11 A Guide to the Mazes of Menace
12 (Guidebook for NetHack)
15 Original version - Eric S. Raymond
16 (Edited and expanded for 3.6 by Mike Stephenson and others)
22 This version of the game is special in a particular way.
23 Near the end of the development of 3.6, one of the significant
24 inspirations for many of the humorous and fun features found in
25 the game, author Terry Pratchett, passed away. We have dedicated
26 this version of the game in his memory.
30 Recently, you have begun to find yourself unfulfilled and
31 distant in your daily occupation. Strange dreams of prospecting,
32 stealing, crusading, and combat have haunted you in your sleep
33 for many months, but you aren't sure of the reason. You wonder
34 whether you have in fact been having those dreams all your life,
35 and somehow managed to forget about them until now. Some nights
36 you awaken suddenly and cry out, terrified at the vivid recollec-
37 tion of the strange and powerful creatures that seem to be lurk-
38 ing behind every corner of the dungeon in your dream. Could
39 these details haunting your dreams be real? As each night pass-
40 es, you feel the desire to enter the mysterious caverns near the
41 ruins grow stronger. Each morning, however, you quickly put the
42 idea out of your head as you recall the tales of those who en-
43 tered the caverns before you and did not return. Eventually you
44 can resist the yearning to seek out the fantastic place in your
45 dreams no longer. After all, when other adventurers came back
46 this way after spending time in the caverns, they usually seemed
47 better off than when they passed through the first time. And who
48 was to say that all of those who did not return had not just kept
52 Asking around, you hear about a bauble, called the Amulet of
53 Yendor by some, which, if you can find it, will bring you great
54 wealth. One legend you were told even mentioned that the one who
55 finds the amulet will be granted immortality by the gods. The
56 amulet is rumored to be somewhere beyond the Valley of Gehennom,
57 deep within the Mazes of Menace. Upon hearing the legends, you
58 immediately realize that there is some profound and undiscovered
59 reason that you are to descend into the caverns and seek out that
60 amulet of which they spoke. Even if the rumors of the amulet's
73 powers are untrue, you decide that you should at least be able to
74 sell the tales of your adventures to the local minstrels for a
75 tidy sum, especially if you encounter any of the terrifying and
76 magical creatures of your dreams along the way. You spend one
77 last night fortifying yourself at the local inn, becoming more
78 and more depressed as you watch the odds of your success being
79 posted on the inn's walls getting lower and lower.
82 In the morning you awake, collect your belongings, and set
83 off for the dungeon. After several days of uneventful travel,
84 you see the ancient ruins that mark the entrance to the Mazes of
85 Menace. It is late at night, so you make camp at the entrance
86 and spend the night sleeping under the open skies. In the morn-
87 ing, you gather your gear, eat what may be your last meal out-
88 side, and enter the dungeon...
91 2. What is going on here?
93 You have just begun a game of NetHack. Your goal is to grab
94 as much treasure as you can, retrieve the Amulet of Yendor, and
95 escape the Mazes of Menace alive.
97 Your abilities and strengths for dealing with the hazards of
98 adventure will vary with your background and training:
100 Archeologists understand dungeons pretty well; this enables
101 them to move quickly and sneak up on the local nasties. They
102 start equipped with the tools for a proper scientific expedition.
104 Barbarians are warriors out of the hinterland, hardened to
105 battle. They begin their quests with naught but uncommon
106 strength, a trusty hauberk, and a great two-handed sword.
108 Cavemen and Cavewomen start with exceptional strength but,
109 unfortunately, with neolithic weapons.
111 Healers are wise in medicine and apothecary. They know the
112 herbs and simples that can restore vitality, ease pain, anes-
113 thetize, and neutralize poisons; and with their instruments, they
114 can divine a being's state of health or sickness. Their medical
115 practice earns them quite reasonable amounts of money, with which
116 they enter the dungeon.
118 Knights are distinguished from the common skirmisher by
119 their devotion to the ideals of chivalry and by the surpassing
120 excellence of their armor.
122 Monks are ascetics, who by rigorous practice of physical and
123 mental disciplines have become capable of fighting as effectively
124 without weapons as with. They wear no armor but make up for it
125 with increased mobility.
129 NetHack 3.6 February 22, 2016
139 Priests and Priestesses are clerics militant, crusaders ad-
140 vancing the cause of righteousness with arms, armor, and arts
141 thaumaturgic. Their ability to commune with deities via prayer
142 occasionally extricates them from peril, but can also put them in
145 Rangers are most at home in the woods, and some say slightly
146 out of place in a dungeon. They are, however, experts in archery
147 as well as tracking and stealthy movement.
149 Rogues are agile and stealthy thieves, with knowledge of
150 locks, traps, and poisons. Their advantage lies in surprise,
151 which they employ to great advantage.
153 Samurai are the elite warriors of feudal Nippon. They are
154 lightly armored and quick, and wear the dai-sho, two swords of
155 the deadliest keenness.
157 Tourists start out with lots of gold (suitable for shopping
158 with), a credit card, lots of food, some maps, and an expensive
159 camera. Most monsters don't like being photographed.
161 Valkyries are hardy warrior women. Their upbringing in the
162 harsh Northlands makes them strong, inures them to extremes of
163 cold, and instills in them stealth and cunning.
165 Wizards start out with a knowledge of magic, a selection of
166 magical items, and a particular affinity for dweomercraft. Al-
167 though seemingly weak and easy to overcome at first sight, an ex-
168 perienced Wizard is a deadly foe.
170 You may also choose the race of your character:
172 Dwarves are smaller than humans or elves, but are stocky and
173 solid individuals. Dwarves' most notable trait is their great
174 expertise in mining and metalwork. Dwarvish armor is said to be
175 second in quality not even to the mithril armor of the Elves.
177 Elves are agile, quick, and perceptive; very little of what
178 goes on will escape an Elf. The quality of Elven craftsmanship
179 often gives them an advantage in arms and armor.
181 Gnomes are smaller than but generally similar to dwarves.
182 Gnomes are known to be expert miners, and it is known that a se-
183 cret underground mine complex built by this race exists within
184 the Mazes of Menace, filled with both riches and danger.
186 Humans are by far the most common race of the surface world,
187 and are thus the norm to which other races are often compared.
188 Although they have no special abilities, they can succeed in any
191 Orcs are a cruel and barbaric race that hate every living
192 thing (including other orcs). Above all others, Orcs hate Elves
195 NetHack 3.6 February 22, 2016
205 with a passion unequalled, and will go out of their way to kill
206 one at any opportunity. The armor and weapons fashioned by the
207 Orcs are typically of inferior quality.
209 3. What do all those things on the screen mean?
211 On the screen is kept a map of where you have been and what
212 you have seen on the current dungeon level; as you explore more
213 of the level, it appears on the screen in front of you.
215 When NetHack's ancestor rogue first appeared, its screen
216 orientation was almost unique among computer fantasy games.
217 Since then, screen orientation has become the norm rather than
218 the exception; NetHack continues this fine tradition. Unlike
219 text adventure games that accept commands in pseudo-English sen-
220 tences and explain the results in words, NetHack commands are all
221 one or two keystrokes and the results are displayed graphically
222 on the screen. A minimum screen size of 24 lines by 80 columns
223 is recommended; if the screen is larger, only a 21x80 section
224 will be used for the map.
226 NetHack can even be played by blind players, with the assis-
227 tance of Braille readers or speech synthesisers. Instructions
228 for configuring NetHack for the blind are included later in this
231 NetHack generates a new dungeon every time you play it; even
232 the authors still find it an entertaining and exciting game de-
233 spite having won several times.
235 NetHack offers a variety of display options. The options
236 available to you will vary from port to port, depending on the
237 capabilities of your hardware and software, and whether various
238 compile-time options were enabled when your executable was creat-
239 ed. The three possible display options are: a monochrome charac-
240 ter interface, a color character interface, and a graphical in-
241 terface using small pictures called tiles. The two character in-
242 terfaces allow fonts with other characters to be substituted, but
243 the default assignments use standard ASCII characters to repre-
244 sent everything. There is no difference between the various dis-
245 play options with respect to game play. Because we cannot repro-
246 duce the tiles or colors in the Guidebook, and because it is com-
247 mon to all ports, we will use the default ASCII characters from
248 the monochrome character display when referring to things you
249 might see on the screen during your game.
251 In order to understand what is going on in NetHack, first
252 you must understand what NetHack is doing with the screen. The
253 NetHack screen replaces the ``You see ...'' descriptions of text
254 adventure games. Figure 1 is a sample of what a NetHack screen
255 might look like. The way the screen looks for you depends on
261 NetHack 3.6 February 22, 2016
271 --------------------------------------------------------------------
283 Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
284 Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
286 --------------------------------------------------------------------
290 3.1. The status lines (bottom)
292 The bottom two lines of the screen contain several cryptic
293 pieces of information describing your current status. If either
294 status line becomes longer than the width of the screen, you
295 might not see all of it. Here are explanations of what the vari-
296 ous status items mean (though your configuration may not have all
297 the status items listed below):
300 Your character's name and professional ranking (based on the
301 experience level, see below).
304 A measure of your character's strength; one of your six ba-
305 sic attributes. A human character's attributes can range
306 from 3 to 18 inclusive; non-humans may exceed these limits
307 (occasionally you may get super-strengths of the form 18/xx,
308 and magic can also cause attributes to exceed the normal
309 limits). The higher your strength, the stronger you are.
310 Strength affects how successfully you perform physical
311 tasks, how much damage you do in combat, and how much loot
315 Dexterity affects your chances to hit in combat, to avoid
316 traps, and do other tasks requiring agility or manipulation
320 Constitution affects your ability to recover from injuries
321 and other strains on your stamina. When strength is low or
322 modest, consitution also affects how much you can carry.
323 With sufficiently high strength, the contribution to carry-
324 ing capacity from your constitution no longer matters.
327 NetHack 3.6 February 22, 2016
338 Intelligence affects your ability to cast spells and read
342 Wisdom comes from your practical experience (especially when
343 dealing with magic). It affects your magical energy.
346 Charisma affects how certain creatures react toward you. In
347 particular, it can affect the prices shopkeepers offer you.
350 Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
351 and Chaotic as evil, but legal and ethical do not always co-
352 incide. Your alignment influences how other monsters react
353 toward you. Monsters of a like alignment are more likely to
354 be non-aggressive, while those of an opposing alignment are
355 more likely to be seriously offended at your presence.
358 How deep you are in the dungeon. You start at level one and
359 the number increases as you go deeper into the dungeon.
360 Some levels are special, and are identified by a name and
361 not a number. The Amulet of Yendor is reputed to be some-
362 where beneath the twentieth level.
365 The number of gold pieces you are openly carrying. Gold
366 which you have concealed in containers is not counted.
369 Your current and maximum hit points. Hit points indicate
370 how much damage you can take before you die. The more you
371 get hit in a fight, the lower they get. You can regain hit
372 points by resting, or by using certain magical items or
373 spells. The number in parentheses is the maximum number
374 your hit points can reach.
377 Spell points. This tells you how much mystic energy (mana)
378 you have available for spell casting. Again, resting will
379 regenerate the amount available.
382 A measure of how effectively your armor stops blows from un-
383 friendly creatures. The lower this number is, the more ef-
384 fective the armor; it is quite possible to have negative ar-
388 Your current experience level and experience points. As you
389 adventure, you gain experience points. At certain experi-
390 ence point totals, you gain an experience level. The more
393 NetHack 3.6 February 22, 2016
403 experienced you are, the better you fight and withstand mag-
404 ical attacks. Many dungeons show only your experience level
408 The number of turns elapsed so far, displayed if you have
412 Hunger: your current hunger status. Values are Satiated,
413 Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
416 Encumbrance: an indication of how what your are carrying af-
417 fects your ability to move. Values are Unencumbered, Encum-
418 bered, Stressed, Strained, Overtaxed, and Overloaded. Not
419 shown when Unencumbered.
421 Fatal conditions: Stone (aka Petrifying, turning to stone),
422 Slime (turning into green slime), Strngl (being strangled),
423 FoodPois (suffering from acute food poisoning), TermIll
424 (suffering from a terminal illness).
426 Non-fatal conditions: Blind (can't see), Deaf (can't hear),
427 Stun (stunned), Conf (confused), Hallu (hallucinating).
429 Movement modifiers: Lev (levitating), Fly (flying), Ride
432 Other conditions and modifiers exist, but there isn't enough
433 room to display them with the other status fields. The `^X'
434 command shows all relevant status conditions.
436 3.2. The message line (top)
438 The top line of the screen is reserved for messages that de-
439 scribe things that are impossible to represent visually. If you
440 see a ``--More--'' on the top line, this means that NetHack has
441 another message to display on the screen, but it wants to make
442 certain that you've read the one that is there first. To read
443 the next message, just press the space bar.
445 To change how and what messages are shown on the message
446 line, see ``Configuring Message Types`` and the verbose option.
448 3.3. The map (rest of the screen)
450 The rest of the screen is the map of the level as you have
451 explored it so far. Each symbol on the screen represents some-
452 thing. You can set various graphics options to change some of
453 the symbols the game uses; otherwise, the game will use default
454 symbols. Here is a list of what the default symbols mean:
459 NetHack 3.6 February 22, 2016
470 The walls of a room, or an open door. Or a grave (|).
472 . The floor of a room, ice, or a doorless doorway.
474 # A corridor, or iron bars, or a tree, or possibly a kitchen
475 sink (if your dungeon has sinks), or a drawbridge.
477 > Stairs down: a way to the next level.
479 < Stairs up: a way to the previous level.
481 + A closed door, or a spellbook containing a spell you may be
484 @ Your character or a human.
488 ^ A trap (once you have detected it).
492 [ A suit or piece of armor.
494 % Something edible (not necessarily healthy).
504 ( A useful item (pick-axe, key, lamp...).
506 " An amulet or a spider web.
508 * A gem or rock (possibly valuable, possibly worthless).
510 ` A boulder or statue.
514 _ An altar, or an iron chain.
518 } A pool of water or moat or a pool of lava.
525 NetHack 3.6 February 22, 2016
535 a-zA-Z and other symbols
536 Letters and certain other symbols represent the various in-
537 habitants of the Mazes of Menace. Watch out, they can be
538 nasty and vicious. Sometimes, however, they can be helpful.
540 I This marks the last known location of an invisible or other-
541 wise unseen monster. Note that the monster could have
542 moved. The `F' and `m' commands may be useful here.
544 You need not memorize all these symbols; you can ask the
545 game what any symbol represents with the `/' command (see the
546 next section for more info).
551 Commands are initiated by typing one or two characters.
552 Some commands, like ``search'', do not require that any more in-
553 formation be collected by NetHack. Other commands might require
554 additional information, for example a direction, or an object to
555 be used. For those commands that require additional information,
556 NetHack will present you with either a menu of choices or with a
557 command line prompt requesting information. Which you are pre-
558 sented with will depend chiefly on how you have set the menustyle
561 For example, a common question, in the form ``What do you
562 want to use? [a-zA-Z ?*]'', asks you to choose an object you are
563 carrying. Here, ``a-zA-Z'' are the inventory letters of your
564 possible choices. Typing `?' gives you an inventory list of
565 these items, so you can see what each letter refers to. In this
566 example, there is also a `*' indicating that you may choose an
567 object not on the list, if you wanted to use something unexpect-
568 ed. Typing a `*' lists your entire inventory, so you can see the
569 inventory letters of every object you're carrying. Finally, if
570 you change your mind and decide you don't want to do this command
571 after all, you can press the ESC key to abort the command.
573 You can put a number before some commands to repeat them
574 that many times; for example, ``10s'' will search ten times. If
575 you have the number_pad option set, you must type `n' to prefix a
576 count, so the example above would be typed ``n10s'' instead.
577 Commands for which counts make no sense ignore them. In addi-
578 tion, movement commands can be prefixed for greater control (see
579 below). To cancel a count or a prefix, press the ESC key.
581 The list of commands is rather long, but it can be read at
582 any time during the game through the `?' command, which accesses
583 a menu of helpful texts. Here are the commands for your refer-
586 ? Help menu: display one of several help texts available.
591 NetHack 3.6 February 22, 2016
601 / The ``what-is'' command, to tell what a symbol represents.
602 You may choose to specify a location or type a symbol (or
603 even a whole word) to explain. Specifying a location is
604 done by moving the cursor to a particular spot on the map
605 and then pressing one of `.', `,', `;', or `:'. `.' will
606 explain the symbol at the chosen location, conditionally
607 check for ``More info?'' depending upon whether the help op-
608 tion is on, and then you will be asked to pick another loca-
609 tion; `,' will explain the symbol but skip any additional
610 information, then let you pick another location; `;' will
611 skip additional info and also not bother asking you to
612 choose another location to examine; `:' will show additional
613 info, if any, without asking for confirmation. When picking
614 a location, pressing the ESC key will terminate this com-
615 mand, or pressing `?' will give a brief reminder about how
618 If the autodescribe option is on, a short description of
619 what you see at each location is shown as you move the cur-
620 sor. Typing `#' while picking a location will toggle that
621 option on or off. The whatis_coord option controls whether
622 the short description includes map coordinates.
624 Specifying a name rather than a location always gives any
625 additional information available about that name.
627 You may also request a description of nearby monsters, all
628 monsters currently displayed, nearby objects, or all ob-
629 jects. The whatis_coord option controls which format of map
630 coordinate is included with their descriptions.
632 & Tell what a command does.
634 < Go up to the previous level (if you are on a staircase or
637 > Go down to the next level (if you are on a staircase or lad-
641 Go one step in the direction indicated (see Figure 2). If
642 you sense or remember a monster there, you will fight the
643 monster instead. Only these one-step movement commands
644 cause you to fight monsters; the others (below) are
652 (if number_pad is set)
657 NetHack 3.6 February 22, 2016
668 Go in that direction until you hit a wall or run into some-
672 Prefix: move without picking up objects or fighting (even
673 if you remember a monster there)
676 Prefix: fight a monster (even if you only guess one is
680 Prefix: move far, no pickup.
683 Prefix: move until something interesting is found.
685 G[yuhjklbn] or <CONTROL->[yuhjklbn]
686 Prefix: same as `g', but forking of corridors is not con-
689 _ Travel to a map location via a shortest-path algorithm.
691 The shortest path is computed over map locations the hero
692 knows about (e.g. seen or previously traversed). If there
693 is no known path, a guess is made instead. Stops on most of
694 the same conditions as the `G' command, but without picking
695 up objects, similar to the `M' command. For ports with
696 mouse support, the command is also invoked when a mouse-
697 click takes place on a location other than the current posi-
700 . Rest, do nothing for one turn.
702 a Apply (use) a tool (pick-axe, key, lamp...).
704 A Remove one or more worn items, such as armor.
706 Use `T' (take off) to take off only one piece of armor or
707 `R' (remove) to take off only one accessory.
709 ^A Redo the previous command.
713 C Call (name) a monster, an individual object, or a type of
716 Same as extended command ``#name''.
718 ^C Panic button. Quit the game.
723 NetHack 3.6 February 22, 2016
735 Ex. ``d7a'' means drop seven items of object a.
737 D Drop several things.
739 In answer to the question
741 ``What kinds of things do you want to drop? [!%= BUCXaium]''
743 you should type zero or more object symbols possibly fol-
744 lowed by `a' and/or `i' and/or `u' and/or `m'. In addition,
745 one or more of the blessed/uncursed/cursed groups may be
748 DB - drop all objects known to be blessed.
749 DU - drop all objects known to be uncursed.
750 DC - drop all objects known to be cursed.
751 DX - drop all objects of unknown B/U/C status.
752 Da - drop all objects, without asking for confirmation.
753 Di - examine your inventory before dropping anything.
754 Du - drop only unpaid objects (when in a shop).
755 Dm - use a menu to pick which object(s) to drop.
756 D%u - drop only unpaid food.
758 ^D Kick something (usually a door).
762 E Engrave a message on the floor.
764 E- - write in the dust with your fingers.
766 Engraving the word ``Elbereth'' will cause most monsters to
767 not attack you hand-to-hand (but if you attack, you will rub
768 it out); this is often useful to give yourself a breather.
769 (This feature may be compiled out of the game, so your ver-
770 sion might not have it.)
772 f Fire one of the objects placed in your quiver (or quiver
773 sack, or that you have at the ready). You may select ammu-
774 nition with a previous `Q' command, or let the computer pick
775 something appropriate if autoquiver is true.
777 i List your inventory (everything you're carrying).
779 I List selected parts of your inventory, usually be specifying
780 the character for a particular set of objects, like `[' for
781 armor or `!' for potions.
789 NetHack 3.6 February 22, 2016
799 I* - list all gems in inventory;
800 Iu - list all unpaid items;
801 Ix - list all used up items that are on your shopping bill;
802 IB - list all items known to be blessed;
803 IU - list all items known to be uncursed;
804 IC - list all items known to be cursed;
805 IX - list all items whose bless/curse status is known;
806 I$ - count your money.
812 A menu showing the current option values will be displayed.
813 You can change most values simply by selecting the menu en-
814 try for the given option (ie, by typing its letter or click-
815 ing upon it, depending on your user interface). For the
816 non-boolean choices, a further menu or prompt will appear
817 once you've closed this menu. The available options are
818 listed later in this Guidebook. Options are usually set be-
819 fore the game rather than with the `O' command; see the sec-
820 tion on options below.
822 p Pay your shopping bill.
824 P Put on an accessory (ring, amulet, or blindfold).
826 This command may also be used to wear armor. The prompt for
827 which inventory item to use will only list accessories, but
828 choosing an unlisted item of armor will attempt to wear it.
829 (See the `W' command below. It lists armor as the inventory
830 choices but will accept an accessory and attempt to put that
833 ^P Repeat previous message.
835 Subsequent ^P's repeat earlier messages. The behavior can
836 be varied via the msg_window option.
838 q Quaff (drink) something (potion, water, etc).
840 Q Select an object for your quiver, quiver sack, or just gen-
841 erally at the ready (only one of these is available at a
842 time). You can then throw this (or one of these) using the
845 (In versions prior to 3.3 this was the command to quit the
846 game, which has been moved to ``#quit''.)
848 r Read a scroll or spellbook.
850 R Remove a worn accessory (ring, amulet, or blindfold).
855 NetHack 3.6 February 22, 2016
865 If you're wearing more than one, you'll be prompted for
866 which one to remove. When you're only wearing one, then by
867 default it will be removed without asking, but you can set
868 the paranoid_confirmation option to require a prompt.
870 This command may also be used to take off armor. The prompt
871 for which inventory item to remove only lists worn acces-
872 sories, but an item of worn armor can be chosen. (See the
873 `T' command below. It lists armor as the inventory choices
874 but will accept an accessory and attempt to remove it.)
876 ^R Redraw the screen.
878 s Search for secret doors and traps around you. It usually
879 takes several tries to find something.
881 S Save (and suspend) the game. The game will be restored au-
882 tomatically the next time you play.
884 t Throw an object or shoot a projectile.
888 If you're wearing more than one piece, you'll be prompted
889 for which one to take off. (Note that this treats a cloak
890 covering a suit and/or a shirt, or a suit covering a shirt,
891 as if the underlying items weren't there.) When you're only
892 wearing one, then by default it will be taken off without
893 asking, but you can set the paranoid_confirmation option to
896 This command may also be used to remove accessories. The
897 prompt for which inventory item to take off only lists worn
898 armor, but a worn accessory can be chosen. (See the `R'
899 command above. It lists accessories as the inventory choic-
900 es but will accept an item of armor and attempt to take it
903 ^T Teleport, if you have the ability.
905 v Display version number.
907 V Display the game history.
911 w- - wield nothing, use your bare hands.
913 Some characters can wield two weapons at once; use the `X'
914 command (or the ``#twoweapon'' extended command) to do so.
921 NetHack 3.6 February 22, 2016
931 This command may also be used to put on an accessory (ring,
932 amulet, or blindfold). The prompt for which inventory item
933 to use will only list armor, but choosing an unlisted acces-
934 sory will attempt to put it on. (See the `P' command above.
935 It lists accessories as the inventory choices but will ac-
936 cept an item of armor and attempt to wear it.)
938 x Exchange your wielded weapon with the item in your alternate
941 The latter is used as your secondary weapon when engaging in
942 two-weapon combat. Note that if one of these slots is emp-
943 ty, the exchange still takes place.
945 X Toggle two-weapon combat, if your character can do it. Also
946 available via the ``#twoweapon'' extended command.
948 (In versions prior to 3.6 this was the command to switch
949 from normal play to "explore mode", also known as "discovery
950 mode", which has now been moved to ``#explore''.)
952 ^X Display basic information about your character.
954 Displays name, role, race, gender (unless role name makes
955 that redundant, such as Caveman or Priestess), and align-
956 ment, along with your patron deity and his or her opposi-
957 tion. It also shows most of the various items of informa-
958 tion from the status line(s) in a less terse form, including
959 several additional things which don't appear in the normal
960 status display due to space considerations.
964 z. - to aim at yourself, use `.' for the direction.
966 Z Zap (cast) a spell.
968 Z. - to cast at yourself, use `.' for the direction.
970 ^Z Suspend the game (UNIX(R) versions with job control only).
972 : Look at what is here.
974 ; Show what type of thing a visible symbol corresponds to.
976 , Pick up some things from the floor beneath you.
978 May be preceded by `m' to force a selection menu.
980 @ Toggle the autopickup option on and off.
984 (R)UNIX is a registered trademark of AT&T.
987 NetHack 3.6 February 22, 2016
997 ^ Ask for the type of a trap you found earlier.
999 ) Tell what weapon you are wielding.
1001 [ Tell what armor you are wearing.
1003 = Tell what rings you are wearing.
1005 " Tell what amulet you are wearing.
1007 ( Tell what tools you are using.
1009 * Tell what equipment you are using.
1011 Combines the preceding five type-specific commands into one.
1013 $ Count your gold pieces.
1015 + List the spells you know.
1017 Using this command, you can also rearrange the order in
1018 which your spells are listed, either by sorting the entire
1019 list or by picking one spell from the menu then picking an-
1020 other to swap places with it. Swapping pairs of spells
1021 changes their casting letters, so the change lasts after the
1022 current `+' command finishes. Sorting the whole list is
1023 temporary. To make the most recent sort order persist be-
1024 yond the current `+' command, choose the sort option again
1025 and then pick "reassign casting letters". (Any spells
1026 learned after that will be added to the end of the list
1027 rather than be inserted into the sorted ordering.)
1029 \ Show what types of objects have been discovered.
1031 ` Show discovered types for one class of objects.
1033 ! Escape to a shell.
1035 # Perform an extended command.
1037 As you can see, the authors of NetHack used up all the let-
1038 ters, so this is a way to introduce the less frequently used
1039 commands. What extended commands are available depends on
1040 what features the game was compiled with.
1043 Adjust inventory letters (most useful when the fixinv option
1046 This command allows you to move an item from one particular
1047 inventory slot to another so that it has a letter which is
1048 more meaningful for you or that it will appear in a particu-
1049 lar location when inventory listings are displayed. ``#ad-
1050 just'' can also be used to split a stack of objects; when
1053 NetHack 3.6 February 22, 2016
1059 NetHack Guidebook 17
1063 choosing the item to adjust, enter a count prior to its let-
1067 Allows you to specify one line of text to associate with the
1068 current dungeon level. All levels with annotations are dis-
1069 played by the ``#overview'' command.
1075 List voluntary challenges you have maintained.
1077 See the section below entitled ``Conduct'' for details.
1080 Dip an object into something.
1083 Advance or check weapon and spell skills.
1086 Enter the explore mode.
1092 Invoke an object's special powers.
1095 Jump to another location.
1101 Loot a box or bag on the floor beneath you, or the saddle
1102 from a steed standing next to you.
1105 Use a monster's special ability (when polymorphed into mon-
1109 Name a monster, an individual object, or a type of object.
1113 Offer a sacrifice to the gods.
1115 You'll need to find an altar to have any chance at success.
1116 Corpses of recently killed monsters are the fodder of
1119 NetHack 3.6 February 22, 2016
1125 NetHack Guidebook 18
1132 Display information you've discovered about the dungeon.
1133 Any visited level (unless forgotten due to amnesia) with an
1134 annotation is included, and many things (altars, thrones,
1135 fountains, and so on; extra stairs leading to another dun-
1136 geon branch) trigger an automatic annotation. If dungeon
1137 overview is chosen during end-of-game disclosure, every vis-
1138 ited level will be included regardless of annotations.
1141 Pray to the gods for help.
1143 Praying too soon after receiving prior help is a bad idea.
1144 (Hint: entering the dungeon alive is treated as having re-
1145 ceived help. You probably shouldn't start off a new game by
1146 praying right away.) Since using this command by accident
1147 can cause trouble, there is an option to make you confirm
1148 your intent before praying. It is enabled by default, and
1149 you can reset the paranoid_confirmation option to disable
1153 Quit the program without saving your game.
1155 Since using this command by accident would throw away the
1156 current game, you are asked to confirm your intent before
1157 quitting. By default a response of 'y' acknowledges that
1158 intent. You can set the paranoid_confirmation option to re-
1159 quire a response of "yes" instead.
1162 Ride (or stop riding) a saddled creature.
1165 Rub a lamp or a stone.
1171 Show bare map without displaying monsters, objects, or
1175 Tip over a container (bag or box) to pour out its contents.
1181 Toggle two-weapon combat on or off.
1185 NetHack 3.6 February 22, 2016
1191 NetHack Guidebook 19
1195 Note that you must use suitable weapons for this type of
1196 combat, or it will be automatically turned off.
1199 Untrap something (trap, door, or chest).
1201 In some circumstances it can also be used to rescue trapped
1205 Print compile time options for this version of NetHack.
1211 Help menu: get the list of available extended commands.
1213 If your keyboard has a meta key (which, when pressed in com-
1214 bination with another key, modifies it by setting the `meta'
1215 [8th, or `high'] bit), you can invoke many extended commands by
1216 meta-ing the first letter of the command. In NT, OS/2, PC and ST
1217 NetHack, the `Alt' key can be used in this fashion; on the Amiga,
1218 set the altmeta option to get this behavior. On other systems,
1219 if typing `Alt' plus another key transmits a two character se-
1220 quence consisting of an Escape followed by the other key, you may
1221 set the altmeta option to have nethack combine them into
1224 M-? #? (not supported by all platforms)
1226 M-2 #twoweapon (unless the number_pad option is enabled)
1251 NetHack 3.6 February 22, 2016
1257 NetHack Guidebook 20
1289 If the number_pad option is on, some additional letter com-
1290 mands are available:
1292 h Help menu: display one of several help texts available,
1295 j Jump to another location. Same as ``#jump'' or ``M-j''.
1297 k Kick something (usually a door). Same as `^D'.
1299 l Loot a box or bag on the floor beneath you, or the saddle
1300 from a steed standing next to you. Same as ``#loot'' or
1303 N Name a monster, an individual object, or a type of object.
1304 Same as ``#name'' (or ``M-n'') which is the same as the `C'
1307 u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
1311 5. Rooms and corridors
1313 Rooms and corridors in the dungeon are either lit or dark.
1314 Any lit areas within your line of sight will be displayed; dark
1317 NetHack 3.6 February 22, 2016
1323 NetHack Guidebook 21
1327 areas are only displayed if they are within one space of you.
1328 Walls and corridors remain on the map as you explore them.
1330 Secret corridors are hidden. You can find them with the `s'
1335 Doorways connect rooms and corridors. Some doorways have no
1336 doors; you can walk right through. Others have doors in them,
1337 which may be open, closed, or locked. To open a closed door, use
1338 the `o' (open) command; to close it again, use the `c' (close)
1341 You can get through a locked door by using a tool to pick
1342 the lock with the `a' (apply) command, or by kicking it open with
1343 the `^D' (kick) command.
1345 Open doors cannot be entered diagonally; you must approach
1346 them straight on, horizontally or vertically. Doorways without
1347 doors are not restricted in this fashion.
1349 Doors can be useful for shutting out monsters. Most mon-
1350 sters cannot open doors, although a few don't need to (ex. ghosts
1351 can walk through doors).
1353 Secret doors are hidden. You can find them with the `s'
1354 (search) command. Once found they are in all ways equivalent to
1359 There are traps throughout the dungeon to snare the unwary
1360 delver. For example, you may suddenly fall into a pit and be
1361 stuck for a few turns trying to climb out. Traps don't appear on
1362 your map until you see one triggered by moving onto it, see some-
1363 thing fall into it, or you discover it with the `s' (search) com-
1364 mand. Monsters can fall prey to traps, too, which can be a very
1365 useful defensive strategy.
1367 There is a special pre-mapped branch of the dungeon based on
1368 the classic computer game ``Sokoban.'' The goal is to push the
1369 boulders into the pits or holes. With careful foresight, it is
1370 possible to complete all of the levels according to the tradi-
1371 tional rules of Sokoban. Some allowances are permitted in case
1372 the player gets stuck; however, they will lower your luck.
1374 5.3. Stairs (`<', `>')
1376 In general, each level in the dungeon will have a staircase
1377 going up (`<') to the previous level and another going down (`>')
1378 to the next level. There are some exceptions though. For in-
1379 stance, fairly early in the dungeon you will find a level with
1380 two down staircases, one continuing into the dungeon and the
1383 NetHack 3.6 February 22, 2016
1389 NetHack Guidebook 22
1393 other branching into an area known as the Gnomish Mines. Those
1394 mines eventually hit a dead end, so after exploring them (if you
1395 choose to do so), you'll need to climb back up to the main dun-
1398 When you traverse a set of stairs, or trigger a trap which
1399 sends you to another level, the level you're leaving will be de-
1400 activated and stored in a file on disk. If you're moving to a
1401 previously visited level, it will be loaded from its file on disk
1402 and reactivated. If you're moving to a level which has not yet
1403 been visited, it will be created (from scratch for most random
1404 levels, from a template for some ``special'' levels, or loaded
1405 from the remains of an earlier game for a ``bones'' level as
1406 briefly described below). Monsters are only active on the cur-
1407 rent level; those on other levels are essentially placed into
1410 Ordinarily when you climb a set of stairs, you will arrive
1411 on the corresponding staircase at your destination. However,
1412 pets (see below) and some other monsters will follow along if
1413 they're close enough when you travel up or down stairs, and occa-
1414 sionally one of these creatures will displace you during the
1415 climb. When that occurs, the pet or other monster will arrive on
1416 the staircase and you will end up nearby.
1418 5.4. Ladders (`<', `>')
1420 Ladders serve the same purpose as staircases, and the two
1421 types of inter-level connections are nearly indistinguishable
1424 5.5. Shops and shopping
1426 Occasionally you will run across a room with a shopkeeper
1427 near the door and many items lying on the floor. You can buy
1428 items by picking them up and then using the `p' command. You can
1429 inquire about the price of an item prior to picking it up by us-
1430 ing the ``#chat'' command while standing on it. Using an item
1431 prior to paying for it will incur a charge, and the shopkeeper
1432 won't allow you to leave the shop until you have paid any debt
1435 You can sell items to a shopkeeper by dropping them to the
1436 floor while inside a shop. You will either be offered an amount
1437 of gold and asked whether you're willing to sell, or you'll be
1438 told that the shopkeeper isn't interested (generally, your item
1439 needs to be compatible with the type of merchandise carried by
1442 If you drop something in a shop by accident, the shopkeeper
1443 will usually claim ownership without offering any compensation.
1444 You'll have to buy it back if you want to reclaim it.
1449 NetHack 3.6 February 22, 2016
1455 NetHack Guidebook 23
1459 Shopkeepers sometimes run out of money. When that happens,
1460 you'll be offered credit instead of gold when you try to sell
1461 something. Credit can be used to pay for purchases, but it is
1462 only good in the shop where it was obtained; other shopkeepers
1463 won't honor it. (If you happen to find a "credit card" in the
1464 dungeon, don't bother trying to use it in shops; shopkeepers will
1467 The `$' command, which reports the amount of gold you are
1468 carrying (in inventory, not inside bags or boxes), will also show
1469 current shop debt or credit, if any. The `Iu' command lists un-
1470 paid items (those which still belong to the shop) if you are car-
1471 rying any. The `Ix' command shows an inventory-like display of
1472 any unpaid items which have been used up, along with other shop
1475 5.5.1. Shop idiosyncracies
1477 Several aspects of shop behavior might be unexpected.
1479 * The price of a given item can vary due to a variety of factors.
1481 * A shopkeeper treats the spot immediately inside the door as if
1482 it were outside the shop.
1484 * While the shopkeeper watches you like a hawk, he will generally
1485 ignore any other customers.
1487 * If a shop is "closed for inventory", it will not open of its
1490 * Shops do not get restocked with new items, regardless of inven-
1496 Monsters you cannot see are not displayed on the screen.
1497 Beware! You may suddenly come upon one in a dark place. Some
1498 magic items can help you locate them before they locate you
1499 (which some monsters can do very well).
1501 The commands `/' and `;' may be used to obtain information
1502 about those monsters who are displayed on the screen. The com-
1503 mand ``#name'', or its synonym `C', allows you to assign a name
1504 to a monster, which may be useful to help distinguish one from
1505 another when multiple monsters are present. Assigning a name
1506 which is just a space will remove any prior name.
1508 The extended command ``#chat'' can be used to interact with
1509 an adjacent monster. There is no actual dialog (in other words,
1510 you don't get to choose what you'll say), but chatting with some
1511 monsters such as a shopkeeper or the Oracle of Delphi can produce
1515 NetHack 3.6 February 22, 2016
1521 NetHack Guidebook 24
1527 If you see a monster and you wish to fight it, just attempt
1528 to walk into it. Many monsters you find will mind their own
1529 business unless you attack them. Some of them are very dangerous
1530 when angered. Remember: discretion is the better part of valor.
1532 In most circumstances, if you attempt to attack a peaceful
1533 monster by moving into its location, you'll be asked to confirm
1534 your intent. By default an answer of 'y' acknowledges that in-
1535 tent, which can be error prone if you're using 'y' to move. You
1536 can set the paranoid_confirmation option to require a response of
1539 If you can't see a monster (if it is invisible, or if you
1540 are blinded), the symbol `I' will be shown when you learn of its
1541 presence. If you attempt to walk into it, you will try to fight
1542 it just like a monster that you can see; of course, if the mon-
1543 ster has moved, you will attack empty air. If you guess that the
1544 monster has moved and you don't wish to fight, you can use the
1545 `m' command to move without fighting; likewise, if you don't re-
1546 member a monster but want to try fighting anyway, you can use the
1551 You start the game with a little dog (`d'), cat (`f'), or
1552 pony (`u'), which follows you about the dungeon and fights mon-
1553 sters with you. Like you, your pet needs food to survive. It
1554 usually feeds itself on fresh carrion and other meats. If you're
1555 worried about it or want to train it, you can feed it, too, by
1556 throwing it food. A properly trained pet can be very useful un-
1557 der certain circumstances.
1559 Your pet also gains experience from killing monsters, and
1560 can grow over time, gaining hit points and doing more damage.
1561 Initially, your pet may even be better at killing things than
1562 you, which makes pets useful for low-level characters.
1564 Your pet will follow you up and down staircases if it is
1565 next to you when you move. Otherwise your pet will be stranded
1566 and may become wild. Similarly, when you trigger certain types
1567 of traps which alter your location (for instance, a trap door
1568 which drops you to a lower dungeon level), any adjacent pet will
1569 accompany you and any non-adjacent pet will be left behind. Your
1570 pet may trigger such traps itself; you will not be carried along
1571 with it even if adjacent at the time.
1575 Some types of creatures in the dungeon can actually be rid-
1576 den if you have the right equipment and skill. Convincing a wild
1577 beast to let you saddle it up is difficult to say the least.
1578 Many a dungeoneer has had to resort to magic and wizardry in
1581 NetHack 3.6 February 22, 2016
1587 NetHack Guidebook 25
1591 order to forge the alliance. Once you do have the beast under
1592 your control however, you can easily climb in and out of the sad-
1593 dle with the `#ride' command. Lead the beast around the dungeon
1594 when riding, in the same manner as you would move yourself. It
1595 is the beast that you will see displayed on the map.
1597 Riding skill is managed by the `#enhance' command. See the
1598 section on Weapon proficiency for more information about that.
1602 You may encounter the shades and corpses of other adventur-
1603 ers (or even former incarnations of yourself!) and their personal
1604 effects. Ghosts are hard to kill, but easy to avoid, since
1605 they're slow and do little damage. You can plunder the deceased
1606 adventurer's possessions; however, they are likely to be cursed.
1607 Beware of whatever killed the former player; it is probably still
1608 lurking around, gloating over its last victory.
1613 When you find something in the dungeon, it is common to want
1614 to pick it up. In NetHack, this is accomplished automatically by
1615 walking over the object (unless you turn off the autopickup op-
1616 tion (see below), or move with the `m' prefix (see above)), or
1617 manually by using the `,' command.
1619 If you're carrying too many items, NetHack will tell you so
1620 and you won't be able to pick up anything more. Otherwise, it
1621 will add the object(s) to your pack and tell you what you just
1624 As you add items to your inventory, you also add the weight
1625 of that object to your load. The amount that you can carry de-
1626 pends on your strength and your constitution. The stronger and
1627 sturdier you are, the less the additional load will affect you.
1628 There comes a point, though, when the weight of all of that stuff
1629 you are carrying around with you through the dungeon will encum-
1630 ber you. Your reactions will get slower and you'll burn calories
1631 faster, requiring food more frequently to cope with it. Eventu-
1632 ally, you'll be so overloaded that you'll either have to discard
1633 some of what you're carrying or collapse under its weight.
1635 NetHack will tell you how badly you have loaded yourself.
1636 The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
1637 `Overloaded' are displayed on the bottom line display to indicate
1640 When you pick up an object, it is assigned an inventory let-
1641 ter. Many commands that operate on objects must ask you to find
1642 out which object you want to use. When NetHack asks you to
1643 choose a particular object you are carrying, you are usually pre-
1644 sented with a list of inventory letters to choose from (see
1647 NetHack 3.6 February 22, 2016
1653 NetHack Guidebook 26
1659 Some objects, such as weapons, are easily differentiated.
1660 Others, like scrolls and potions, are given descriptions which
1661 vary according to type. During a game, any two objects with the
1662 same description are the same type. However, the descriptions
1663 will vary from game to game.
1665 When you use one of these objects, if its effect is obvious,
1666 NetHack will remember what it is for you. If its effect isn't
1667 extremely obvious, you will be asked what you want to call this
1668 type of object so you will recognize it later. You can also use
1669 the ``#name'' command, or its synonym `C', for the same purpose
1670 at any time, to name all objects of a particular type or just an
1671 individual object. When you use ``#name'' on an object which has
1672 already been named, specifying a space as the value will remove
1673 the prior name instead of assigning a new one.
1675 7.1. Curses and Blessings
1677 Any object that you find may be cursed, even if the object
1678 is otherwise helpful. The most common effect of a curse is being
1679 stuck with (and to) the item. Cursed weapons weld themselves to
1680 your hand when wielded, so you cannot unwield them. Any cursed
1681 item you wear is not removable by ordinary means. In addition,
1682 cursed arms and armor usually, but not always, bear negative en-
1683 chantments that make them less effective in combat. Other cursed
1684 objects may act poorly or detrimentally in other ways.
1686 Objects can also be blessed. Blessed items usually work
1687 better or more beneficially than normal uncursed items. For ex-
1688 ample, a blessed weapon will do more damage against demons.
1690 Objects which are neither cursed nor blessed are referred to
1691 as uncursed. They could just as easily have been described as
1692 unblessed, but the uncursed designation is what you will see
1693 within the game. A ``glass half full versus glass half empty''
1694 situation; make of that what you will.
1696 There are magical means of bestowing or removing curses upon
1697 objects, so even if you are stuck with one, you can still have
1698 the curse lifted and the item removed. Priests and Priestesses
1699 have an innate sensitivity to this property in any object, so
1700 they can more easily avoid cursed objects than other character
1703 An item with unknown status will be reported in your inven-
1704 tory with no prefix. An item which you know the state of will be
1705 distinguished in your inventory by the presence of the word
1706 ``cursed'', ``uncursed'' or ``blessed'' in the description of the
1707 item. In some cases ``uncursed'' will be omitted as being redun-
1708 dant when enough other information is displayed. The implic-
1709 it_uncursed option can be used to control this; toggle it off to
1710 have ``uncursed'' be displayed even when that can be deduced from
1713 NetHack 3.6 February 22, 2016
1719 NetHack Guidebook 27
1727 Given a chance, most monsters in the Mazes of Menace will
1728 gratuitously try to kill you. You need weapons for self-defense
1729 (killing them first). Without a weapon, you do only 1-2 hit
1730 points of damage (plus bonuses, if any). Monk characters are an
1731 exception; they normally do much more damage with bare hands than
1732 they do with weapons.
1734 There are wielded weapons, like maces and swords, and thrown
1735 weapons, like arrows and spears. To hit monsters with a weapon,
1736 you must wield it and attack them, or throw it at them. You can
1737 simply elect to throw a spear. To shoot an arrow, you should
1738 first wield a bow, then throw the arrow. Crossbows shoot cross-
1739 bow bolts. Slings hurl rocks and (other) stones (like gems).
1741 Enchanted weapons have a ``plus'' (or ``to hit enhancement''
1742 which can be either positive or negative) that adds to your
1743 chance to hit and the damage you do to a monster. The only way
1744 to determine a weapon's enchantment is to have it magically iden-
1745 tified somehow. Most weapons are subject to some type of damage
1746 like rust. Such ``erosion'' damage can be repaired.
1748 The chance that an attack will successfully hit a monster,
1749 and the amount of damage such a hit will do, depends upon many
1750 factors. Among them are: type of weapon, quality of weapon (en-
1751 chantment and/or erosion), experience level, strength, dexterity,
1752 encumbrance, and proficiency (see below). The monster's armor
1753 class - a general defense rating, not necessarily due to wearing
1754 of armor - is a factor too; also, some monsters are particularly
1755 vulnerable to certain types of weapons.
1757 Many weapons can be wielded in one hand; some require both
1758 hands. When wielding a two-handed weapon, you can not wear a
1759 shield, and vice versa. When wielding a one-handed weapon, you
1760 can have another weapon ready to use by setting things up with
1761 the `x' command, which exchanges your primary (the one being
1762 wielded) and alternate weapons. And if you have proficiency in
1763 the ``two weapon combat'' skill, you may wield both weapons si-
1764 multaneously as primary and secondary; use the `#twoweapon' ex-
1765 tended command to engage or disengage that. Only some types of
1766 characters (barbarians, for instance) have the necessary skill
1767 available. Even with that skill, using two weapons at once in-
1768 curs a penalty in the chance to hit your target compared to using
1769 just one weapon at a time.
1771 There might be times when you'd rather not wield any weapon
1772 at all. To accomplish that, wield `-', or else use the `A' com-
1773 mand which allows you to unwield the current weapon in addition
1774 to taking off other worn items.
1779 NetHack 3.6 February 22, 2016
1785 NetHack Guidebook 28
1789 Those of you in the audience who are AD&D players, be aware
1790 that each weapon which existed in AD&D does roughly the same dam-
1791 age to monsters in NetHack. Some of the more obscure weapons
1792 (such as the aklys, lucern hammer, and bec-de-corbin) are defined
1793 in an appendix to Unearthed Arcana, an AD&D supplement.
1795 The commands to use weapons are `w' (wield), `t' (throw),
1796 `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
1797 (exchange), `#twoweapon', and `#enhance' (see below).
1799 7.2.1. Throwing and shooting
1801 You can throw just about anything via the `t' command. It
1802 will prompt for the item to throw; picking `?' will list things
1803 in your inventory which are considered likely to be thrown, or
1804 picking `*' will list your entire inventory. After you've chosen
1805 what to throw, you will be prompted for a direction rather than
1806 for a specific target. The distance something can be thrown de-
1807 pends mainly on the type of object and your strength. Arrows can
1808 be thrown by hand, but can be thrown much farther and will be
1809 more likely to hit when thrown while you are wielding a bow.
1811 You can simplify the throwing operation by using the `Q'
1812 command to select your preferred ``missile'', then using the `f'
1813 command to throw it. You'll be prompted for a direction as
1814 above, but you don't have to specify which item to throw each
1815 time you use `f'. There is also an option, autoquiver, which has
1816 NetHack choose another item to automatically fill your quiver (or
1817 quiver sack, or have at the ready) when the inventory slot used
1820 Some characters have the ability to fire a volley of multi-
1821 ple items in a single turn. Knowing how to load several rounds
1822 of ammunition at once -- or hold several missiles in your hand --
1823 and still hit a target is not an easy task. Rangers are among
1824 those who are adept at this task, as are those with a high level
1825 of proficiency in the relevant weapon skill (in bow skill if
1826 you're wielding one to shoot arrows, in crossbow skill if you're
1827 wielding one to shoot bolts, or in sling skill if you're wielding
1828 one to shoot stones). The number of items that the character has
1829 a chance to fire varies from turn to turn. You can explicitly
1830 limit the number of shots by using a numeric prefix before the
1831 `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
1832 number_pad mode) would ensure that at most 2 arrows are shot even
1833 if you could have fired 3. If you specify a larger number than
1834 would have been shot (``4f'' in this example), you'll just end up
1835 shooting the same number (3, here) as if no limit had been speci-
1836 fied. Once the volley is in motion, all of the items will travel
1837 in the same direction; if the first ones kill a monster, the oth-
1838 ers can still continue beyond that spot.
1845 NetHack 3.6 February 22, 2016
1851 NetHack Guidebook 29
1855 7.2.2. Weapon proficiency
1857 You will have varying degrees of skill in the weapons avail-
1858 able. Weapon proficiency, or weapon skills, affect how well you
1859 can use particular types of weapons, and you'll be able to im-
1860 prove your skills as you progress through a game, depending on
1861 your role, your experience level, and use of the weapons.
1863 For the purposes of proficiency, weapons have been divided
1864 up into various groups such as daggers, broadswords, and
1865 polearms. Each role has a limit on what level of proficiency a
1866 character can achieve for each group. For instance, wizards can
1867 become highly skilled in daggers or staves but not in swords or
1870 The `#enhance' extended command is used to review current
1871 weapons proficiency (also spell proficiency) and to choose which
1872 skill(s) to improve when you've used one or more skills enough to
1873 become eligible to do so. The skill rankings are ``none'' (some-
1874 times also referred to as ``restricted'', because you won't be
1875 able to advance), ``unskilled'', ``basic'', ``skilled'', and
1876 ``expert''. Restricted skills simply will not appear in the list
1877 shown by `#enhance'. (Divine intervention might unrestrict a
1878 particular skill, in which case it will start at unskilled and be
1879 limited to basic.) Some characters can enhance their barehanded
1880 combat or martial arts skill beyond expert to ``master'' or
1883 Use of a weapon in which you're restricted or unskilled will
1884 incur a modest penalty in the chance to hit a monster and also in
1885 the amount of damage done when you do hit; at basic level, there
1886 is no penalty or bonus; at skilled level, you receive a modest
1887 bonus in the chance to hit and amount of damage done; at expert
1888 level, the bonus is higher. A successful hit has a chance to
1889 boost your training towards the next skill level (unless you've
1890 already reached the limit for this skill). Once such training
1891 reaches the threshold for that next level, you'll be told that
1892 you feel more confident in your skills. At that point you can
1893 use `#enhance' to increase one or more skills. Such skills are
1894 not increased automatically because there is a limit to your to-
1895 tal overall skills, so you need to actively choose which skills
1896 to enhance and which to ignore.
1898 7.2.3. Two-Weapon combat
1900 Some characters can use two weapons at once. Setting things
1901 up to do so can seem cumbersome but becomes second nature with
1902 use. To wield two weapons, you need to use the ``#twoweapon''
1903 command. But first you need to have a weapon in each hand.
1904 (Note that your two weapons are not fully equal; the one in the
1905 hand you normally wield with is considered primary and the other
1906 one is considered secondary. The most noticeable difference is
1907 after you stop--or before you begin, for that matter--wielding
1908 two weapons at once. The primary is your wielded weapon and the
1911 NetHack 3.6 February 22, 2016
1917 NetHack Guidebook 30
1921 secondary is just an item in your inventory that's been designat-
1922 ed as alternate weapon.)
1924 If your primary weapon is wielded but your off hand is empty
1925 or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
1926 swap your primary into your off hand, wield whatever you want as
1927 secondary weapon, then swap them both back into the intended
1928 hands. If your secondary or alternate weapon is correct but your
1929 primary one is not, simply use 'w' to wield the primary. Lastly,
1930 if neither hand holds the correct weapon, use 'w', 'x', 'w' to
1931 first wield the intended secondary, swap it to off hand, and then
1934 The whole process can be simplified via use of the push-
1935 weapon option. When it is enabled, then using 'w' to wield some-
1936 thing causes the currently wielded weapon to become your alter-
1937 nate weapon. So the sequence 'w', 'w' can be used to first wield
1938 the weapon you intend to be secondary, and then wield the one you
1939 want as primary which will push the first into secondary posi-
1942 When in two-weapon combat mode, using the ``#twoweapon''
1943 command toggles back to single-weapon mode. Throwing or dropping
1944 either of the weapons or having one of them be stolen or de-
1945 stroyed will also make you revert to single-weapon combat.
1949 Lots of unfriendly things lurk about; you need armor to pro-
1950 tect yourself from their blows. Some types of armor offer better
1951 protection than others. Your armor class is a measure of this
1952 protection. Armor class (AC) is measured as in AD&D, with 10 be-
1953 ing the equivalent of no armor, and lower numbers meaning better
1954 armor. Each suit of armor which exists in AD&D gives the same
1955 protection in NetHack. Here is an (incomplete) list of the armor
1956 classes provided by various suits of armor:
1960 crystal plate mail 3
1964 dwarvish mithril-coat 4
1965 elven mithril-coat 5
1970 studded leather armor 7
1977 NetHack 3.6 February 22, 2016
1983 NetHack Guidebook 31
1990 You can also wear other pieces of armor (ex. helmets, boots,
1991 shields, cloaks) to lower your armor class even further, but you
1992 can only wear one item of each category (one suit of armor, one
1993 cloak, one helmet, one shield, and so on) at a time.
1995 If a piece of armor is enchanted, its armor protection will
1996 be better (or worse) than normal, and its ``plus'' (or minus)
1997 will subtract from your armor class. For example, a +1 chain
1998 mail would give you better protection than normal chain mail,
1999 lowering your armor class one unit further to 4. When you put on
2000 a piece of armor, you immediately find out the armor class and
2001 any ``plusses'' it provides. Cursed pieces of armor usually have
2002 negative enchantments (minuses) in addition to being unremovable.
2004 Many types of armor are subject to some kind of damage like
2005 rust. Such damage can be repaired. Some types of armor may in-
2006 hibit spell casting.
2008 The commands to use armor are `W' (wear) and `T' (take off).
2009 The `A' command can also be used to take off armor as well as
2014 Food is necessary to survive. If you go too long without
2015 eating you will faint, and eventually die of starvation. Some
2016 types of food will spoil, and become unhealthy to eat, if not
2017 protected. Food stored in ice boxes or tins (``cans'') will usu-
2018 ally stay fresh, but ice boxes are heavy, and tins take a while
2021 When you kill monsters, they usually leave corpses which are
2022 also ``food.'' Many, but not all, of these are edible; some also
2023 give you special powers when you eat them. A good rule of thumb
2024 is ``you are what you eat.''
2026 Some character roles and some monsters are vegetarian. Veg-
2027 etarian monsters will typically never eat animal corpses, while
2028 vegetarian players can, but with some rather unpleasant side-ef-
2031 You can name one food item after something you like to eat
2032 with the fruit option.
2034 The command to eat food is `e'.
2038 Scrolls are labeled with various titles, probably chosen by
2039 ancient wizards for their amusement value (ex. ``READ ME,'' or
2040 ``THANX MAUD'' backwards). Scrolls disappear after you read them
2043 NetHack 3.6 February 22, 2016
2049 NetHack Guidebook 32
2053 (except for blank ones, without magic spells on them).
2055 One of the most useful of these is the scroll of identify,
2056 which can be used to determine what another object is, whether it
2057 is cursed or blessed, and how many uses it has left. Some ob-
2058 jects of subtle enchantment are difficult to identify without
2061 A mail daemon may run up and deliver mail to you as a scroll
2062 of mail (on versions compiled with this feature). To use this
2063 feature on versions where NetHack mail delivery is triggered by
2064 electronic mail appearing in your system mailbox, you must let
2065 NetHack know where to look for new mail by setting the ``MAIL''
2066 environment variable to the file name of your mailbox. You may
2067 also want to set the ``MAILREADER'' environment variable to the
2068 file name of your favorite reader, so NetHack can shell to it
2069 when you read the scroll. On versions of NetHack where mail is
2070 randomly generated internal to the game, these environment vari-
2071 ables are ignored. You can disable the mail daemon by turning
2072 off the mail option.
2074 The command to read a scroll is `r'.
2078 Potions are distinguished by the color of the liquid inside
2079 the flask. They disappear after you quaff them.
2081 Clear potions are potions of water. Sometimes these are
2082 blessed or cursed, resulting in holy or unholy water. Holy water
2083 is the bane of the undead, so potions of holy water are good
2084 things to throw (`t') at them. It is also sometimes very useful
2085 to dip (``#dip'') an object into a potion.
2087 The command to drink a potion is `q' (quaff).
2091 Wands usually have multiple magical charges. Some types of
2092 wands require a direction in which to zap them. You can also zap
2093 them at yourself (just give a `.' or `s' for the direction). Be
2094 warned, however, for this is often unwise. Other types of wands
2095 don't require a direction. The number of charges in a wand is
2096 random and decreases by one whenever you use it.
2098 When the number of charges left in a wand becomes zero, at-
2099 tempts to use the wand will usually result in nothing happening.
2100 Occasionally, however, it may be possible to squeeze the last few
2101 mana points from an otherwise spent wand, destroying it in the
2102 process. A wand may be recharged by using suitable magic, but
2103 doing so runs the risk of causing it to explode. The chance for
2104 such an explosion starts out very small and increases each time
2105 the wand is recharged.
2109 NetHack 3.6 February 22, 2016
2115 NetHack Guidebook 33
2119 In a truly desperate situation, when your back is up against
2120 the wall, you might decide to go for broke and break your wand.
2121 This is not for the faint of heart. Doing so will almost cer-
2122 tainly cause a catastrophic release of magical energies.
2124 When you have fully identified a particular wand, inventory
2125 display will include additional information in parentheses: the
2126 number of times it has been recharged followed by a colon and
2127 then by its current number of charges. A current charge count of
2128 -1 is a special case indicating that the wand has been cancelled.
2130 The command to use a wand is `z' (zap). To break one, use
2131 the `a' (apply) command.
2135 Rings are very useful items, since they are relatively per-
2136 manent magic, unlike the usually fleeting effects of potions,
2139 Putting on a ring activates its magic. You can wear only
2140 two rings, one on each ring finger.
2142 Most rings also cause you to grow hungry more rapidly, the
2143 rate varying with the type of ring.
2145 The commands to use rings are `P' (put on) and `R' (remove).
2147 7.9. Spellbooks (`+')
2149 Spellbooks are tomes of mighty magic. When studied with the
2150 `r' (read) command, they transfer to the reader the knowledge of
2151 a spell (and therefore eventually become unreadable) -- unless
2152 the attempt backfires. Reading a cursed spellbook or one with
2153 mystic runes beyond your ken can be harmful to your health!
2155 A spell (even when learned) can also backfire when you cast
2156 it. If you attempt to cast a spell well above your experience
2157 level, or if you have little skill with the appropriate spell
2158 type, or cast it at a time when your luck is particularly bad,
2159 you can end up wasting both the energy and the time required in
2162 Casting a spell calls forth magical energies and focuses
2163 them with your naked mind. Some of the magical energy released
2164 comes from within you. Casting temporarily drains your magical
2165 power, which will slowly be recovered, and causes you to need ad-
2166 ditional food. Casting of spells also requires practice. With
2167 practice, your skill in each category of spell casting will im-
2168 prove. Over time, however, your memory of each spell will dim,
2169 and you will need to relearn it.
2171 Some spells require a direction in which to cast them, simi-
2172 lar to wands. To cast one at yourself, just give a `.' or `s'
2175 NetHack 3.6 February 22, 2016
2181 NetHack Guidebook 34
2185 for the direction. A few spells require you to pick a target lo-
2186 cation rather than just specify a particular direction. Other
2187 spells don't require any direction or target.
2189 Just as weapons are divided into groups in which a character
2190 can become proficient (to varying degrees), spells are similarly
2191 grouped. Successfully casting a spell exercises its skill group;
2192 using the `#enhance' command to advance a sufficiently exercised
2193 skill will affect all spells within the group. Advanced skill
2194 may increase the potency of spells, reduce their risk of failure
2195 during casting attempts, and improve the accuracy of the estimate
2196 for how much longer they will be retained in your memory. Skill
2197 slots are shared with weapons skills. (See also the section on
2198 ``Weapon proficiency''.)
2200 Casting a spell also requires flexible movement, and wearing
2201 various types of armor may interfere with that.
2203 The command to read a spellbook is the same as for scrolls,
2204 `r' (read). The `+' command lists each spell you know along with
2205 its level, skill category, chance of failure when casting, and an
2206 estimate of how strongly it is remembered. The `Z' (cast) com-
2211 Tools are miscellaneous objects with various purposes. Some
2212 tools have a limited number of uses, akin to wand charges. For
2213 example, lamps burn out after a while. Other tools are contain-
2214 ers, which objects can be placed into or taken out of.
2216 The command to use tools is `a' (apply).
2220 You may encounter bags, boxes, and chests in your travels.
2221 A tool of this sort can be opened with the ``#loot'' extended
2222 command when you are standing on top of it (that is, on the same
2223 floor spot), or with the `a' (apply) command when you are carry-
2224 ing it. However, chests are often locked, and are in any case
2225 unwieldy objects. You must set one down before unlocking it by
2226 using a key or lock-picking tool with the `a' (apply) command, by
2227 kicking it with the `^D' command, or by using a weapon to force
2228 the lock with the ``#force'' extended command.
2230 Some chests are trapped, causing nasty things to happen when
2231 you unlock or open them. You can check for and try to deactivate
2232 traps with the ``#untrap'' extended command.
2236 Amulets are very similar to rings, and often more powerful.
2237 Like rings, amulets have various magical properties, some benefi-
2238 cial, some harmful, which are activated by putting them on.
2241 NetHack 3.6 February 22, 2016
2247 NetHack Guidebook 35
2251 Only one amulet may be worn at a time, around your neck.
2253 The commands to use amulets are the same as for rings, `P'
2254 (put on) and `R' (remove).
2258 Some gems are valuable, and can be sold for a lot of gold.
2259 They are also a far more efficient way of carrying your riches.
2260 Valuable gems increase your score if you bring them with you when
2263 Other small rocks are also categorized as gems, but they are
2264 much less valuable. All rocks, however, can be used as projec-
2265 tile weapons (if you have a sling). In the most desperate of
2266 cases, you can still throw them by hand.
2268 7.13. Large rocks (``')
2270 Statues and boulders are not particularly useful, and are
2271 generally heavy. It is rumored that some statues are not what
2274 Very large humanoids (giants and their ilk) have been known
2275 to use boulders as weapons.
2277 For some configurations of the program, statues are no
2278 longer shown as ``' but by the letter representing the monster
2279 they depict instead.
2283 Gold adds to your score, and you can buy things in shops
2284 with it. There are a number of monsters in the dungeon that may
2285 be influenced by the amount of gold you are carrying (shopkeepers
2291 As if winning NetHack were not difficult enough, certain
2292 players seek to challenge themselves by imposing restrictions on
2293 the way they play the game. The game automatically tracks some
2294 of these challenges, which can be checked at any time with the
2295 #conduct command or at the end of the game. When you perform an
2296 action which breaks a challenge, it will no longer be listed.
2297 This gives players extra ``bragging rights'' for winning the game
2298 with these challenges. Note that it is perfectly acceptable to
2299 win the game without resorting to these restrictions and that it
2300 is unusual for players to adhere to challenges the first time
2303 Several of the challenges are related to eating behavior.
2304 The most difficult of these is the foodless challenge. Although
2307 NetHack 3.6 February 22, 2016
2313 NetHack Guidebook 36
2317 creatures can survive long periods of time without food, there is
2318 a physiological need for water; thus there is no restriction on
2319 drinking beverages, even if they provide some minor food bene-
2320 fits. Calling upon your god for help with starvation does not
2321 violate any food challenges either.
2323 A strict vegan diet is one which avoids any food derived
2324 from animals. The primary source of nutrition is fruits and veg-
2325 etables. The corpses and tins of blobs (`b'), jellies (`j'), and
2326 fungi (`F') are also considered to be vegetable matter. Certain
2327 human food is prepared without animal products; namely, lembas
2328 wafers, cram rations, food rations (gunyoki), K-rations, and C-
2329 rations. Metal or another normally indigestible material eaten
2330 while polymorphed into a creature that can digest it is also con-
2331 sidered vegan food. Note however that eating such items still
2332 counts against foodless conduct.
2334 Vegetarians do not eat animals; however, they are less se-
2335 lective about eating animal byproducts than vegans. In addition
2336 to the vegan items listed above, they may eat any kind of pudding
2337 (`P') other than the black puddings, eggs and food made from eggs
2338 (fortune cookies and pancakes), food made with milk (cream pies
2339 and candy bars), and lumps of royal jelly. Monks are expected to
2340 observe a vegetarian diet.
2342 Eating any kind of meat violates the vegetarian, vegan, and
2343 foodless conducts. This includes tripe rations, the corpses or
2344 tins of any monsters not mentioned above, and the various other
2345 chunks of meat found in the dungeon. Swallowing and digesting a
2346 monster while polymorphed is treated as if you ate the creature's
2347 corpse. Eating leather, dragon hide, or bone items while poly-
2348 morphed into a creature that can digest it, or eating monster
2349 brains while polymorphed into a mind flayer, is considered eating
2350 an animal, although wax is only an animal byproduct.
2352 Regardless of conduct, there will be some items which are
2353 indigestible, and others which are hazardous to eat. Using a
2354 swallow-and-digest attack against a monster is equivalent to eat-
2355 ing the monster's corpse. Please note that the term ``vegan'' is
2356 used here only in the context of diet. You are still free to
2357 choose not to use or wear items derived from animals (e.g.
2358 leather, dragon hide, bone, horns, coral), but the game will not
2359 keep track of this for you. Also note that ``milky'' potions may
2360 be a translucent white, but they do not contain milk, so they are
2361 compatible with a vegan diet. Slime molds or player-defined
2362 ``fruits'', although they could be anything from ``cherries'' to
2363 ``pork chops'', are also assumed to be vegan.
2365 An atheist is one who rejects religion. This means that you
2366 cannot #pray, #offer sacrifices to any god, #turn undead, or
2367 #chat with a priest. Particularly selective readers may argue
2368 that playing Monk or Priest characters should violate this con-
2369 duct; that is a choice left to the player. Offering the Amulet
2370 of Yendor to your god is necessary to win the game and is not
2373 NetHack 3.6 February 22, 2016
2379 NetHack Guidebook 37
2383 counted against this conduct. You are also not penalized for be-
2384 ing spoken to by an angry god, priest(ess), or other religious
2385 figure; a true atheist would hear the words but attach no special
2388 Most players fight with a wielded weapon (or tool intended
2389 to be wielded as a weapon). Another challenge is to win the game
2390 without using such a wielded weapon. You are still permitted to
2391 throw, fire, and kick weapons; use a wand, spell, or other type
2392 of item; or fight with your hands and feet.
2394 In NetHack, a pacifist refuses to cause the death of any
2395 other monster (i.e. if you would get experience for the death).
2396 This is a particularly difficult challenge, although it is still
2397 possible to gain experience by other means.
2399 An illiterate character cannot read or write. This includes
2400 reading a scroll, spellbook, fortune cookie message, or t-shirt;
2401 writing a scroll; or making an engraving of anything other than a
2402 single ``x'' (the traditional signature of an illiterate person).
2403 Reading an engraving, or any item that is absolutely necessary to
2404 win the game, is not counted against this conduct. The identity
2405 of scrolls and spellbooks (and knowledge of spells) in your
2406 starting inventory is assumed to be learned from your teachers
2407 prior to the start of the game and isn't counted.
2409 There are several other challenges tracked by the game. It
2410 is possible to eliminate one or more species of monsters by geno-
2411 cide; playing without this feature is considered a challenge.
2412 When the game offers you an opportunity to genocide monsters, you
2413 may respond with the monster type ``none'' if you want to de-
2414 cline. You can change the form of an item into another item of
2415 the same type (``polypiling'') or the form of your own body into
2416 another creature (``polyself'') by wand, spell, or potion of
2417 polymorph; avoiding these effects are each considered challenges.
2418 Polymorphing monsters, including pets, does not break either of
2419 these challenges. Finally, you may sometimes receive wishes; a
2420 game without an attempt to wish for any items is a challenge, as
2421 is a game without wishing for an artifact (even if the artifact
2422 immediately disappears). When the game offers you an opportunity
2423 to make a wish for an item, you may choose ``nothing'' if you
2429 Due to variations in personal tastes and conceptions of how
2430 NetHack should do things, there are options you can set to change
2431 how NetHack behaves.
2433 9.1. Setting the options
2435 Options may be set in a number of ways. Within the game,
2436 the `O' command allows you to view all options and change most of
2439 NetHack 3.6 February 22, 2016
2445 NetHack Guidebook 38
2449 them. You can also set options automatically by placing them in
2450 the NETHACKOPTIONS environment variable or in a configuration
2451 file. Some versions of NetHack also have front-end programs that
2452 allow you to set options before starting the game or a global
2453 configuration for system administrators.
2455 9.2. Using the NETHACKOPTIONS environment variable
2457 The NETHACKOPTIONS variable is a comma-separated list of
2458 initial values for the various options. Some can only be turned
2459 on or off. You turn one of these on by adding the name of the
2460 option to the list, and turn it off by typing a `!' or ``no'' be-
2461 fore the name. Others take a character string as a value. You
2462 can set string options by typing the option name, a colon or
2463 equals sign, and then the value of the string. The value is ter-
2464 minated by the next comma or the end of string.
2466 For example, to set up an environment variable so that ``au-
2467 toquiver'' is on, ``autopickup'' is off, the name is set to
2468 ``Blue Meanie'', and the fruit is set to ``papaya'', you would
2471 % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2473 in csh (note the need to escape the ! since it's special to the
2476 $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2477 $ export NETHACKOPTIONS
2481 9.3. Using a configuration file
2483 Any line in the configuration file starting with `#' is
2484 treated as a comment. Any line in the configuration file start-
2485 ing with ``OPTIONS='' may be filled out with options in the same
2486 syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS=''
2487 is taken as defining the corresponding symbol in a different syn-
2488 tax, a sequence of decimal numbers giving the character position
2489 in the current font to be used in displaying each entry. Such a
2490 sequence can be continued to multiple lines by putting a `\' at
2491 the end of each line to be continued.
2493 Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken as
2494 defining an exception to the pickup_types option. There is a
2495 section of this Guidebook that discusses that.
2497 The default name of the configuration file varies on differ-
2498 ent operating systems. On DOS and Windows, it is ``defaults.nh''
2499 in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
2500 and Mac OS X it is ``.nethackrc'' in the user's home directory.
2501 NETHACKOPTIONS can also be set to the full name of a file you
2502 want to use (possibly preceded by an `@').
2505 NetHack 3.6 February 22, 2016
2511 NetHack Guidebook 39
2515 Here is a short example of config file contents:
2517 # Set your character's role, race, gender, and alignment.
2518 OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
2520 # Turn on autopickup, and set automatically picked up object types
2521 OPTIONS=autopickup,pickup_types:$"=/!?+
2522 # Show colored text if possible
2524 # Show lit corridors differently
2525 OPTIONS=lit_corridor
2527 # No startup splash screen. Windows GUI only.
2528 OPTIONS=!splash_screen
2530 9.4. Customization options
2532 Here are explanations of what the various options do. Char-
2533 acter strings that are too long may be truncated. Some of the
2534 options listed may be inactive in your dungeon.
2536 Some options are persistent, and are saved and reloaded
2537 along with the game. Changing a persistent option in the config-
2538 uration file applies only to new games.
2541 Enable messages about what your character hears (default on).
2542 Note that this has nothing to do with your computer's audio ca-
2543 pabilities. Persistent.
2546 Your starting alignment (align:lawful, align:neutral, or
2547 align:chaotic). You may specify just the first letter. The
2548 default is to randomly pick an appropriate alignment. If you
2549 prefix the value with `!' or ``no'', you will exclude that
2550 alignment from being picked randomly. Cannot be set with the
2551 `O' command. Persistent.
2554 Automatically describe the terrain under cursor when asked to
2555 get a location on the map. The whatis_coord option controls
2556 whether the description includes map coordinates.
2559 Automatically dig if you are wielding a digging tool and moving
2560 into a place that can be dug (default false). Persistent.
2563 Walking into a door attempts to open it (default true). Persis-
2567 Automatically pick up things onto which you move (default on).
2568 Persistent. See pickup_types to refine the behavior.
2571 NetHack 3.6 February 22, 2016
2577 NetHack Guidebook 40
2582 This option controls what happens when you attempt the `f'
2583 (fire) command with an empty quiver (or quiver sack or have
2584 nothing at the ready). When true, the computer will fill your
2585 quiver or quiver sack or make ready some suitable weapon. Note
2586 that it will not take into account the blessed/cursed status,
2587 enchantment, damage, or quality of the weapon; you are free to
2588 manually fill your quiver or quiver sack or make ready with the
2589 `Q' command instead. If no weapon is found or the option is
2590 false, the `t' (throw) command is executed instead. Persis-
2591 tent. (default false)
2594 Start the character permanently blind. Persistent. (default
2598 Allow saving and loading bones files. Persistent. (default
2602 Set the character used to display boulders (default is the
2603 ``large rock'' class symbol, ``').
2606 Name your starting cat (ex. ``catname:Morris''). Cannot be set
2607 with the `O' command.
2610 Synonym for ``role'' to pick the type of your character (ex.
2611 ``character:Monk''). See role for more details.
2614 Save game state after each level change, for possible recovery
2615 after program crash (default on). Persistent.
2618 Check free disk space before writing files to disk (default
2619 on). You may have to turn this off if you have more than 2 GB
2620 free space on the partition used for your save and level files
2621 (because too much space might overflow the calculation and end
2622 up looking like insufficient space). Only applies when MFLOPPY
2623 was defined during compilation.
2626 Allows looking at things on the screen by navigating the mouse
2627 over them and clicking the right mouse button (default off).
2630 Have the game provide some additional command assistance for
2631 new players if it detects some anticipated mistakes (default
2637 NetHack 3.6 February 22, 2016
2643 NetHack Guidebook 41
2648 Have user confirm attacks on pets, shopkeepers, and other
2649 peaceable creatures (default on). Persistent.
2652 Show out-of-sight areas of lit rooms (default off). Persis-
2656 Controls what information the program reveals when the game
2657 ends. Value is a space separated list of prompting/category
2658 pairs (default is `ni na nv ng nc no', prompt with default re-
2659 sponse of `n' for each candidate). Persistent. The possibili-
2662 i - disclose your inventory;
2663 a - disclose your attributes;
2664 v - summarize monsters that have been vanquished;
2665 g - list monster species that have been genocided;
2666 c - display your conduct;
2667 o - display dungeon overview.
2669 Each disclosure possibility can optionally be preceded by a
2670 prefix which lets you refine how it behaves. Here are the
2673 y - prompt you and default to yes on the prompt;
2674 n - prompt you and default to no on the prompt;
2675 + - disclose it without prompting;
2676 - - do not disclose it and do not prompt.
2678 Omitted categories are implicitly added with `n' prefix. Spec-
2679 ified categories with omitted prefix implicitly use `+' prefix.
2680 Order of the disclosure categories does not matter, program
2681 display for end-of-game disclosure follows a set sequence.
2683 (ex. ``disclose:yi na +v -g o'') The example sets inventory to
2684 prompt and default to yes, attributes to prompt and default to
2685 no, vanquished to disclose without prompting, genocided to not
2686 disclose and not prompt, conduct to implicitly prompt and de-
2687 fault to no, and overview to disclose without prompting.
2689 Note that the vanquished monsters list includes all monsters
2690 killed by traps and each other as well as by you. And the dun-
2691 geon overview shows all levels you had visited but does not re-
2692 veal things about them that you hadn't discovered.
2695 Name your starting dog (ex. ``dogname:Fang''). Cannot be set
2696 with the `O' command.
2699 Changes the extended commands interface to pop-up a menu of
2700 available commands. It is keystroke compatible with the
2703 NetHack 3.6 February 22, 2016
2709 NetHack Guidebook 42
2713 traditional interface except that it does not require that you
2714 hit Enter. It is implemented only by the tty port (default
2715 off), when the game has been compiled to support tty graphics.
2718 An obsolete synonym for ``gender:female''. Cannot be set with
2722 An object's inventory letter sticks to it when it's dropped
2723 (default on). If this is off, dropping an object shifts all
2724 the remaining inventory letters. Persistent.
2727 Name a fruit after something you enjoy eating (ex. ``fruit:man-
2728 go'') (default ``slime mold''). Basically a nostalgic whimsy
2729 that NetHack uses from time to time. You should set this to
2730 something you find more appetizing than slime mold. Apples,
2731 oranges, pears, bananas, and melons already exist in NetHack,
2735 Your starting gender (gender:male or gender:female). You may
2736 specify just the first letter. Although you can still denote
2737 your gender using the ``male'' and ``female'' options, the
2738 ``gender'' option will take precedence. The default is to ran-
2739 domly pick an appropriate gender. If you prefix the value with
2740 `!' or ``no'', you will exclude that gender from being picked
2741 randomly. Cannot be set with the `O' command. Persistent.
2744 If more information is available for an object looked at with
2745 the `/' command, ask if you want to see it (default on). Turn-
2746 ing help off makes just looking at things faster, since you
2747 aren't interrupted with the ``More info?'' prompt, but it also
2748 means that you might miss some interesting and/or important in-
2749 formation. Persistent.
2752 Visually distinguish pets from similar animals (default off).
2753 The behavior of this option depends on the type of windowing
2754 you use. In text windowing, text highlighting or inverse video
2755 is often used; with tiles, generally displays a heart symbol
2759 Visually distinguish piles of objects from individual objects
2760 (default off). The behavior of this option depends on the type
2761 of windowing you use. In text windowing, text highlighting or
2762 inverse video is often used; with tiles, generally displays a
2763 small plus-symbol beside the object on the top of the pile.
2766 Name your starting horse (ex. ``horsename:Trigger''). Cannot
2769 NetHack 3.6 February 22, 2016
2775 NetHack Guidebook 43
2779 be set with the `O' command.
2782 Ignore interrupt signals, including breaks (default off). Per-
2786 Omit "uncursed" from inventory lists, if possible (default on).
2789 Display an introductory message when starting the game (default
2793 Show corridor squares seen by night vision or a light source
2794 held by your character as lit (default off). Persistent.
2797 Use the old `a', `b', and `c' keyboard shortcuts when looting,
2798 rather than the mnemonics `o', `i', and `b' (default off).
2802 Enable mail delivery during the game (default on). Persistent.
2805 An obsolete synonym for ``gender:male''. Cannot be set with
2809 Give feedback when walking against a wall (default off).
2812 Enable coloring menu lines (default off). See ``Configuring
2813 Menu Colors'' on how to configure the colors.
2816 Controls the interface used when you need to choose various ob-
2817 jects (in response to the Drop command, for instance). The
2818 value specified should be the first letter of one of the fol-
2819 lowing: traditional, combination, full, or partial. Tradi-
2820 tional was the only interface available for early versions; it
2821 consists of a prompt for object class characters, followed by
2822 an object-by-object prompt for all items matching the selected
2823 object class(es). Combination starts with a prompt for object
2824 class(es) of interest, but then displays a menu of matching ob-
2825 jects rather than prompting one-by-one. Full displays a menu
2826 of object classes rather than a character prompt, and then a
2827 menu of matching objects for selection. Partial skips the ob-
2828 ject class filtering and immediately displays a menu of all ob-
2832 Menu character accelerator to deselect all items in a menu.
2835 NetHack 3.6 February 22, 2016
2841 NetHack Guidebook 44
2845 Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
2848 Menu character accelerator to deselect all items on this page
2849 of a menu. Implemented by the Amiga, Gem and tty ports. De-
2853 Menu character accelerator to jump to the first page in a menu.
2854 Implemented by the Amiga, Gem and tty ports. Default '^'.
2857 Controls how the headings in a menu are highlighted. Values
2858 are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
2859 Not all ports can actually display all types.
2862 Menu character accelerator to invert all items in a menu. Im-
2863 plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
2866 Menu character accelerator to invert all items on this page of
2867 a menu. Implemented by the Amiga, Gem and tty ports. Default
2871 Menu character accelerator to jump to the last page in a menu.
2872 Implemented by the Amiga, Gem and tty ports. Default '|'.
2875 Menu character accelerator to goto the next menu page. Imple-
2876 mented by the Amiga, Gem and tty ports. Default '>'.
2879 Show object symbols in menu headings in menus where the object
2880 symbols act as menu accelerators (default off).
2883 Do not clear the screen before drawing menus, and align menus
2884 to the right edge of the screen. Only for the tty port. (de-
2888 Menu character accelerator to goto the previous menu page. Im-
2889 plemented by the Amiga, Gem and tty ports. Default '<'.
2892 Menu character accelerator to search for a menu item. Imple-
2893 mented by the Amiga, Gem, X11 and tty ports. Default ':'.
2896 Menu character accelerator to select all items in a menu. Im-
2897 plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
2901 NetHack 3.6 February 22, 2016
2907 NetHack Guidebook 45
2912 Menu character accelerator to select all items on this page of
2913 a menu. Implemented by the Amiga, Gem and tty ports. Default
2917 The number of top line messages to save (and recall with ^P)
2918 (default 20). Cannot be set with the `O' command.
2921 Allows you to change the way recalled messages are displayed.
2922 (It is currently implemented for tty only.) The possible val-
2925 s - single message (default; only choice prior to 3.4.0);
2926 c - combination, two messages as `single', then as `full';
2927 f - full window, oldest message first;
2928 r - full window reversed, newest message first.
2930 For backward compatibility, no value needs to be specified
2931 (which defaults to `full'), or it can be negated (which de-
2932 faults to `single').
2935 Set your character's name (defaults to your user name). You
2936 can also set your character's role by appending a dash and one
2937 or more letters of the role (that is, by suffixing one of -A -B
2938 -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
2939 role, then a random one will be automatically chosen. Cannot
2940 be set with the `O' command.
2943 Read the NetHack news file, if present (default on). Since the
2944 news is shown at the beginning of the game, there's no point in
2945 setting this with the `O' command.
2948 Start the character with no armor (default false). Persistent.
2951 Send padding nulls to the terminal (default on). Persistent.
2954 Use digit keys instead of letters to move (default 0 or off).
2957 0 - move by letters; `yuhjklbn'
2958 1 - move by numbers; digit `5' acts as `G' movement prefix
2959 2 - like 1 but `5' works as `g' prefix instead of as `G'
2960 3 - by numbers using phone key layout; 123 above, 789 below
2961 4 - combines 3 with 2; phone layout plus MSDOS compatibility
2962 -1 - by letters but use `z' to go northwest, `y' to zap wands
2964 For backward compatibility, omitting a value is the same as
2967 NetHack 3.6 February 22, 2016
2973 NetHack Guidebook 46
2977 specifying 1 and negating number_pad is the same as specifying
2978 0. (Settings 2 and 4 are for compatibility with MSDOS or old
2979 PC Hack; in addition to the different behavior for `5', `Alt-5'
2980 acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
2981 date some German keyboards which have the location of the `y'
2982 and `z' keys swapped.) When moving by numbers, to enter a
2983 count prefix for those commands which accept one (such as
2984 ``12s'' to search twelve times), precede it with the letter `n'
2988 Specify the order to list object types in (default
2989 ``")[%?+!=/(*`0_''). The value of this option should be a
2990 string containing the symbols for the various object types.
2991 Any omitted types are filled in at the end from the previous
2994 paranoid_confirmation
2995 A space separated list of specific situations where alternate
2996 prompting is desired. The default is paranoid_confirma-
2999 Confirm - for any prompts which are set to require "yes" rather
3000 than 'y', also require "no" to reject instead of ac-
3001 cepting any non-yes response as no
3002 quit - require "yes" rather than 'y' to confirm quitting the
3003 game or switching into non-scoring explore mode;
3004 die - require "yes" rather than 'y' to confirm dying (not
3005 useful in normal play; applies to explore mode);
3006 bones - require "yes" rather than 'y' to confirm saving bones
3007 data when dying in debug mode;
3008 attack - require "yes" rather than 'y' to confirm attacking a
3010 pray - require 'y' to confirm an attempt to pray rather than
3011 immediately praying; on by default;
3012 wand - require "yes" rather than 'y' to confirm breaking a
3014 Remove - require selection from inventory for 'R' and 'T' com-
3015 mands even when wearing just one applicable item.
3017 By default, the pray choice is enabled, the others disabled.
3018 To disable it without setting any of the other choices, use
3019 ``paranoid_confirmation:none''. To keep it enabled while set-
3020 ting any of the others, include it in the list, such as ``para-
3021 noid_confirmation:attack pray Remove''.
3024 If true, always display your current inventory in a window.
3025 This only makes sense for windowing system interfaces that im-
3026 plement this feature. Persistent.
3029 Specify the type of your initial pet, if you are playing a
3030 character class that uses multiple types of pets; or choose to
3033 NetHack 3.6 February 22, 2016
3039 NetHack Guidebook 47
3043 have no initial pet at all. Possible values are ``cat'',
3044 ``dog'', ``horse'', and ``none''. If the choice is not allowed
3045 for the role you are currently playing, it will be silently ig-
3046 nored. For example, ``horse'' will only be honored when play-
3047 ing a knight. Cannot be set with the `O' command.
3050 When you pick up an item that would exceed this encumbrance
3051 level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
3052 or overLoaded), you will be asked if you want to continue.
3053 (Default `S'). Persistent.
3056 If this option is on and autopickup is also on, try to pick up
3057 things that you threw, even if they aren't in pickup_types or
3058 match an autopickup exception. Default is on. Persistent.
3061 Specify the object types to be picked up when autopickup is on.
3062 Default is all types. You can use autopickup_exception config-
3063 uration file lines to further refine autopickup behavior. Per-
3067 When walking across a pile of objects on the floor, threshold
3068 at which the message "there are few/several/many objects here"
3069 is given instead of showing a popup list of those objects. A
3070 value of 0 means "no limit" (always list the objects); a value
3071 of 1 effectively means "never show the objects" since the pile
3072 size will always be at least that big; default value is 5.
3076 Values are `normal', `explore', or `debug'. Allows selection
3077 of explore mode (also known as discovery mode) or debug mode
3078 (also known as wizard mode) instead of normal play. Debug mode
3079 might only be allowed for someone logged in under a particular
3080 user name (on multi-user systems) or specifying a particular
3081 character name (on single-user systems) or it might be disabled
3082 entirely. Requesting it when not allowed or not possible re-
3083 sults in explore mode instead. Default is normal play.
3086 Using the `w' (wield) command when already wielding something
3087 pushes the old item into your alternate weapon slot (default
3088 off). Likewise for the `a' (apply) command if it causes the
3089 applied item to become wielded. Persistent.
3092 Selects your race (for example, ``race:human''). Default is
3093 random. If you prefix the value with `!' or ``no'', you will
3094 exclude that race from being picked randomly. Cannot be set
3095 with the `O' command. Persistent.
3099 NetHack 3.6 February 22, 2016
3105 NetHack Guidebook 48
3110 Make the space bar a synonym for the `.' (rest) command (de-
3111 fault off). Persistent.
3114 Pick your type of character (ex. ``role:Samurai''); synonym for
3115 ``character''. See ``name'' for an alternate method of speci-
3116 fying your role. Normally only the first letter of the value
3117 is examined; `r' is an exception with ``Rogue'', ``Ranger'',
3118 and ``random'' values. If you prefix the value with `!' or
3119 ``no'', you will exclude that role from being picked randomly.
3120 Cannot be set with the `O' command. Persistent.
3123 This option may be used to select one of the named symbol sets
3124 found within ``symbols'' to alter the symbols displayed on the
3125 screen on the rogue level.
3128 When writing out a save file, perform run length compression of
3129 the map. Not all ports support run length compression. It has
3130 no effect on reading an existing save file.
3133 Controls the amount of screen updating for the map window when
3134 engaged in multi-turn movement (running via shift+direction or
3135 control+direction and so forth, or via the travel command or
3136 mouse click). The possible values are:
3138 teleport - update the map after movement has finished;
3139 run - update the map after every seven or so steps;
3140 walk - update the map after each step;
3141 crawl - like walk, but pause briefly after each step.
3143 This option only affects the game's screen display, not the ac-
3144 tual results of moving. The default is `run'; versions prior
3145 to 3.4.1 used `teleport' only. Whether or not the effect is
3146 noticeable will depend upon the window port used or on the type
3147 of terminal. Persistent.
3150 Prevent you from (knowingly) attacking your pets (default on).
3154 Control what parts of the score list you are shown at the end
3155 (ex. ``scores:5 top scores/4 around my score/own scores'').
3156 Only the first letter of each category (`t', `a', or `o') is
3157 necessary. Persistent.
3160 Show your accumulated experience points on bottom line (default
3165 NetHack 3.6 February 22, 2016
3171 NetHack Guidebook 49
3176 Display yourself as the glyph for your race, rather than the
3177 glyph for your role (default off). Note that this setting af-
3178 fects only the appearance of the display, not the way the game
3179 treats you. Persistent.
3182 Show your approximate accumulated score on bottom line (default
3186 Suppress terminal beeps (default on). Persistent.
3189 Controls the sorting behavior of the pickup lists for inventory
3190 and #loot commands and some others. Persistent. The possible
3193 full - always sort the lists;
3194 loot - only sort the lists that don't use inventory letters,
3195 like with the #loot and pickup commands;
3196 none - show lists the traditional way without sorting.
3199 Sort the pack contents by type when displaying inventory (de-
3200 fault on). Persistent.
3203 Display a sparkly effect when a monster (including yourself) is
3204 hit by an attack to which it is resistant (default on). Per-
3208 Boldface monsters and ``--More--'' (default off). Persistent.
3211 Enable coloring of status fields (default off). See ``Config-
3212 uring Status Hilites'' for futher information.
3215 This option may be set to a NetHack version level to suppress
3216 alert notification messages about feature changes for that and
3217 prior versions (ex. ``suppress_alert:3.3.1'').
3220 This option may be used to select one of the named symbol sets
3221 found within ``symbols'' to alter the symbols displayed on the
3222 screen. Use ``symset:default'' to explicitly select the de-
3226 Show the elapsed game time in turns on bottom line (default
3231 NetHack 3.6 February 22, 2016
3237 NetHack Guidebook 50
3242 When pausing momentarily for display effect, such as with ex-
3243 plosions and moving objects, use a timer rather than sending
3244 extra characters to the screen. (Applies to ``tty'' interface
3245 only; ``X11'' interface always uses a timer based delay. The
3246 default is on if configured into the program.) Persistent.
3249 Draw a tombstone graphic upon your death (default on). Persis-
3253 Put the ending display in a NetHack window instead of on stdout
3254 (default off). Setting this option makes the score list visi-
3255 ble when a windowing version of NetHack is started without a
3256 parent window, but it no longer leaves the score list around
3257 after game end on a terminal or emulating window.
3260 Allow the travel command (default on). Turning this option off
3261 will prevent the game from attempting unintended moves if you
3262 make inadvertent mouse clicks on the map window. Persistent.
3265 Provide more commentary during the game (default on). Persis-
3269 When using the `/' or `;' commands to look around on the map
3270 with autodescribe on, display coordinates after the descrip-
3271 tion. Also works in other situations where you are asked to
3274 The possibile settings are:
3276 c - compass ('east' or '3s' or '2n,4w');
3277 m - map <x,y> (map column x=0 is not used);
3278 s - screen [row,column] (row is offset to match tty usage);
3279 n - none (no coordinates shown) [default].
3281 The whatis_coord option is also used with the `/m', `/M', `/o',
3282 and `/O' sub-commands of `/', where the `none' setting is over-
3286 Select which windowing system to use, such as ``tty'' or
3287 ``X11'' (default depends on version). Cannot be set with the
3291 When writing out a save file, perform zero-comp compression of
3292 the contents. Not all ports support zero-comp compression. It
3293 has no effect on reading an existing save file.
3297 NetHack 3.6 February 22, 2016
3303 NetHack Guidebook 51
3307 9.5. Window Port Customization options
3309 Here are explanations of the various options that are used
3310 to customize and change the characteristics of the windowtype
3311 that you have chosen. Character strings that are too long may be
3312 truncated. Not all window ports will adjust for all settings
3313 listed here. You can safely add any of these options to your
3314 config file, and if the window port is capable of adjusting to
3315 suit your preferences, it will attempt to do so. If it can't it
3316 will silently ignore it. You can find out if an option is sup-
3317 ported by the window port that you are currently using by check-
3318 ing to see if it shows up in the Options list. Some options are
3319 dynamic and can be specified during the game with the `O' com-
3323 Where to align or place the message window (top, bottom, left,
3327 Where to align or place the status window (top, bottom, left,
3331 NetHack should display an ascii character map if it can.
3334 NetHack should display color if it can for different monsters,
3335 objects, and dungeon features
3338 NetHack should pass eight-bit character values (for example,
3339 specified with the traps option) straight through to your ter-
3340 minal (default off).
3343 NetHack should use a font by the chosen name for the map win-
3347 NetHack should use a font by the chosen name for menu windows.
3350 NetHack should use a font by the chosen name for the message
3354 NetHack should use a font by the chosen name for the status
3358 NetHack should use a font by the chosen name for text windows.
3363 NetHack 3.6 February 22, 2016
3369 NetHack Guidebook 52
3374 NetHack should use this size font for the map window.
3377 NetHack should use this size font for menu windows.
3380 NetHack should use this size font for the message window.
3383 NetHack should use this size font for the status window.
3386 NetHack should use this size font for text windows.
3389 NetHack should try and display on the entire screen rather than
3393 NetHack should use a large font.
3396 NetHack should display the map in the manner specified.
3399 Allow use of the mouse for input and travel.
3402 NetHack should pop up dialog boxes, or use prompts for charac-
3406 NetHack should pop up dialog boxes for input.
3409 NetHack should preload tiles into memory. For example, in the
3410 protected mode MSDOS version, control whether tiles get pre-
3411 loaded into RAM at the start of the game. Doing so enhances
3412 performance of the tile graphics, but uses more memory. (de-
3413 fault on). Cannot be set with the `O' command.
3416 NetHack should scroll the display by this number of cells when
3417 the hero reaches the scroll_margin.
3420 NetHack should scroll the display when the hero or cursor is
3421 this number of cells away from the edge of the window.
3424 NetHack should display a menu of existing saved games for the
3425 player to choose from at game startup, if it can. Not all ports
3426 support this option.
3429 NetHack 3.6 February 22, 2016
3435 NetHack Guidebook 53
3440 Display an onscreen keyboard. Handhelds are most likely to
3441 support this option.
3444 NetHack should display an opening splash screen when it starts
3448 NetHack should display a tiled map if it can.
3451 Specify the name of an alternative tile file to override the
3455 Specify the preferred height of each tile in a tile capable
3459 Specify the preferred width of each tile in a tile capable port
3462 Use bold black instead of blue for black glyphs (TTY only).
3465 NetHack should display inverse when the game specifies it.
3468 NetHack should display this number of messages at a time in the
3472 NetHack should display windows with the specified fore-
3473 ground/background colors if it can.
3476 NetHack port should wrap long lines of text if they don't fit
3477 in the visible area of the window.
3479 9.6. Platform-specific Customization options
3481 Here are explanations of options that are used by specific
3482 platforms or ports to customize and change the port behavior.
3485 Select an alternate keystroke handler dll to load (Win32 tty
3486 NetHack only). The name of the handler is specified without
3487 the .dll extension and without any path information. Cannot be
3488 set with the `O' command.
3491 On Amiga, this option controls whether typing `Alt' plus anoth-
3492 er key functions as a meta-shift for that key (default on).
3495 NetHack 3.6 February 22, 2016
3501 NetHack Guidebook 54
3506 On other (non-Amiga) systems where this option is available, it
3507 can be set to tell nethack to convert a two character sequence
3508 beginning with ESC into a meta-shifted version of the second
3509 character (default off).
3511 This conversion is only done for commands, not for other input
3512 prompts. Note that typing one or more digits as a count prefix
3513 prior to a command--preceded by n if the number_pad option is
3514 set--is also subject to this conversion, so attempting to abort
3515 the count by typing ESC will leave nethack waiting for another
3516 character to complete the two character sequence. Type a sec-
3517 ond ESC to finish cancelling such a count. At other prompts a
3518 single ESC suffices.
3521 Use BIOS calls to update the screen display quickly and to read
3522 the keyboard (allowing the use of arrow keys to move) on ma-
3523 chines with an IBM PC compatible BIOS ROM (default off, OS/2,
3524 PC, and ST NetHack only).
3527 (default off, AMIGA NetHack only).
3530 (default on, Mac NetHack only).
3533 (default on, Mac NetHack only).
3536 Force raw (non-cbreak) mode for faster output and more bullet-
3537 proof input (MS-DOS sometimes treats `^P' as a printer toggle
3538 without it) (default off, OS/2, PC, and ST NetHack only).
3539 Note: DEC Rainbows hang if this is turned on. Cannot be set
3540 with the `O' command.
3543 (default on, PC NetHack only). Cannot be set with the `O' com-
3547 (Win32 tty NetHack only). May be used to alter the value of
3548 keystrokes that the operating system returns to NetHack to help
3549 compensate for international keyboard issues. OPTIONS=subkey-
3550 value:171/92 will return 92 to NetHack, if 171 was originally
3551 going to be returned. You can use multiple subkeyvalue state-
3552 ments in the config file if needed. Cannot be set with the `O'
3556 Set the video mode used (PC NetHack only). Values are `autode-
3557 tect', `default', or `vga'. Setting `vga' (or `autodetect'
3558 with vga hardware present) will cause the game to display
3561 NetHack 3.6 February 22, 2016
3567 NetHack Guidebook 55
3571 tiles. Cannot be set with the `O' command.
3574 Set the color palette for PC systems using NO_TERMS (default
3575 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
3576 of colors is red, green, brown, blue, magenta, cyan,
3577 bright.white, bright.red, bright.green, yellow, bright.blue,
3578 bright.magenta, and bright.cyan. Cannot be set with the `O'
3582 Set the intensity level of the three gray scales available (de-
3583 fault dark normal light, PC NetHack only). If the game display
3584 is difficult to read, try adjusting these scales; if this does
3585 not correct the problem, try !color. Cannot be set with the
3588 9.7. Regular Expressions
3590 Regular expressions are normally POSIX extended regular ex-
3591 pressions. It is possible to compile NetHack without regular ex-
3592 pression support on a platform where there is no regular expres-
3593 sion library. While this is not true of any modern platform, if
3594 your NetHack was built this way, patterns are instead glob pat-
3595 terns. This applies to Autopickup exceptions, Message types, Menu
3596 colors, and User sounds.
3598 9.8. Configuring Autopickup Exceptions
3600 You can further refine the behavior of the autopickup option
3601 beyond what is available through the pickup_types option.
3603 By placing autopickup_exception lines in your configuration
3604 file, you can define patterns to be checked when the game is
3605 about to autopickup something.
3607 autopickup_exception
3608 Sets an exception to the pickup_types option. The autopick-
3609 up_exception option should be followed by a regular expression
3610 to be used as a pattern to match against the singular form of
3611 the description of an object at your location.
3613 In addition, some characters are treated specially if they oc-
3614 cur as the first character in the pattern, specifically:
3616 < - always pickup an object that matches rest of pattern;
3617 > - never pickup an object that matches rest of pattern.
3619 A `never pickup' rule takes precedence over an `always pickup'
3622 Exceptions can be set with the `O' command, but ones set that
3623 way will not be preserved across saves and restores.
3627 NetHack 3.6 February 22, 2016
3633 NetHack Guidebook 56
3637 Here are some examples:
3639 autopickup_exception="<*arrow"
3640 autopickup_exception=">*corpse"
3641 autopickup_exception=">* cursed*"
3643 The first example above will result in autopickup of any
3644 type of arrow. The second example results in the exclusion of
3645 any corpse from autopickup. The last example results in the ex-
3646 clusion of items known to be cursed from autopickup.
3648 9.9. Configuring Message Types
3650 You can change the way the messages are shown in the message
3651 area, when the message matches a user-defined pattern.
3653 In general, the config file entries to configure the message
3654 types look like this: MSGTYPE=type "pattern"
3656 type - how the message should be shown;
3657 pattern - the pattern to match.
3659 The pattern should be a regular expression.
3663 show - show message normally.
3664 hide - never show the message.
3665 stop - wait for user with more-prompt.
3666 norep - show the message once, but not again if no other message is shown in between.
3668 Here's an example of message types using NetHack's internal
3669 pattern matching facility:
3671 MSGTYPE=stop "You feel hungry."
3672 MSGTYPE=hide "You displaced *."
3674 specifies that whenever a message "You feel hungry" is shown,
3675 the user is prompted with more-prompt, and a message matching
3676 "You displaced <something>." is not shown at all.
3678 The order of the defined MSGTYPE-lines is important; the last
3679 matching rule is used. Put the general case first, exceptions
3682 9.10. Configuring Menu Colors
3684 Some platforms allow you to define colors used in menu lines
3685 when the line matches a user-defined pattern. At this time the
3686 tty, win32tty and win32gui support this.
3688 In general, the config file entries to configure the menu
3689 color mappings look like this:
3693 NetHack 3.6 February 22, 2016
3699 NetHack Guidebook 57
3703 MENUCOLOR="pattern"=color&attribute
3705 pattern - the pattern to match;
3706 color - the color to use for lines matching the pat-
3708 attribute - the attribute to use for lines matching the
3709 pattern. The attribute is optional, and if
3710 left out, you must also leave out the preced-
3711 ing ampersand. If no attribute is defined,
3712 no attribute is used.
3714 The pattern should be a regular expression.
3716 Allowed colors are black, red, green, brown, blue, magenta,
3717 cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
3718 ta, lightcyan, and white.
3720 Allowed attributes are none, bold, dim, underline, blink, and
3721 inverse. Note that the platform used may interpret the at-
3722 tributes any way it wants.
3724 Here's an example of menu colors using NetHack's internal pat-
3725 tern matching facility:
3727 MENUCOLOR="* blessed *"=green
3728 MENUCOLOR="* cursed *"=red
3729 MENUCOLOR="* cursed *(being worn)"=red&underline
3731 specifies that any menu line with " blessed " contained in it
3732 will be shown in green color, lines with " cursed " will be
3733 shown in red, and lines with " cursed " followed by "(being
3734 worn)" on the same line will be shown in red color and under-
3735 lined. You can have multiple MENUCOLOR entries in your config
3736 file, and the last MENUCOLOR-line in your config file that
3737 matches a menu line will be used for the line.
3739 Note that if you intend to have one or more color specifica-
3740 tions match " uncursed ", you will probably want to turn the im-
3741 plicit_uncursed option off so that all items known to be uncursed
3742 are actually displayed with the ``uncursed'' description.
3744 9.11. Configuring User Sounds
3746 Some platforms allow you to define sound files to be played
3747 when a message that matches a user-defined pattern is delivered
3748 to the message window. At this time the Qt port and the win32tty
3749 and win32gui ports support the use of user sounds.
3751 The following config file entries are relevant to mapping
3752 user sounds to messages:
3755 The directory that houses the sound files to be played.
3759 NetHack 3.6 February 22, 2016
3765 NetHack Guidebook 58
3770 An entry that maps a sound file to a user-specified message
3771 pattern. Each SOUND entry is broken down into the following
3774 MESG - message window mapping (the only one supported in
3776 pattern - the pattern to match;
3777 sound file - the sound file to play;
3778 volume - the volume to be set while playing the sound file.
3780 The pattern should be a POSIX extended regular expression.
3782 9.12. Configuring Status Hilites
3784 Your copy of NetHack may have been compiled with support for
3785 ``Status Hilites''. If so, you can customize your game display
3786 by setting thresholds to change the color or appearance of fields
3787 in the status display.
3789 For example, the following line in your config file will
3790 cause the hitpoints field to display in the color red if your
3791 hitpoints drop to or below a threshold of 30%:
3793 OPTION=hilite_status: hitpoints/30%/red/normal
3795 For another example, the following line in your config file
3796 will cause wisdom to be displayed red if it drops and green if it
3799 OPTION=hilite_status: wisdom/updown/red/green
3801 You can adjust the display of the following status fields:
3802 title strength dexterity
3803 constitution intelligence wisdom
3804 charisma alignment score
3805 carrying-capacity gold power
3806 power-max experience-level armor-class
3808 hitpoints hitpoints-max dungeon-level
3809 experience condition
3811 Allowed colors are black, red, green, brown, blue, magenta,
3812 cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
3813 ta, lightcyan, and white.
3815 Allowed attributes are bold, inverse, normal. Note that the
3816 platform used may interpret the attributes any way it wants.
3818 Behaviours can occur based on percentage thresholds, updown, or
3819 absolute values. The in-game options menu can help you deter-
3820 mine the correct syntax for a config file.
3825 NetHack 3.6 February 22, 2016
3831 NetHack Guidebook 59
3835 The whole feature can be disabled by setting option sta-
3838 9.13. Modifying NetHack Symbols
3840 NetHack can load entire symbol sets from the symbol file.
3842 The options that are used to select a particular symbol set
3843 from the symbol file are:
3846 Set the name of the symbol set that you want to load.
3849 Set the name of the symbol set that you want to load for dis-
3850 play on the rogue level.
3852 You can also override one or more symbols using the SYMBOLS
3853 config file option. Symbols are specified as name:value pairs.
3854 Note that NetHack escape-processes the value string in conven-
3855 tional C fashion. This means that \ is a prefix to take the fol-
3856 lowing character literally. Thus \ needs to be represented as \\.
3857 The special escape form \m switches on the meta bit in the symbol
3858 value, and the \^ prefix causes the following character to be
3859 treated as a control character.
3862 Default Symbol Name Description
3863 ------------------------------------------------------------------------
3867 A S_angel (angelic being)
3868 a S_ant (ant or other insect)
3869 ^ S_anti_magic_trap (anti-magic field)
3870 [ S_armor (suit or piece of armor)
3871 [ S_armour (suit or piece of armor)
3872 ^ S_arrow_trap (arrow trap)
3873 0 S_ball (iron ball)
3874 # S_bars (iron bars)
3875 B S_bat (bat or bird)
3876 ^ S_bear_trap (bear trap)
3877 - S_blcorn (bottom left corner)
3879 + S_book (spellbook)
3880 ) S_boomleft (boomerang open left)
3881 ( S_boomright (boomerang open right)
3882 ` S_boulder (boulder)
3883 - S_brcorn (bottom right corner)
3884 C S_centaur (centaur)
3885 _ S_chain (iron chain)
3887 c S_cockatrice (cockatrice)
3891 NetHack 3.6 February 22, 2016
3897 NetHack Guidebook 60
3901 $ S_coin (pile of coins)
3904 ^ S_dart_trap (dart trap)
3905 & S_demon (major demon)
3906 * S_digbeam (dig beam)
3907 > S_dnladder (ladder down)
3908 > S_dnstair (staircase down)
3909 d S_dog (dog or other canine)
3911 ; S_eel (sea monster)
3912 E S_elemental (elemental)
3913 / S_explode1 (explosion top left)
3914 - S_explode2 (explosion top center)
3915 `\' S_explode3 (explosion top right)
3916 | S_explode4 (explosion middle left)
3917 S_explode5 (explosion middle center)
3918 | S_explode6 (explosion middle right)
3919 `\' S_explode7 (explosion bottom left)
3920 - S_explode8 (explosion bottom center)
3921 / S_explode9 (explosion bottom right)
3922 e S_eye (eye or sphere)
3923 ^ S_falling_rock_trap (falling rock trap)
3924 f S_feline (cat or other feline)
3925 ^ S_fire_trap (fire trap)
3926 ! S_flashbeam (flash beam)
3927 % S_food (piece of food)
3928 { S_fountain (fountain)
3929 F S_fungus (fungus or mold)
3930 * S_gem (gem or rock)
3932 H S_giant (giant humanoid)
3936 g S_gremlin (gremlin)
3938 # S_hcdbridge (horizontal raised drawbridge)
3939 + S_hcdoor (closed door)
3940 | S_hodoor (open door)
3942 @ S_human (human or elf)
3943 h S_humanoid (humanoid)
3944 - S_hwall (horizontal wall)
3945 i S_imp (imp or minor demon)
3946 J S_jabberwock (jabberwock)
3949 K S_kop (Keystone Kop)
3950 ^ S_land_mine (land mine)
3951 } S_lava (molten lava)
3952 l S_leprechaun (leprechaun)
3953 ^ S_level_teleporter (level teleporter)
3957 NetHack 3.6 February 22, 2016
3963 NetHack Guidebook 61
3969 # S_litcorr (lit corridor)
3972 ^ S_magic_portal (magic portal)
3973 ^ S_magic_trap (magic trap)
3975 ] S_mimic_def (mimic)
3981 p S_piercer (piercer)
3983 # S_poisoncloud (poison cloud)
3984 ^ S_polymorph_trap (polymorph trap)
3987 P S_pudding (pudding or ooze)
3988 q S_quadruped (quadruped)
3989 Q S_quantmech (quantum mechanic)
3991 ` S_rock (boulder or statue)
3993 ^ S_rolling_boulder_trap (rolling boulder trap)
3995 ^ S_rust_trap (rust trap)
3996 R S_rustmonst (rust monster or disenchanter)
3999 ^ S_sleeping_gas_trap (sleeping gas trap)
4001 s S_spider (arachnid or centipede)
4002 ^ S_spiked_pit (spiked pit)
4003 ^ S_squeaky_board (squeaky board)
4004 0 S_ss1 (magic shield 1 of 4)
4005 # S_ss2 (magic shield 2 of 4)
4006 @ S_ss3 (magic shield 3 of 4)
4007 * S_ss4 (magic shield 4 of 4)
4008 ^ S_statue_trap (statue trap)
4009 S_stone (dark part of a room)
4010 - S_sw_bc (swallow bottom center)
4011 `\' S_sw_bl (swallow bottom left)
4012 / S_sw_br (swallow bottom right)
4013 | S_sw_ml (swallow middle left)
4014 | S_sw_mr (swallow middle right)
4015 - S_sw_tc (swallow top center)
4016 / S_sw_tl (swallow top left)
4017 `\' S_sw_tr (swallow top right)
4019 ^ S_teleportation_trap (teleportation trap)
4023 NetHack 3.6 February 22, 2016
4029 NetHack Guidebook 62
4033 S_throne (opulent throne)
4034 - S_tlcorn (top left corner)
4036 ( S_tool (useful item (pick-axe key lamp...))
4037 ^ S_trap_door (trap door)
4038 t S_trapper (trapper or lurker above)
4039 - S_trcorn (top right corner)
4044 U S_umber (umber hulk)
4045 u S_unicorn (unicorn or horse)
4046 < S_upladder (ladder up)
4047 < S_upstair (staircase up)
4048 V S_vampire (vampire)
4050 # S_vcdbridge (vertical raised drawbridge)
4051 + S_vcdoor (closed door)
4052 ^ S_vibrating_square (vibrating square)
4053 - S_vodoor (open door)
4055 | S_vwall (vertical wall)
4061 ~ S_worm_tail (long worm tail)
4063 x S_xan (xan or other mythical/fantastic insect)
4065 Y S_yeti (apelike creature)
4069 9.14. Configuring NetHack for Play by the Blind
4071 NetHack can be set up to use only standard ASCII characters
4072 for making maps of the dungeons. This makes the MS-DOS versions
4073 of NetHack completely accessible to the blind who use speech
4074 and/or Braille access technologies. Players will require a good
4075 working knowledge of their screen-reader's review features, and
4076 will have to know how to navigate horizontally and vertically
4077 character by character. They will also find the search capabili-
4078 ties of their screen-readers to be quite valuable. Be certain to
4079 examine this Guidebook before playing so you have an idea what
4080 the screen layout is like. You'll also need to be able to locate
4081 the PC cursor. It is always where your character is located.
4082 Merely searching for an @-sign will not always find your charac-
4083 ter since there are other humanoids represented by the same sign.
4084 Your screen-reader should also have a function which gives you
4085 the row and column of your review cursor and the PC cursor.
4086 These co-ordinates are often useful in giving players a better
4089 NetHack 3.6 February 22, 2016
4095 NetHack Guidebook 63
4099 sense of the overall location of items on the screen.
4101 While it is not difficult for experienced users to edit the
4102 defaults.nh file to accomplish this, novices may find this task
4103 somewhat daunting. Included within the ``symbols'' file of all
4104 official distributions of NetHack is a symset called NHAccess.
4105 Selecting that symset in your configuration file will cause the
4106 game to run in a manner accessible to the blind. After you have
4107 gained some experience with the game and with editing files, you
4108 may want to alter settings via SYMBOLS= in your configuration
4109 file to better suit your preferences. The most crucial settings
4110 to make the game accessible are:
4113 Load a symbol set appropriate for use by blind players.
4115 roguesymset:NHAccess
4116 Load a symbol set for the rogue level that is appropriate for
4117 use by blind players.
4119 menustyle:traditional
4120 This will assist in the interface to speech synthesizers.
4123 A lot of speech access programs use the number-pad to review
4124 the screen. If this is the case, disable the number_pad option
4125 and use the traditional Rogue-like commands.
4127 9.15. Global Configuration for System Administrators
4129 If NetHack is compiled with the SYSCF option, a system ad-
4130 ministrator should set up a global configuration; this is a file
4131 in the same format as the traditional per-user configuration file
4132 (see above). This file should be named sysconf and placed in the
4133 same directory as the other NetHack support files. The options
4134 recognized in this file are listed below. Any option not set us-
4135 es a compiled-in default (which may not be appropriate for your
4138 WIZARDS = A space-separated list of user names who are allowed
4139 to play in wizard mode (the debugging mode, not the magic-using
4140 role). A value of a single asterisk (*) allows anyone to start
4141 a game in wizard mode.
4143 SHELLERS = A list of users who are allowed to use the shell es-
4144 cape command (!). The syntax is the same as WIZARDS.
4146 EXPLORERS = A list of users who are allowed to use the explore
4147 mode. The syntax is the same as WIZARDS.
4149 MAXPLAYERS = Limit the maximum number of games that can be run-
4150 ning at the same time.
4155 NetHack 3.6 February 22, 2016
4161 NetHack Guidebook 64
4165 SUPPORT = A string explaining how to get local support (no de-
4168 RECOVER = A string explaining how to recover a game on this
4169 system (no default value).
4171 SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
4172 option. When disabled, incubi and succubi behave like nymphs.
4174 CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
4175 ARDS, and SHELLERS check for the player name instead of the us-
4178 CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
4179 UID (used identification number) checking for save files (to
4180 verify that the user who is restoring is the same one who
4183 The following options affect the score file:
4185 PERSMAX = Maximum number of entries for one person.
4187 ENTRYMAX = Maximum number of entries in the score file.
4189 POINTSMIN = Minimum number of points to get an entry in the
4192 PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
4193 spectively, to identify unique people for the score file.
4195 MAX_STATUENAME_RANK = Maximum number of score file entries to
4196 use for random statue names (default is 10).
4200 NetHack maintains a list of the top scores or scorers on
4201 your machine, depending on how it is set up. In the latter case,
4202 each account on the machine can post only one non-winning score
4203 on this list. If you score higher than someone else on this
4204 list, or better your previous score, you will be inserted in the
4205 proper place under your current name. How many scores are kept
4206 can also be set up when NetHack is compiled.
4208 Your score is chiefly based upon how much experience you
4209 gained, how much loot you accumulated, how deep you explored, and
4210 how the game ended. If you quit the game, you escape with all of
4211 your gold intact. If, however, you get killed in the Mazes of
4212 Menace, the guild will only hear about 90% of your gold when your
4213 corpse is discovered (adventurers have been known to collect
4214 finder's fees). So, consider whether you want to take one last
4215 hit at that monster and possibly live, or quit and stop with
4216 whatever you have. If you quit, you keep all your gold, but if
4217 you swing and live, you might find more.
4221 NetHack 3.6 February 22, 2016
4227 NetHack Guidebook 65
4231 If you just want to see what the current top players/games
4232 list is, you can type nethack -s all on most versions.
4237 NetHack is an intricate and difficult game. Novices might
4238 falter in fear, aware of their ignorance of the means to survive.
4239 Well, fear not. Your dungeon comes equipped with an ``explore''
4240 or ``discovery'' mode that enables you to keep old save files and
4241 cheat death, at the paltry cost of not getting on the high score
4244 There are two ways of enabling explore mode. One is to
4245 start the game with the -X command-line switch or with the play-
4246 mode:explore option. The other is to issue the ``#exploremode''
4247 extended command while already playing the game. Starting a new
4248 game in explore mode provides your character with a wand of wish-
4249 ing in initial inventory; switching during play does not. The
4250 other benefits of explore mode are left for the trepid reader to
4255 Debug mode, also known as wizard mode, is undocumented aside
4256 from this brief description. It is intended for tracking down
4257 problems within the program rather than to provide god-like pow-
4258 ers to your character, and players who attempt debugging are ex-
4259 pected to figure out how to use it themselves. It is initiated
4260 by starting the game with the -D command-line switch or with the
4261 playmode:debug option.
4263 For some systems, the player must be logged in under a par-
4264 ticular user name to be allowed to use debug mode; for others,
4265 the hero must be given a particular character name (but may be
4266 any role; there's no connection between ``wizard mode'' and the
4267 Wizard role). And on any system, the program might have been
4268 configured to omit debug mode entirely. Attempting to start a
4269 game in debug mode when not allowed or not available will result
4270 in falling back to explore mode instead.
4275 The original hack game was modeled on the Berkeley UNIX
4276 rogue game. Large portions of this paper were shamelessly
4277 cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
4278 and Kenneth C. R. C. Arnold. Small portions were adapted from
4279 Further Exploration of the Dungeons of Doom, by Ken Arromdee.
4281 NetHack is the product of literally dozens of people's work.
4282 Main events in the course of the game development are described
4287 NetHack 3.6 February 22, 2016
4293 NetHack Guidebook 66
4297 Jay Fenlason wrote the original Hack, with help from Kenny
4298 Woodland, Mike Thome and Jon Payne.
4300 Andries Brouwer did a major re-write, transforming Hack into
4301 a very different game, and published (at least) three versions
4302 (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
4304 Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
4305 producing PC HACK 1.01e, added support for DEC Rainbow graphics
4306 in version 1.03g, and went on to produce at least four more ver-
4307 sions (3.0, 3.2, 3.51, and 3.6).
4309 R. Black ported PC HACK 3.51 to Lattice C and the Atari
4310 520/1040ST, producing ST Hack 1.03.
4312 Mike Stephenson merged these various versions back together,
4313 incorporating many of the added features, and produced NetHack
4314 1.4. He then coordinated a cast of thousands in enhancing and
4315 debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
4317 Later, Mike coordinated a major rewrite of the game, heading
4318 a team which included Ken Arromdee, Jean-Christophe Collet, Steve
4319 Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
4320 oint, and Janet Walz, to produce NetHack 3.0c.
4322 NetHack 3.0 was ported to the Atari by Eric R. Smith, to
4323 OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
4324 of them and Kevin Darcy later joined the main development team to
4325 produce subsequent revisions of 3.0.
4327 Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
4328 Meluch, Stephen Spackman and Pierre Martineau designed overlay
4329 code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
4330 Macintosh. Along with various other Dungeoneers, they continued
4331 to enhance the PC, Macintosh, and Amiga ports through the later
4334 Headed by Mike Stephenson and coordinated by Izchak Miller
4335 and Janet Walz, the development team which now included Ken Ar-
4336 romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
4337 Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
4338 Raymond, and Eric Smith undertook a radical revision of 3.0.
4339 They re-structured the game's design, and re-wrote major parts of
4340 the code. They added multiple dungeons, a new display, special
4341 individual character quests, a new endgame and many other new
4342 features, and produced NetHack 3.1.
4344 Ken Lorber, Gregg Wonderly and Greg Olson, with help from
4345 Richard Addison, Mike Passaretti, and Olaf Seibert, developed
4346 NetHack 3.1 for the Amiga.
4348 Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
4349 lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
4350 NetHack 3.1 to the PC.
4353 NetHack 3.6 February 22, 2016
4359 NetHack Guidebook 67
4363 Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
4364 Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
4365 Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
4366 3.1 for the Macintosh, porting it for MPW. Building on their de-
4367 velopment, Barton House added a Think C port.
4369 Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
4370 ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
4371 Delahunty, was responsible for the VMS version of NetHack 3.1.
4372 Michael Allison ported NetHack 3.1 to Windows NT.
4374 Dean Luick, with help from David Cohrs, developed NetHack
4375 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
4376 for the Atari; he later contributed the tiles to the DevTeam and
4377 tile support was then added to other platforms.
4379 The 3.2 development team, comprised of Michael Allison, Ken
4380 Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
4381 Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
4382 Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
4383 version 3.2 in April of 1996.
4385 Version 3.2 marked the tenth anniversary of the formation of
4386 the development team. In a testament to their dedication to the
4387 game, all thirteen members of the original development team re-
4388 mained on the team at the start of work on that release. During
4389 the interval between the release of 3.1.3 and 3.2, one of the
4390 founding members of the development team, Dr. Izchak Miller, was
4391 diagnosed with cancer and passed away. That release of the game
4392 was dedicated to him by the development and porting teams.
4394 During the lifespan of NetHack 3.1 and 3.2, several enthusi-
4395 asts of the game added their own modifications to the game and
4396 made these ``variants'' publicly available:
4398 Tom Proudfoot and Yuval Oren created NetHack++, which was
4399 quickly renamed NetHack--. Working independently, Stephen White
4400 wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
4401 his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
4402 wick Allison improved the spell casting system with the Wizard
4403 Patch. Warwick Allison also ported NetHack to use the Qt inter-
4406 Warren Cheung combined SLASH with the Wizard Patch to pro-
4407 duce Slash'em, and with the help of Kevin Hugo, added more fea-
4408 tures. Kevin later joined the DevTeam and incorporated the best
4409 of these ideas in NetHack 3.3.
4411 The final update to 3.2 was the bug fix release 3.2.3, which
4412 was released simultaneously with 3.3.0 in December 1999 just in
4413 time for the Year 2000.
4415 The 3.3 development team, consisting of Michael Allison, Ken
4416 Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
4419 NetHack 3.6 February 22, 2016
4425 NetHack Guidebook 68
4429 Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
4430 Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
4431 Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
4434 Version 3.3 offered many firsts. It was the first version to
4435 separate race and profession. The Elf class was removed in pref-
4436 erence to an elf race, and the races of dwarves, gnomes, and orcs
4437 made their first appearance in the game alongside the familiar
4438 human race. Monk and Ranger roles joined Archeologists, Barbar-
4439 ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
4440 Tourists, Valkyries and of course, Wizards. It was also the
4441 first version to allow you to ride a steed, and was the first
4442 version to have a publicly available web-site listing all the
4443 bugs that had been discovered. Despite that constantly growing
4444 bug list, 3.3 proved stable enough to last for more than a year
4447 The 3.4 development team initially consisted of Michael Al-
4448 lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
4449 Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
4450 Paul Winner, with Warwick Allison joining just before the re-
4451 lease of NetHack 3.4.0 in March 2002.
4453 As with version 3.3, various people contributed to the game
4454 as a whole as well as supporting ports on the different platforms
4455 that NetHack runs on:
4457 Pat Rankin maintained 3.4 for VMS.
4459 Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
4460 form. Paul Winner and Yitzhak Sapir provided encouragement.
4462 Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
4463 hanced the Macintosh port of 3.4.
4465 Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
4466 and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
4467 Windows platform. Alex Kompel contributed a new graphical inter-
4468 face for the Windows port. Alex Kompel also contributed a Win-
4469 dows CE port for 3.4.1.
4471 Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
4472 the past several releases. Unfortunately Ron's last OS/2 machine
4473 stopped working in early 2006. A great many thanks to Ron for
4474 keeping NetHack alive on OS/2 all these years.
4476 Janne Salmijarvi and Teemu Suikki maintained and enhanced
4477 the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
4480 Christian ``Marvin'' Bressler maintained 3.4 for the Atari
4481 after he resurrected it for 3.3.1.
4485 NetHack 3.6 February 22, 2016
4491 NetHack Guidebook 69
4495 The release of NetHack 3.4.3 in December 2003 marked the be-
4496 ginning of a long release hiatus. 3.4.3 proved to be a remarkably
4497 stable version that provided continued enjoyment by the community
4498 for more than a decade. The devteam slowly and quietly continued
4499 to work on the game behind the scenes during the tenure of 3.4.3.
4500 It was during that same period that several new variants emerged
4501 within the NetHack community. Notably sporkhack by Derek S. Ray,
4502 unnethack by Patric Mueller, nitrohack and its successors origi-
4503 nally by Daniel Thaler and then by Alex Smith, and Dynahack by
4504 Tung Nguyen. Some of those variants continue to be developed,
4505 maintained, and enjoyed by the community to this day.
4507 At the beginning of development for what would eventually
4508 get released as 3.6.0, the development team consisted of Warwick
4509 Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
4510 let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
4511 Walz, and Paul Winner. Leading up to the release of 3.6.0 in
4512 early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
4513 Ray joined the NetHack development team.
4515 In September 2014, an interim snapshot of the code under de-
4516 velopment was released publicly by other parties. Since that code
4517 was a work-in-progress and had not gone through the process of
4518 debugging it as a suitable release, it was decided that the ver-
4519 sion numbers present on that code snapshot would be retired and
4520 never used in an official NetHack release. An announcement was
4521 posted on the devteam's official nethack.org website to that ef-
4522 fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
4523 official release version.
4525 In November 2014, preparation began for the release of
4526 NetHack 3.6. The 3.6 version merges work done by the development
4527 team since the previous release with some of the beloved communi-
4528 ty patches. Many bugs were fixed and a large amount of code was
4531 The development team, as well as Steve VanDevender and Kevin
4532 Smolkowski ensured that NetHack 3.6 continued to operate on vari-
4533 ous Unix flavors and maintained the X11 interface.
4535 Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
4536 tained the port of NetHack 3.6 for Mac.
4538 Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel,
4539 and Dion Nicolaas maintained the port of NetHack 3.6 for Mi-
4542 The 3.6 development team consisting of Michael Allison, War-
4543 wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean
4544 Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike
4545 Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released
4546 3.6.1 as a bug fix release in January 2016.
4551 NetHack 3.6 February 22, 2016
4557 NetHack Guidebook 70
4561 The official NetHack web site is maintained by Ken Lorber at
4562 http://www.nethack.org/.
4566 The devteam would like to give a special "shout-out" to
4567 thank the generous people primarily responsible for the public
4568 NetHack servers available for playing the game at nethack.alt.org
4569 and devnull.net. In addition to providing a way for the public to
4570 play a game of NetHack from almost anywhere, they have hosted an-
4571 nual NetHack tournaments for many, many years.
4573 On behalf of the NetHack community, thank you very much to
4574 M. Drew Streib, Pasi Kallinen and Robin Bandy.
4578 From time to time, some depraved individual out there in
4579 netland sends a particularly intriguing modification to help out
4580 with the game. The Gods of the Dungeon sometimes make note of
4581 the names of the worst of these miscreants in this, the list of
4584 Adam Aronow Janet Walz Nathan Eady
4585 Alex Kompel Janne Salmijarvi Norm Meluch
4586 Andreas Dorn Jean-Christophe Collet Olaf Seibert
4587 Andy Church Jeff Bailey Pasi Kallinen
4588 Andy Swanson Jochen Erwied Pat Rankin
4589 Ari Huttunen John Kallen Paul Winner
4590 Barton House John Rupley Pierre Martineau
4591 Benson I. Margulies John S. Bien Ralf Brown
4592 Bill Dyer Johnny Lee Ray Chason
4593 Boudewijn Waijers Jon W{tte Richard Addison
4594 Bruce Cox Jonathan Handler Richard Beigel
4595 Bruce Holloway Joshua Delahunty Richard P. Hughey
4596 Bruce Mewborne Keizo Yamamoto Rob Menke
4597 Carl Schelin Ken Arnold Robin Bandy
4598 Chris Russo Ken Arromdee Robin Johnson
4599 David Cohrs Ken Lorber Roderick Schertler
4600 David Damerell Ken Washikita Roland McGrath
4601 David Gentzel Kevin Darcy Ron Van Iwaarden
4602 David Hairston Kevin Hugo Ronnen Miller
4603 Dean Luick Kevin Sitze Ross Brown
4604 Del Lamb Kevin Smolkowski Sascha Wostmann
4605 Derek S. Ray Kevin Sweet Scott Bigham
4606 Deron Meranda Lars Huttar Scott R. Turner
4607 Dion Nicolaas Leon Arnott Sean Hunt
4608 Dylan O'Donnell M. Drew Streib Stephen Spackman
4609 Eric Backus Malcolm Ryan Stefan Thielscher
4610 Eric Hendrickson Mark Gooderum Stephen White
4611 Eric R. Smith Mark Modrall Steve Creps
4612 Eric S. Raymond Marvin Bressler Steve Linhart
4613 Erik Andersen Matthew Day Steve VanDevender
4617 NetHack 3.6 February 22, 2016
4623 NetHack Guidebook 71
4627 Frederick Roeber Merlyn LeRoy Teemu Suikki
4628 Gil Neiger Michael Allison Tim Lennan
4629 Greg Laskin Michael Feir Timo Hakulinen
4630 Greg Olson Michael Hamel Tom Almy
4631 Gregg Wonderly Michael Sokolov Tom West
4632 Hao-yang Wang Mike Engber Warren Cheung
4633 Helge Hafting Mike Gallop Warwick Allison
4634 Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir
4635 Izchak Miller Mike Stephenson
4636 J. Ali Harlow Mikko Juola
4638 Brand and product names are trademarks or registered trademarks
4639 of their respective holders.
4683 NetHack 3.6 February 22, 2016