7200 {\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
7204 \nd {\it Ron Van Iwaarden} was the sole maintainer of {\it NetHack\/} for
7206 several releases. Unfortunately Ron's last OS/2 machine stopped working in
7207 early 2006. A great many thanks to Ron for keeping {\it NetHack\/} alive on
7208 OS/2 all these years.
7212 \nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
7213 and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
7218 \nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
7219 resurrected it for 3.3.1.
7223 The release of {\it NetHack\/} 3.4.3 in December 2003 marked the beginning of
7224 a long release hiatus. 3.4.3 proved to be a remarkably stable version that
7225 provided continued enjoyment by the community for more than a decade. The
7226 {\it NetHack Development Team} slowly and quietly continued to work on the game behind the scenes
7227 during the tenure of 3.4.3. It was during that same period that several new
7228 variants emerged within the {\it NetHack\/} community. Notably sporkhack by
7229 Derek S. Ray, {\it unnethack\/} by Patric Mueller, {\it nitrohack\/} and its
7230 successors originally by Daniel Thaler and then by Alex Smith, and
7231 {\it Dynahack\/} by Tung Nguyen.
7232 Some of those variants continue to be
7233 developed, maintained, and enjoyed by the community to this day.
7237 In September 2014, an interim snapshot of the code under development was
7238 released publicly by other parties.
7239 Since that code was a work-in-progress
7240 and had not gone through the process of debugging it as a suitable release,
7241 it was decided that the version numbers present on that code snapshot would
7242 be retired and never used in an official {\it NetHack\/} release.
7243 An announcement was posted on the {\it NetHack Development Team}'s official
7244 {\it nethack.org\/} website
7245 to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
7246 official release version.
7250 In January 2015, preparation began for the release of NetHack 3.6.
7254 At the beginning of development for what would eventually get released as
7255 3.6.0, the {\it NetHack Development Team} consisted of {\it Warwick Allison},
7256 {\it Michael Allison}, {\it Ken Arromdee},
7257 {\it David Cohrs}, {\it Jessie Collet},
7258 {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
7259 {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}.
7260 In early 2015, ahead of the release of 3.6.0, new members
7261 {\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray}
7262 joined the {\it NetHack\/} development team.
7266 Near the end of the development of 3.6.0, one of the significant inspirations
7267 for many of the humorous and fun features found in the game,
7268 author Terry Pratchett, passed away. {\it NetHack\/} 3.6.0 introduced
7273 3.6.0 was released in December 2015, and merged work done by the development
7274 team since the release of 3.4.3 with some of the beloved community
7275 patches. Many bugs were fixed and some code was restructured.
7279 The {\it NetHack Development Team}, as well as {\it Steve VanDevender} and
7280 {\it Kevin Smolkowski}, ensured that {\it NetHack\/} 3.6 continued to
7281 operate on various UNIX flavors and maintained the X11 interface.
7285 {\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick}
7286 maintained the port of {\it NetHack\/} 3.6 for MacOS.
7290 {\it Michael Allison}, {\it David Cohrs}, {\it Bart House},
7291 {\it Pasi Kallinen}, {\it Alex Kompel}, {\it Dion Nicolaas},
7292 {\it Derek S. Ray} and {\it Yitzhak Sapir}
7293 maintained the port of {\it NetHack\/} 3.6 for Microsoft Windows.
7297 {\it Pat Rankin} attempted to keep the VMS port running for NetHack 3.6,
7298 hindered by limited access. {\it Kevin Smolkowski} has updated and tested it
7299 for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha
7300 and Integrity (aka Itanium aka IA64) but not VAX.
7304 {\it Ray Chason} resurrected the MS-DOS port for 3.6 and contributed the
7305 necessary updates to the community at large.
7309 In late April 2018, several hundred bug fixes for 3.6.0 and some new features
7310 were assembled and released as NetHack 3.6.1.
7311 The {\it NetHack Development Team} at the
7312 time of release of 3.6.1 consisted of
7313 {\it Warwick Allison}, {\it Michael Allison}, {\it Ken Arromdee},
7314 {\it David Cohrs}, {\it Jessie Collet},
7315 {\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick},
7316 {\it Patric Mueller}, {\it Pat Rankin}, {\it Derek S. Ray},
7317 {\it Alex Smith}, {\it Mike Stephenson}, {\it Janet Walz}, and
7322 In early May 2019, another 320 bug fixes along with some enhancements and
7323 the adopted curses window port, were released as 3.6.2.
7327 {\it Bart House}, who had contributed to the game as a porting team participant
7328 for decades, joined the {\it NetHack Development Team} in late May 2019.
7332 NetHack 3.6.3 was released on December 5, 2019 containing over 190 bug
7333 fixes to NetHack 3.6.2.
7337 NetHack 3.6.4 was released on December 18, 2019 containing a security fix and
7342 NetHack 3.6.5 was released on January 27, 2020 containing some security fixes
7343 and a small number of bug fixes.
7347 NetHack 3.6.6 was released on March 8, 2020 containing a security fix and
7352 NetHack 3.6.7 was released on February 16, 2023 containing a security fix and
7357 \nd The official {\it NetHack\/} web site is maintained by {\it Ken Lorber} at
7359 \special{html:<a href="https://www.nethack.org/">}}
7360 https:{\tt /}{\tt /}www.nethack.org{\tt /}.
7362 \special{html:</a>}}
7367 \subsection*{Special Thanks}
7368 \nd On behalf of the {\it NetHack\/} community, thank you very much once
7369 again to {\it M. Drew Streib} and {\it Pasi Kallinen} for providing a
7370 public NetHack server at nethack.alt.org. Thanks to {\it Keith Simpson}
7371 and {\it Andy Thomson} for hardfought.org. Thanks to all those
7372 unnamed dungeoneers who invest their time and effort into annual
7373 {\it NetHack\/} tournaments such as {\it Junethack},
7374 {\it The November NetHack Tournament}, and in days past,
7375 {\it devnull.net\/} (gone for now, but not forgotten).
7379 \subsection*{Dungeoneers}
7381 \nd From time to time, some depraved individual out there in netland sends a
7382 particularly intriguing modification to help out with the game. The
7383 {\it NetHack Development Team} sometimes makes note of the names of the worst
7384 of these miscreants in this, the list of Dungeoneers:
7388 \begin{tabular}{llll}
7390 Adam Aronow & J. Ali Harlow & Mikko Juola\\
7391 Alex Kompel & Janet Walz & Nathan Eady\\
7392 Alex Smith & Janne Salmij\"{a}rvi & Norm Meluch\\
7393 Andreas Dorn & Jean-Christophe Collet & Olaf Seibert\\
7394 Andy Church & Jeff Bailey & Pasi Kallinen\\
7395 Andy Swanson & Jochen Erwied & Pat Rankin\\
7396 Andy Thomson & John Kallen & Patric Mueller\\
7397 Ari Huttunen & John Rupley & Paul Winner\\
7398 Bart House & John S. Bien & Pierre Martineau\\
7399 Benson I. Margulies & Johnny Lee & Ralf Brown\\
7400 Bill Dyer & Jon W\{tte & Ray Chason\\
7401 Boudewijn Waijers & Jonathan Handler & Richard Addison\\
7402 Bruce Cox & Joshua Delahunty & Richard Beigel\\
7403 Bruce Holloway & Karl Garrison & Richard P. Hughey\\
7404 Bruce Mewborne & Keizo Yamamoto & Rob Menke\\
7405 Carl Schelin & Keith Simpson & Robin Bandy\\
7406 Chris Russo & Ken Arnold & Robin Johnson\\
7407 David Cohrs & Ken Arromdee & Roderick Schertler\\
7408 David Damerell & Ken Lorber & Roland McGrath\\
7409 David Gentzel & Ken Washikita & Ron Van Iwaarden\\
7410 David Hairston & Kevin Darcy & Ronnen Miller\\
7411 Dean Luick & Kevin Hugo & Ross Brown\\
7412 Del Lamb & Kevin Sitze & Sascha Wostmann\\
7413 Derek S. Ray & Kevin Smolkowski & Scott Bigham\\
7414 Deron Meranda & Kevin Sweet & Scott R. Turner\\
7415 Dion Nicolaas & Lars Huttar & Sean Hunt\\
7416 Dylan O'Donnell & Leon Arnott & Stephen Spackman\\
7417 Eric Backus & M. Drew Streib & Stefan Thielscher\\
7418 Eric Hendrickson & Malcolm Ryan & Stephen White\\
7419 Eric R. Smith & Mark Gooderum & Steve Creps\\
7420 Eric S. Raymond & Mark Modrall & Steve Linhart\\
7421 Erik Andersen & Marvin Bressler & Steve VanDevender\\
7422 Fredrik Ljungdahl & Matthew Day & Teemu Suikki\\
7423 Frederick Roeber & Merlyn LeRoy & Tim Lennan\\
7424 Gil Neiger & Michael Allison & Timo Hakulinen\\
7425 Greg Laskin & Michael Feir & Tom Almy\\
7426 Greg Olson & Michael Hamel & Tom West\\
7427 Gregg Wonderly & Michael Sokolov & Warren Cheung\\
7428 Hao-yang Wang & Mike Engber & Warwick Allison\\
7429 Helge Hafting & Mike Gallop & Yitzhak Sapir\\
7430 Irina Rempt-Drijfhout & Mike Passaretti\\
7431 Izchak Miller & Mike Stephenson
7432 %TABLE_END Do not delete this line.
7440 %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
7441 %%%Don't need next line if a UNIX macro automatically inserts footnotes.
7442 %UNIX is a registered trademark of AT\&T.\\
7443 %Lattice is a trademark of Lattice, Inc.\\
7444 %Atari and 1040ST are trademarks of Atari, Inc.\\
7445 %Amiga is a trademark of Commodore-Amiga, Inc.\\
7447 %Brand and product names are trademarks or registered trademarks
7448 %of their respective holders.