1 \documentstyle[titlepage,longtable
]{article
}
2 % NetHack 3.6 Guidebook.tex $NHDT-Date: 1431192762 2015/12/16 17:32:42 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
3 %+% we're still limping along in LaTeX 2.09 compatibility mode
4 %-%\documentclass{article}
5 %-%\usepackage{hyperref} % before longtable
6 %-%% if hyperref isn't available, we can get by with this instead
7 %-%%\RequirePackage[errorshow]{tracefnt} \DeclareSymbolFont{typewriter}{OT1}{cmtt}{m}{n}
8 %-%\usepackage{longtable}
15 \newcommand{\nd}{\noindent}
17 \newcommand{\tb}[1]{\tt #1 \hfill}
18 \newcommand{\bb}[1]{\bf #1 \hfill}
19 \newcommand{\ib}[1]{\it #1 \hfill}
21 \newcommand{\blist}[1]
22 {\begin{list
}{$
\bullet$
}
23 {\leftmargin 30mm
\topsep 2mm
\partopsep 0mm
\parsep 0mm
\itemsep 1mm
24 \labelwidth 28mm
\labelsep 2mm
27 \newcommand{\elist}{\end{list
}}
29 % this will make \tt underscores look better, but requires that
30 % math subscripts will never be used in this document
35 % input file: guidebook.mn
42 \title{\LARGE A Guide to the Mazes of Menace:\\
43 \Large Guidebook for
{\it NetHack\/
}}
46 \author{Original version - Eric S. Raymond\\
47 (Edited and expanded for
3.6 by Mike Stephenson and others)
}
48 \date{February
22,
2016}
53 \section{Preface - Version
3.6}
55 This version of the game is special in a particular way. Near the end of
56 the development of
3.6, one of the significant inspirations for many of the
57 humorous and fun features found in the game, author
{\it Terry Pratchett
},
58 passed away. We have dedicated this version of the game in his memory.
62 \section{Introduction
}
66 Recently, you have begun to find yourself unfulfilled and distant
67 in your daily occupation. Strange dreams of prospecting, stealing,
68 crusading, and combat have haunted you in your sleep for many months,
69 but you aren't sure of the reason. You wonder whether you have in
70 fact been having those dreams all your life, and somehow managed to
71 forget about them until now. Some nights you awaken suddenly
72 and cry out, terrified at the vivid recollection of the strange and
73 powerful creatures that seem to be lurking behind every corner of the
74 dungeon in your dream. Could these details haunting your dreams be real?
75 As each night passes, you feel the desire to enter the mysterious caverns
76 near the ruins grow stronger. Each morning, however, you quickly put
77 the idea out of your head as you recall the tales of those who entered
78 the caverns before you and did not return. Eventually you can resist
79 the yearning to seek out the fantastic place in your dreams no longer.
80 After all, when other adventurers came back this way after spending time
81 in the caverns, they usually seemed better off than when they passed
82 through the first time. And who was to say that all of those who did
83 not return had not just kept going?
86 Asking around, you hear about a bauble, called the Amulet of Yendor by some,
87 which, if you can find it, will bring you great wealth. One legend you were
88 told even mentioned that the one who finds the amulet will be granted
89 immortality by the gods. The amulet is rumored to be somewhere beyond the
90 Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
91 legends, you immediately realize that there is some profound and
92 undiscovered reason that you are to descend into the caverns and seek
93 out that amulet of which they spoke. Even if the rumors of the amulet's
94 powers are untrue, you decide that you should at least be able to sell the
95 tales of your adventures to the local minstrels for a tidy sum, especially
96 if you encounter any of the terrifying and magical creatures of
97 your dreams along the way. You spend one last night fortifying yourself
98 at the local inn, becoming more and more depressed as you watch the odds
99 of your success being posted on the inn's walls getting lower and lower.
102 \nd In the morning you awake, collect your belongings, and
103 set off for the dungeon. After several days of uneventful
104 travel, you see the ancient ruins that mark the entrance to the
105 Mazes of Menace. It is late at night, so you make camp at the entrance
106 and spend the night sleeping under the open skies. In the morning, you
107 gather your gear, eat what may be your last meal outside, and enter the
111 \section{What is going on here?
}
114 You have just begun a game of
{\it NetHack
}. Your goal is to grab as much
115 treasure as you can, retrieve the Amulet of Yendor, and escape the
116 Mazes of Menace alive.
119 Your abilities and strengths for dealing with the hazards of adventure
120 will vary with your background and training:
125 \item[\bb{Archeologists
}]%
126 understand dungeons pretty well; this enables them
127 to move quickly and sneak up on the local nasties. They start equipped
128 with the tools for a proper scientific expedition.
131 \item[\bb{Barbarians
}]%
132 are warriors out of the hinterland, hardened to battle.
133 They begin their quests with naught but uncommon strength, a trusty hauberk,
134 and a great two-handed sword.
137 \item[\bb{Cavemen
{\rm and
} Cavewomen
}]
138 start with exceptional strength, but unfortunately, neolithic weapons.
142 are wise in medicine and apothecary. They know the
143 herbs and simples that can restore vitality, ease pain, anesthetize,
145 poisons; and with their instruments, they can divine a being's state
146 of health or sickness. Their medical practice earns them quite reasonable
147 amounts of money, with which they enter the dungeon.
151 are distinguished from the common skirmisher by their
152 devotion to the ideals of chivalry and by the surpassing excellence of
157 are ascetics, who by rigorous practice of physical and mental
158 disciplines have become capable of fighting as effectively without weapons
159 as with. They wear no armor but make up for it with increased mobility.
162 \item[\bb{Priests
{\rm and
} Priestesses
}]%
163 are clerics militant, crusaders
164 advancing the cause of righteousness with arms, armor, and arts
165 thaumaturgic. Their ability to commune with deities via prayer
166 occasionally extricates them from peril, but can also put them in it.
170 are most at home in the woods, and some say slightly out
171 of place in a dungeon. They are, however, experts in archery as well
172 as tracking and stealthy movement.
176 are agile and stealthy thieves, with knowledge of locks,
177 traps, and poisons. Their advantage lies in surprise, which they employ
182 are the elite warriors of feudal Nippon. They are lightly
183 armored and quick, and wear the
%
184 {\it dai-sho
}, two swords of the deadliest
188 \item[\bb{Tourists
}]%
189 start out with lots of gold (suitable for shopping with),
190 a credit card, lots of food, some maps, and an expensive camera. Most
191 monsters don't like being photographed.
194 \item[\bb{Valkyries
}]%
195 are hardy warrior women. Their upbringing in the harsh
196 Northlands makes them strong, inures them to extremes of cold, and instills
197 in them stealth and cunning.
201 start out with a knowledge of magic, a selection of magical
202 items, and a particular affinity for dweomercraft. Although seemingly weak
203 and easy to overcome at first sight, an experienced Wizard is a deadly foe.
207 You may also choose the race of your character:
213 are smaller than humans or elves, but are stocky and solid
214 individuals. Dwarves' most notable trait is their great expertise in mining
215 and metalwork. Dwarvish armor is said to be second in quality not even to the
216 mithril armor of the Elves.
220 are agile, quick, and perceptive; very little of what goes
221 on will escape an Elf. The quality of Elven craftsmanship often gives
222 them an advantage in arms and armor.
226 are smaller than but generally similar to dwarves. Gnomes are
227 known to be expert miners, and it is known that a secret underground mine
228 complex built by this race exists within the Mazes of Menace, filled with
229 both riches and danger.
233 are by far the most common race of the surface world, and
234 are thus the norm to which other races are often compared. Although
235 they have no special abilities, they can succeed in any role.
239 are a cruel and barbaric race that hate every living thing
240 (including other orcs). Above all others, Orcs hate Elves with a passion
241 unequalled, and will go out of their way to kill one at any opportunity.
242 The armor and weapons fashioned by the Orcs are typically of inferior quality.
246 \section{What do all those things on the screen mean?
}
248 On the screen is kept a map of where you have been and what you have
249 seen on the current dungeon level; as you explore more of the level,
250 it appears on the screen in front of you.
253 When
{\it NetHack\/
}'s ancestor
{\it rogue\/
} first appeared, its screen
254 orientation was almost unique among computer fantasy games. Since
255 then, screen orientation has become the norm rather than the
256 exception;
{\it NetHack\/
} continues this fine tradition. Unlike text
257 adventure games that accept commands in pseudo-English sentences and
258 explain the results in words,
{\it NetHack\/
} commands are all one or two
259 keystrokes and the results are displayed graphically on the screen. A
260 minimum screen size of
24 lines by
80 columns is recommended; if the
261 screen is larger, only a $
21\times80$ section will be used for the map.
264 {\it NetHack\/
} can even be played by blind players, with the assistance of
265 Braille readers or speech synthesisers. Instructions for configuring
266 {\it NetHack\/
} for the blind are included later in this
document.
269 {\it NetHack\/
} generates a new dungeon every time you play it; even the
270 authors still find it an entertaining and exciting game despite
271 having won several times.
274 {\it NetHack\/
} offers a variety of display options. The options available to
275 you will vary from port to port, depending on the capabilities of your
276 hardware and software, and whether various compile-time options were
277 enabled when your executable was created. The three possible display
278 options are: a monochrome character interface, a
color character interface,
279 and a graphical interface using small pictures called tiles. The two
280 character interfaces allow fonts with other characters to be substituted,
281 but the default assignments use standard ASCII characters to represent
282 everything. There is no difference between the various display options
283 with respect to game play. Because we cannot reproduce the tiles or
284 colors in the Guidebook, and because it is common to all ports, we will
285 use the default ASCII characters from the monochrome character display
286 when referring to things you might see on the screen during your game.
288 In order to understand what is going on in
{\it NetHack
}, first you must
289 understand what
{\it NetHack\/
} is doing with the screen. The
{\it NetHack\/
}
290 screen replaces the ``You see
\ldots'' descriptions of text adventure games.
291 Figure
1 is a sample of what a
{\it NetHack\/
} screen might look like.
292 The way the screen looks for you depends on your platform.
307 Player the Rambler St:
12 Dx:
7 Co:
18 In:
11 Wi:
9 Ch:
15 Neutral
308 Dlvl:
1 $:
0 HP:
9(
12) Pw:
3(
3) AC:
10 Exp:
1/
19 T:
257 Weak
316 \subsection*
{The status lines (bottom)
}
319 The bottom two lines of the screen contain several cryptic pieces of
320 information describing your current status. If either status line
321 becomes longer than the width of the screen, you might not see all of
322 it. Here are explanations of what the various status items mean
323 (though your configuration may not have all the status items listed
329 Your character's name and professional ranking (based on the
330 experience level, see below).
333 A measure of your character's strength; one of your six basic
334 attributes. A human character's attributes can range from
3 to
18 inclusive;
335 non-humans may exceed these limits
336 (occasionally you may get super-strengths of the form
18/xx, and magic can
337 also cause attributes to exceed the normal limits). The
338 higher your strength, the stronger you are. Strength affects how
339 successfully you perform physical tasks, how much damage you do in
340 combat, and how much loot you can carry.
342 \item[\bb{Dexterity
}]
343 Dexterity affects your chances to hit in combat, to avoid traps, and
344 do other tasks requiring agility or manipulation of objects.
346 \item[\bb{Constitution
}]
347 Constitution affects your ability to recover from injuries and other
348 strains on your stamina.
349 When strength is low or modest, consitution also affects how much you
350 can carry. With sufficiently high strength, the contribution to
351 carrying capacity from your constitution no longer matters.
353 \item[\bb{Intelligence
}]
354 Intelligence affects your ability to cast spells and read spellbooks.
357 Wisdom comes from your practical experience (especially when dealing with
358 magic). It affects your magical energy.
361 Charisma affects how certain creatures react toward you. In
362 particular, it can affect the prices shopkeepers offer you.
364 \item[\bb{Alignment
}]
366 {\it Lawful
},
{\it Neutral\/
} or
{\it Chaotic
}. Often, Lawful is
367 taken as good and Chaotic is evil, but legal and ethical do not always
368 coincide. Your alignment influences how other
369 monsters react toward you. Monsters of a like alignment are more likely
370 to be non-aggressive, while those of an opposing alignment are more likely
371 to be seriously offended at your presence.
373 \item[\bb{Dungeon Level
}]
374 How deep you are in the dungeon. You start at level one and the number
375 increases as you go deeper into the dungeon. Some levels are special,
376 and are identified by a name and not a number. The Amulet of Yendor is
377 reputed to be somewhere beneath the twentieth level.
380 The number of gold pieces you are openly carrying. Gold which you have
381 concealed in containers is not counted.
383 \item[\bb{Hit Points
}]
384 Your current and maximum hit points. Hit points indicate how much
385 damage you can take before you die. The more you get hit in a fight,
386 the lower they get. You can regain hit points by resting, or by using
387 certain magical items or spells. The number in parentheses is the maximum
388 number your hit points can reach.
391 Spell points. This tells you how much mystic energy (
{\it mana\/
})
392 you have available for spell casting. Again, resting will regenerate the
395 \item[\bb{Armor Class
}]
396 A measure of how effectively your armor stops blows from unfriendly
397 creatures. The lower this number is, the more effective the armor; it
398 is quite possible to have negative armor class.
400 \item[\bb{Experience
}]
401 Your current experience level and experience points. As you
402 adventure, you gain experience points. At certain experience point
403 totals, you gain an experience level. The more experienced you are,
404 the better you fight and withstand magical attacks. Many dungeons
405 show only your experience level here.
408 The number of turns elapsed so far, displayed if you have the
409 {\it time\/
} option set.
413 your current hunger status.
414 Values are
{\it Satiated
},
{\it Not~Hungry\/
} (or
{\it Normal\/
}),
415 {\it Hungry
},
{\it Weak
}, and
{\it Fainting
}.
416 %.\" not mentioned: Fainted
417 Not shown when
{\it Normal
}.
421 an indication of how what your are carrying affects your ability to move.
422 Values are
{\it Unencumbered
},
{\it Encumbered
},
{\it Stressed
},
423 {\it Strained
},
{\it Overtaxed
}, and
{\it Overloaded
}.
424 Not shown when
{\it Unencumbered
}.
428 {\it Stone\/
} (aka
{\it Petrifying
}, turning to stone),
429 {\it Slime\/
} (turning into green slime),
430 {\it Strngl\/
} (being strangled),
431 {\it FoodPois\/
} (suffering from acute food poisoning),
432 {\it TermIll\/
} (suffering from a terminal illness).
435 Non-fatal~conditions:
436 {\it Blind\/
} (can't see),
{\it Deaf\/
} (can't hear),
437 {\it Stun\/
} (stunned),
{\it Conf\/
} (confused),
{\it Hallu\/
} (hallucinating).
441 {\it Lev\/
} (levitating),
{\it Fly\/
} (flying),
{\it Ride\/
} (riding).
444 Other conditions and modifiers exist, but there isn't enough room to
445 display them with the other status fields. The `
{\tt \^
{}X
}' command shows
446 all relevant status conditions.
450 \subsection*
{The message line (top)
}
453 The top line of the screen is reserved for messages that describe
454 things that are impossible to represent visually. If you see a
455 ``
{\tt --More--
}'' on the top line, this means that
{\it NetHack\/
} has
456 another message to display on the screen, but it wants to make certain
457 that you've read the one that is there first. To read the next message,
458 just press the space bar.
461 To change how and what messages are shown on the message line,
462 see ``
{\it Configuring Message Types\/
}`` and the
{\it verbose\/
}
466 \subsection*
{The map (rest of the screen)
}
469 The rest of the screen is the map of the level as you have explored it
470 so far. Each symbol on the screen represents something. You can set
472 options to change some of the symbols the game uses; otherwise, the
473 game will use default symbols. Here is a list of what the default
478 \item[\tb{-
{\rm and
} |
}]
479 The walls of a room, or an open door. Or a grave (
{\tt |
}).
482 The floor of a room, ice, or a doorless doorway.
485 A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
486 your dungeon has sinks), or a drawbridge.
489 Stairs down: a way to the next level.
492 Stairs up: a way to the previous level.
495 A closed door, or a spellbook containing a spell you may be able to learn.
498 Your character or a human.
504 A trap (once you have detected it).
510 A suit or piece of armor.
513 Something edible (not necessarily healthy).
528 A useful item (pick-axe, key, lamp
\ldots).
531 An amulet or a spider web.
534 A gem or rock (possibly valuable, possibly worthless).
543 An altar, or an iron chain.
549 A pool of water or moat or a pool of lava.
551 \item[\tb{$
\backslash$
}]
554 \item[\tb{a-zA-Z
{\rm \& other symbols
}}]
555 Letters and certain other symbols represent the various inhabitants
556 of the Mazes of Menace. Watch out, they can be nasty and vicious.
557 Sometimes, however, they can be helpful.
560 This marks the last known location of an invisible or otherwise unseen
561 monster. Note that the monster could have moved.
562 The `
{\tt F
}' and `
{\tt m
}' commands may be useful here.
566 You need not memorize all these symbols; you can ask the game what any
567 symbol represents with the `
{\tt /
}' command (see the next section for
574 Commands are initiated by typing one or two characters. Some commands,
575 like ``
{\tt search
}'', do not require that any more information be collected
576 by
{\it NetHack\/
}. Other commands might require additional information, for
577 example a direction, or an object to be used. For those commands that
578 require additional information,
{\it NetHack\/
} will present you with either
579 a menu of choices, or with a command line prompt requesting information. Which
580 you are presented with will depend chiefly on how you have set the
585 For example, a common question in the form ``
{\tt What do you want to
586 use?
[a-zA-Z\ ?*
]}'', asks you to choose an object you are carrying.
587 Here, ``
{\tt a-zA-Z
}'' are the inventory letters of your possible choices.
588 Typing `
{\tt ?
}' gives you an inventory list of these items, so you can see
589 what each letter refers to. In this example, there is also a `
{\tt *
}'
590 indicating that you may choose an object not on the list, if you
591 wanted to use something unexpected. Typing a `
{\tt *
}' lists your entire
592 inventory, so you can see the inventory letters of every object you're
593 carrying. Finally, if you change your mind and decide you don't want
594 to do this command after all, you can press the `ESC' key to abort the
598 You can put a number before some commands to repeat them that many
599 times; for example, ``
{\tt 10s
}'' will search ten times. If you have the
600 {\it number
\verb+_+pad\/
}
601 option set, you must type `
{\tt n
}' to prefix a count, so the example above
602 would be typed ``
{\tt n10s
}'' instead. Commands for which counts make no
603 sense ignore them. In addition, movement commands can be prefixed for
604 greater control (see below). To cancel a count or a prefix, press the
608 The list of commands is rather long, but it can be read at any time
609 during the game through the `
{\tt ?
}' command, which accesses a menu of
610 helpful texts. Here are the commands for your reference:
615 Help menu: display one of several help texts available.
618 The
{\tt what-is
} command, to
619 tell what a symbol represents. You may choose to specify a location
620 or type a symbol (or even a whole word) to explain.
621 Specifying a location is done by moving the cursor to a particular spot
622 on the map and then pressing one of `
{\tt .
}', `
{\tt ,
}', `
{\tt ;
}',
623 or `
{\tt :
}'. `
{\tt .
}' will explain the symbol at the chosen location,
624 information, then let you pick another location;
625 conditionally check for ``
{\tt More info?
}'' depending upon whether the
627 option is on, and then you will be asked to pick another location;
628 `
{\tt ,
}' will explain the symbol but skip any additional
629 `
{\tt ;
}' will skip additional info and also not bother asking
630 you to choose another location to examine; `
{\tt :
}' will show additional
631 info, if any, without asking for confirmation. When picking a location,
632 pressing the
{\tt ESC
} key will terminate this command, or pressing `
{\tt ?
}'
633 will give a brief reminder about how it works.
638 option is on, a short description of what you see at each location is
639 shown as you move the cursor. Typing `
{\tt #
}' while picking a location will
640 toggle that option on or off.
642 {\it whatis
\verb+_+coord\/
}
643 option controls whether the short description includes map coordinates.
646 Specifying a name rather than a location
647 always gives any additional information available about that name.
650 You may also request a description of nearby monsters,
651 all monsters currently displayed, nearby objects, or all objects.
653 {\it whatis
\verb+_+coord\/
}
654 option controls which format of map coordinate is included with their
658 Tell what a command does.
661 Go up to the previous level (if you are on a staircase or ladder).
664 Go down to the next level (if you are on a staircase or ladder).
666 \item[\tb{[yuhjklbn
]}]
667 Go one step in the direction indicated (see Figure
2). If you sense
669 a monster there, you will fight the monster instead. Only these
670 one-step movement commands cause you to fight monsters; the others
671 (below) are ``safe.''
675 \verb+ y k u + &
\verb+
7 8 9 +\\
676 \verb+ \ | / + &
\verb+ \ | / +\\
677 \verb+ h- . -l + &
\verb+
4- . -
6 +\\
678 \verb+ / | \ + &
\verb+ / | \ +\\
679 \verb+ b j n + &
\verb+
1 2 3 +\\
680 & (if
{\it number
\verb+_+pad\/
} set)
688 \item[\tb{[YUHJKLBN
]}]
689 Go in that direction until you hit a wall or run into something.
691 \item[\tb{m
[yuhjklbn
]}]
692 Prefix: move without picking up objects or fighting (even if you remember
695 \item[\tb{F
[yuhjklbn
]}]
696 Prefix: fight a monster (even if you only guess one is there)
698 \item[\tb{M
[yuhjklbn
]}]
699 Prefix: Move far, no pickup.
701 \item[\tb{g
[yuhjklbn
]}]
702 Prefix: Move until something interesting is found.
704 \item[\tb{G
[yuhjklbn
] {\rm or
} <CONTROL->
[yuhjklbn
]}]
705 Prefix: Same as `
{\tt g
}', but forking of corridors is not considered
709 Travel to a map location via a shortest-path algorithm.\\
712 is computed over map locations the hero knows about (e.g. seen or
713 previously traversed). If there is no known path, a guess is made instead.
715 the same conditions as the `G' command, but without picking up
716 objects, similar to the `M' command. For ports with mouse
717 support, the command is also invoked when a mouse-click takes place on a
718 location other than the current position.
721 Rest, do nothing for one turn.
724 Apply (use) a tool (pick-axe, key, lamp
\ldots).
727 Remove one or more worn items, such as armor.\\
729 Use `
{\tt T
}' (take off) to take off only one piece of armor
730 or `
{\tt R
}' (remove) to take off only one accessory.
733 Redo the previous command.
739 Call (name) a monster, an individual object, or an object type.\\
741 Same as extended command ``
{\tt \#name
}''.
744 Panic button. Quit the game.
748 {\tt d7a
} --- drop seven items of object
752 Drop several things.\\
754 In answer to the question\\
755 ``
{\tt What kinds of things do you want to drop?
[!\%= BUCXaium
]}''\\
756 you should type zero or more object symbols possibly followed by
757 `
{\tt a
}' and/or `
{\tt i
}' and/or `
{\tt u
}' and/or `
{\tt m
}'.
758 In addition, one or more of
759 the bless\-ed/\-un\-curs\-ed/\-curs\-ed groups may be typed.\\
762 {\tt DB
} --- drop all objects known to be blessed.\\
763 {\tt DU
} --- drop all objects known to be uncursed.\\
764 {\tt DC
} --- drop all objects known to be cursed.\\
765 {\tt DX
} --- drop all objects of unknown B/U/C status.\\
766 {\tt Da
} --- drop all objects, without asking for confirmation.\\
767 {\tt Di
} --- examine your inventory before dropping anything.\\
768 {\tt Du
} --- drop only unpaid objects (when in a shop).\\
769 {\tt Dm
} --- use a menu to pick which object(s) to drop.\\
770 {\tt D\%u
} --- drop only unpaid food.
775 Kick something (usually a door).
780 % Make sure Elbereth is not hyphenated below, the exact spelling matters.
781 % (Only specified here to parallel Guidebook.mn; use of \tt font implicity
782 % prevents automatic hyphenation in TeX and LaTeX.)
783 \hyphenation{Elbereth
} %override the deduced syllable breaks
785 Engrave a message on the floor.\\
788 {\tt E-
} --- write in the dust with your fingers.\\
792 Engraving the word ``
{\tt Elbereth
}'' will cause most monsters to not attack
793 you hand-to-hand (but if you attack, you will rub it out); this is
794 often useful to give yourself a breather. (This feature may be compiled out
795 of the game, so your version might not have it.)
798 Fire one of the objects placed in your quiver (or quiver sack, or that you
799 have at the ready). You may select
800 ammunition with a previous `
{\tt Q
}' command, or let the computer pick
801 something appropriate if
{\it autoquiver\/
} is true.
804 List your inventory (everything you're carrying).
807 List selected parts of your inventory, usually be specifying the character
808 for a particular set of objects, like `
{\tt [}' for armor or `
{\tt !
}'
812 {\tt I*
} --- list all gems in inventory;\\
813 {\tt Iu
} --- list all unpaid items;\\
814 {\tt Ix
} --- list all used up items that are on your shopping bill;\\
815 {\tt IB
} --- list all items known to be blessed;\\
816 {\tt IU
} --- list all items known to be uncursed;\\
817 {\tt IC
} --- list all items known to be cursed;\\
818 {\tt IX
} --- list all items whose bless/curse status is unknown;\\
819 {\tt I\$
} --- count your money.
829 A menu showing the current option values will be
830 displayed. You can change most values simply by selecting the menu
831 entry for the given option (ie, by typing its letter or clicking upon
832 it, depending on your user interface). For the non-boolean choices,
833 a further menu or prompt will appear once you've closed this menu.
834 The available options
835 are listed later in this Guidebook. Options are usually set before the
836 game rather than with the `
{\tt O
}' command; see the section on options below.
839 Pay your shopping bill.
842 Put on an accessory (ring, amulet, blindfold).\\
844 This command may also be used to wear armor. The prompt for
845 which inventory item to use will only list accessories, but choosing
846 an unlisted item of armor will attempt to wear it.
847 (See the `
{\tt W
}' command below. It lists armor as the inventory
848 choices but will accept an accessory and attempt to put that on.)
851 Repeat previous message.\\
853 Subsequent
{\tt \^
{}P
}'s repeat earlier messages.
854 The behavior can be varied via the
{\it msg
\verb+_+window\/
} option.
857 Quaff (drink) something (potion, water, etc).
860 Select an object for your quiver, quiver sack, or just generally at
861 the ready (only one of these is available at a time). You can then throw
862 this (or one of these) using
865 (In versions prior to
3.3 this was the command to quit
866 the game, which has been moved to ``
{\tt \#quit
}''.)
869 Read a scroll or spellbook.
872 Remove a worn accessory (ring, amulet, or blindfold).\\
874 If you're wearing more than one, you'll be prompted for which one to
875 remove. When you're only wearing one, then by default it will be removed
876 without asking, but you can set the
877 {\it paranoid
\verb+_+confirmation\/
}
878 option to require a prompt.\\
880 This command may also be used to take off armor. The prompt for which
881 inventory item to remove only lists worn accessories, but an item of
882 worn armor can be chosen.
883 (See the `
{\tt T
}' command below. It lists armor as the inventory
884 choices but will accept an accessory and attempt to remove it.)
890 Search for secret doors and traps around you. It usually takes several
891 tries to find something.
894 Save (and suspend) the game. The game will be restored automatically the
898 Throw an object or shoot a projectile.
903 If you're wearing more than one piece, you'll be prompted for which
904 one to take off. (Note that this treats a cloak covering a suit
905 and/or a shirt, or a suit covering a shirt, as if the underlying items
907 When you're only wearing one, then by default it will
908 be taken off without asking, but you can set the
909 {\it paranoid
\verb+_+confirmation\/
}
910 option to require a prompt.\\
912 This command may also be used to remove accessories. The prompt
913 for which inventory item to take off only lists worn armor, but a worn
914 accessory can be chosen.
915 (See the `
{\tt R
}' command above. It lists accessories as the inventory
916 choices but will accept an item of armor and attempt to take it off.)
919 Teleport, if you have the ability.
922 Display version number.
925 Display the game history.
931 {\tt w-
} --- wield nothing, use your bare hands.\\
934 Some characters can wield two weapons at once; use the `
{\tt X
}' command
935 (or the ``
{\tt \#twoweapon
}'' extended command) to do so.
940 This command may also be used to put on an accessory (ring, amulet, or
941 blindfold). The prompt for which inventory item to use will only list
942 armor, but choosing an unlisted accessory will attempt to put it on.
943 (See the `
{\tt P
}' command above. It lists accessories as the inventory
944 choices but will accept an item of armor and attempt to wear it.)
947 Exchange your wielded weapon with the item in your alternate weapon slot.\\
949 The latter is used as your secondary weapon when engaging in
950 two-weapon combat. Note that if one of these slots is empty,
951 the exchange still takes place.
954 Toggle two-weapon combat, if your character can do it. Also available
955 via the ``
{\tt \#twoweapon
}'' extended command.\\
957 +(In versions prior to
3.6 this was the command to switch from normal
958 +play to ``explore mode'', also known as ``discovery mode'', which has now
959 +been moved to ``
{\tt \#explore
}''.)
962 Display basic information about your character.\\
964 Displays name, role, race, gender (unless role name makes that
965 redundant, such as
{\tt Caveman
} or
{\tt Priestess
}), and alignment,
966 along with your patron deity and his or her opposition. It also
967 shows most of the various items of information from the status line(s)
968 in a less terse form, including several additional things which don't
969 appear in the normal status display due to space considerations.
975 {\tt z.
} --- to aim at yourself, use `
{\tt .
}' for the direction.
980 Zap (cast) a spell.\\
983 {\tt Z.
} --- to aim at yourself, use `
{\tt .
}' for the direction.
988 Suspend the game (UNIX versions with job control only).
991 Look at what is here.
994 Show what type of thing a visible symbol corresponds to.
997 Pick up some things.\\
999 May be preceded by `
{\tt m
}' to force a selection menu.
1002 Toggle the
{\it autopickup\/
} option on and off.
1005 Ask for the type of a trap you found earlier.
1008 Tell what weapon you are wielding.
1011 Tell what armor you are wearing.
1014 Tell what rings you are wearing.
1017 Tell what amulet you are wearing.
1020 Tell what tools you are using.
1023 Tell what equipment you are using.\\
1025 Combines the preceding five type-specific
1029 Count your gold pieces.
1032 List the spells you know.\\
1034 Using this command, you can also rearrange
1035 the order in which your spells are listed, either by sorting the entire
1036 list or by picking one spell from the menu then picking another to swap
1037 places with it. Swapping pairs of spells changes their casting letters,
1038 so the change lasts after the current `
{\tt +
}' command finishes. Sorting
1039 the whole list is temporary. To make the most recent sort order persist
1040 beyond the current `
{\tt +
}' command, choose the sort option again and then
1041 pick ``reassign casting letters''. (Any spells learned after that will
1042 be added to the end of the list rather than be inserted into the sorted
1045 \item[\tb{$
\backslash$
}]
1046 Show what types of objects have been discovered.
1049 Show discovered types for one class of objects.
1055 Perform an extended command.\\
1057 As you can see, the authors of
{\it NetHack\/
}
1058 used up all the letters, so this is a way to introduce the less frequently
1060 What extended commands are available depends on what features
1061 the game was compiled with.
1063 \item[\tb{\#adjust
}]
1064 Adjust inventory letters (most useful when the
1066 option is ``on'').\\
1068 This command allows you to move an item from one particular inventory
1069 slot to another so that it has a letter which is more meaningful for you
1070 or that it will appear in a particular location when inventory listings
1072 ``
{\tt \#adjust
}'' can also be used to split a stack of objects; when
1073 choosing the item to adjust, enter a count prior to its letter.
1075 \item[\tb{\#annotate
}]
1076 Allows you to specify one line of text to associate with the current
1077 dungeon level. All levels with annotations are displayed by the
1078 ``
{\tt \#overview
}'' command.
1083 \item[\tb{\#conduct
}]
1084 List voluntary challenges you have maintained.\\
1086 See the section below entitled ``Conduct'' for details.
1089 Dip an object into something.
1091 \item[\tb{\#enhance
}]
1092 Advance or check weapon and spell skills.
1094 \item[\tb{\#exploremode
}]
1095 Enter the explore mode.
1100 \item[\tb{\#invoke
}]
1101 Invoke an object's special powers.
1104 Jump to another location.
1110 Loot a box or bag on the floor beneath you, or the saddle
1111 from a steed standing next to you.
1113 \item[\tb{\#monster
}]
1114 Use a monster's special ability (when polymorphed into monster form).
1117 Name a monster, an individual object, or a type of object. Same as `
{\tt C
}'.
1120 Offer a sacrifice to the gods.\\
1122 You'll need to find an altar to have any chance at success.
1123 Corpses of recently killed monsters are the fodder of choice.
1125 \item[\tb{\#overview
}]
1126 Display information you've discovered about the dungeon. Any visited
1127 level (unless forgotten due to amnesia) with an annotation is included,
1128 and many things (altars, thrones, fountains, and so on; extra stairs
1129 leading to another dungeon branch) trigger an automatic annotation.
1130 If dungeon overview is chosen during end-of-game disclosure, every visited
1131 level will be included regardless of annotations.
1134 Pray to the gods for help.\\
1136 Praying too soon after receiving prior help is a bad idea.
1137 (Hint: entering the dungeon alive is treated as having received help.
1138 You probably shouldn't start off a new game by praying right away.)
1139 Since using this command by accident can cause trouble, there is an
1140 option to make you confirm your intent before praying. It is enabled
1141 by default, and you can reset the
1142 {\it paranoid
\verb+_+confirmation\/
}
1143 option to disable it.
1146 Quit the program without saving your game.\\
1148 Since using this command by accident would throw away the current game,
1149 you are asked to confirm your intent before quitting. By default a
1150 response of `
{\tt y
}' acknowledges that intent. You can set the
1151 {\it paranoid
\verb+_+confirmation\/
}
1152 option to require a response of ``
{\tt yes
}'' instead.
1155 Ride (or stop riding) a saddled creature.
1158 Rub a lamp or a stone.
1163 \item[\tb{\#terrain
}]
1164 Show bare map without displaying monsters, objects, or traps.
1166 Tip over a container (bag or box) to pour out its contents.
1171 \item[\tb{\#twoweapon
}]
1172 Toggle two-weapon combat on or off.\\
1175 use suitable weapons for this type of combat, or it will
1176 be automatically turned off.
1178 \item[\tb{\#untrap
}]
1179 Untrap something (trap, door, or chest).\\
1181 In some circumstancs it can also be used to rescue trapped monsters.
1183 \item[\tb{\#version
}]
1184 Print compile time options for this version of
{\it NetHack
}.
1190 Help menu: get the list of available extended commands.
1194 \nd If your keyboard has a meta key (which, when pressed in combination
1195 with another key, modifies it by setting the `meta'
[8th, or `high'
]
1196 bit), you can invoke many extended commands by meta-ing the first
1197 letter of the command.
1198 In
{\it NT, OS/
2, PC\/
{\rm and
} ST NetHack
},
1199 the `Alt' key can be used in this fashion;
1200 on the
{\it Amiga\/
}, set the
{\it altmeta\/
} option to get this behavior.
1201 On other systems, if typing `Alt' plus another key transmits a
1202 two character sequence consisting of an
{\tt Escape
}
1203 followed by the other key, you may set the
{\it altmeta\/
}
1204 option to have nethack combine them into meta\+key.
1208 {\tt\#?
} (not supported by all platforms)
1211 {\tt\#twoweapon
} (unless the
{\it number
\verb+_+pad\/
} option is enabled)
1287 \nd If the
{\it number
\verb+_+pad\/
} option is on, some additional letter commands
1292 Help menu: display one of several help texts available, like ``
{\tt ?
}''.
1295 Jump to another location. Same as ``
{\tt \#jump
}'' or ``
{\tt M-j
}''.
1298 Kick something (usually a door). Same as `
{\tt \^
{}D
}'.
1301 Loot a box or bag on the floor beneath you, or the saddle
1302 from a steed standing next to you. Same as ``
{\tt \#loot
}'' or ``
{\tt M-l
}''.
1305 Name an object or type of object. Same as ``
{\tt \#name
}'' or ``
{\tt M-n
}''.
1306 Name a monster, an individual object, or a type of object. Same
1307 as ``
{\tt \#name
}'' (or ``
{\tt M-n
}'') which is the same as the `
{\tt C
}'
1311 Untrap a trap, door, or chest. Same as ``
{\tt \#untrap
}'' or ``
{\tt M-u
}''.
1315 \section{Rooms and corridors
}
1318 Rooms and corridors in the dungeon are either lit or dark.
1319 Any lit areas within your line of sight will be displayed;
1320 dark areas are only displayed if they are within one space of you.
1321 Walls and corridors remain on the map as you explore them.
1324 Secret corridors are hidden. You can find them with the `
{\tt s
}' (search)
1328 \subsection*
{Doorways
}
1331 Doorways connect rooms and corridors. Some doorways have no doors;
1332 you can walk right through. Others have doors in them, which may be
1333 open, closed, or locked. To open a closed door, use the `
{\tt o
}' (open)
1334 command; to close it again, use the `
{\tt c
}' (close) command.
1337 You can get through a locked door by using a tool to pick the lock
1338 with the `
{\tt a
}' (apply) command, or by kicking it open with the
1339 `
{\tt \^
{}D
}' (kick) command.
1342 Open doors cannot be entered diagonally; you must approach them
1343 straight on, horizontally or vertically. Doorways without doors are
1344 not restricted in this fashion.
1347 Doors can be useful for shutting out monsters. Most monsters cannot
1348 open doors, although a few don't need to (ex.\ ghosts can walk through
1352 Secret doors are hidden. You can find them with the `
{\tt s
}' (search)
1353 command. Once found they are in all ways equivalent to normal doors.
1356 \subsection*
{Traps (`
{\tt \^
{}}')
}
1359 There are traps throughout the dungeon to snare the unwary delver.
1360 For example, you may suddenly fall into a pit and be stuck for a few
1361 turns trying to climb out. Traps don't appear on your map until you
1362 see one triggered by moving onto it, see something fall into it, or you
1363 discover it with the `
{\tt s
}' (search) command. Monsters can fall prey to
1364 traps, too, which can be a very useful defensive strategy.
1367 There is a special pre-mapped branch of the dungeon based on the
1368 classic computer game ``
{\tt Sokoban
}.'' The goal is to push the boulders
1369 into the pits or holes. With careful foresight, it is possible to
1370 complete all of the levels according to the traditional rules of
1371 Sokoban. Some allowances are permitted in case the player gets stuck;
1372 however, they will lower your luck.
1374 \subsection*
{Stairs (`
{\tt <
}', `
{\tt >
}')
}
1377 In general, each level in the dungeon will have a staircase going up
1378 (`
{\tt <
}') to the previous level and another going down (`
{\tt >
}')
1380 level. There are some exceptions though. For instance, fairly early
1381 in the dungeon you will find a level with two down staircases, one
1382 continuing into the dungeon and the other branching into an area
1383 known as the Gnomish Mines. Those mines eventually hit a dead end,
1384 so after exploring them (if you choose to do so), you'll need to
1385 climb back up to the main dungeon.
1388 When you traverse a set of stairs, or trigger a trap which sends you
1389 to another level, the level you're leaving will be deactivated and
1390 stored in a file on disk. If you're moving to a previously visited
1391 level, it will be loaded from its file on disk and reactivated. If
1392 you're moving to a level which has not yet been visited, it will be
1393 created (from scratch for most random levels, from a template for
1394 some ``special'' levels, or loaded from the remains of an earlier game
1395 for a ``bones'' level as briefly described below). Monsters are only
1396 active on the current level; those on other levels are essentially
1400 Ordinarily when you climb a set of stairs, you will arrive on the
1401 corresponding staircase at your destination. However, pets (see below)
1402 and some other monsters will follow along if they're close enough when
1403 you travel up or down stairs, and occasionally one of these creatures
1404 will displace you during the climb. When that occurs, the pet or other
1405 monster will arrive on the staircase and you will end up nearby.
1407 \subsection*
{Ladders (`
{\tt <
}', `
{\tt >
}')
}
1410 Ladders serve the same purpose as staircases, and the two types of
1411 inter-level connections are nearly indistinguishable during game play.
1414 \subsection*
{Shops and shopping
}
1417 Occasionally you will run across a room with a shopkeeper near the door
1418 and many items lying on the floor. You can buy items by picking them
1419 up and then using the `
{\tt p
}' command. You can inquire about the price
1420 of an item prior to picking it up by using the ``
{\tt \#chat
}'' command
1421 while standing on it. Using an item prior to paying for it will incur a
1422 charge, and the shopkeeper won't allow you to leave the shop until you
1423 have paid any debt you owe.
1426 You can sell items to a shopkeeper by dropping them to the floor while
1427 inside a shop. You will either be offered an amount of gold and asked
1428 whether you're willing to sell, or you'll be told that the shopkeeper
1429 isn't interested (generally, your item needs to be compatible with the
1430 type of merchandise carried by the shop).
1433 If you drop something in a shop by accident, the shopkeeper will usually
1434 claim ownership without offering any compensation. You'll have to buy
1435 it back if you want to reclaim it.
1438 Shopkeepers sometimes run out of money. When that happens, you'll be
1439 offered credit instead of gold when you try to sell something. Credit
1440 can be used to pay for purchases, but it is only good in the shop where
1441 it was obtained; other shopkeepers won't honor it. (If you happen to
1442 find a ``credit card'' in the dungeon, don't bother trying to use it in
1443 shops; shopkeepers will not accept it.)
1446 The
{\tt \$
} command, which reports the amount of gold you are carrying
1447 (in inventory, not inside bags or boxes), will also show current shop
1448 debt or credit, if any. The
{\tt Iu
} command lists unpaid items
1449 (those which still belong to the shop) if you are carrying any.
1450 The
{\tt Ix
} command shows an inventory-like display of any unpaid
1451 items which have been used up, along with other shop fees, if any.
1454 \subsubsection*
{Shop idiosyncracies
}
1457 Several aspects of shop behavior might be unexpected.
1460 % note: a bullet is the default item label so we could omit [$\bullet$] here
1463 The price of a given item can vary due to a variety of factors.
1466 A shopkeeper treats the spot immediately inside the door as if it were
1470 While the shopkeeper watches you like a hawk, he will generally ignore
1471 any other customers.
1474 If a shop is ``closed for inventory'', it will not open of its own accord.
1477 Shops do not get restocked with new items, regardless of inventory depletion.
1484 Monsters you cannot see are not displayed on the screen. Beware!
1485 You may suddenly come upon one in a dark place. Some magic items can
1486 help you locate them before they locate you (which some monsters can do
1490 The commands `
{\tt /
}' and `
{\tt ;
}' may be used to obtain information
1492 monsters who are displayed on the screen. The command ``
{\tt \#name
}'', or
1493 its synonym `
{\tt C
}', allows you
1494 to assign a name to a monster, which may be useful to help distinguish
1495 one from another when multiple monsters are present. Assigning a name
1496 which is just a space will remove any prior name.
1499 The extended command ``
{\tt \#chat
}'' can be used to interact with an adjacent
1500 monster. There is no actual dialog (in other words, you don't get to
1501 choose what you'll say), but chatting with some monsters such as a
1502 shopkeeper or the Oracle of Delphi can produce useful results.
1505 \subsection*
{Fighting
}
1508 If you see a monster and you wish to fight it, just attempt to walk
1509 into it. Many monsters you find will mind their own business unless
1510 you attack them. Some of them are very dangerous when angered.
1511 Remember: discretion is the better part of valor.
1514 In most circumstances, if you attempt to attack a peaceful monster by
1515 moving into its location, you'll be asked to confirm your intent. By
1516 default an answer of `
{\tt y
}' acknowledges that intent,
1517 which can be error prone if you're using `
{\tt y
}' to move. You can set the
1518 {\it paranoid
\verb+_+confirmation\/
}
1519 option to require a response of ``
{\tt yes
}'' instead.
1522 If you can't see a monster (if it is invisible, or if you are blinded),
1523 the symbol `I' will be shown when you learn of its presence.
1524 If you attempt to walk into it, you will try to fight it just like
1525 a monster that you can see; of course,
1526 if the monster has moved, you will attack empty air. If you guess
1527 that the monster has moved and you don't wish to fight, you can use the `m'
1528 command to move without fighting; likewise, if you don't remember a monster
1529 but want to try fighting anyway, you can use the `F' command.
1532 \subsection*
{Your pet
}
1535 You start the game with a little dog (`
{\tt d
}'), cat (`
{\tt f
}'),
1536 or pony (`
{\tt u
}'), which follows
1537 you about the dungeon and fights monsters with you. Like you, your
1538 pet needs food to survive. It usually feeds itself on fresh carrion
1539 and other meats. If you're worried about it or want to train it, you
1540 can feed it, too, by throwing it food. A properly trained pet can be
1541 very useful under certain circumstances.
1544 Your pet also gains experience from killing monsters, and can grow
1545 over time, gaining hit points and doing more damage. Initially, your
1546 pet may even be better at killing things than you, which makes pets
1547 useful for low-level characters.
1550 Your pet will follow you up and down staircases if it is next to you
1551 when you move. Otherwise your pet will be stranded and may become
1552 wild. Similarly, when you trigger certain types of traps which alter
1553 your location (for instance, a trap door which drops you to a lower
1554 dungeon level), any adjacent pet will accompany you and any non-adjacent
1555 pet will be left behind. Your pet may trigger such traps itself; you
1556 will not be carried along with it even if adjacent at the time.
1559 \subsection*
{Steeds
}
1562 Some types of creatures in the dungeon can actually be ridden if you
1563 have the right equipment and skill. Convincing a wild beast to let
1564 you saddle it up is difficult to say the least. Many a dungeoneer
1565 has had to resort to magic and wizardry in order to forge the alliance.
1566 Once you do have the beast under your control however, you can
1567 easily climb in and out of the saddle with the `
{\tt \#ride
}' command. Lead
1568 the beast around the dungeon when riding, in the same manner as
1569 you would move yourself. It is the beast that you will see displayed
1573 Riding skill is managed by the `
{\tt \#enhance
}' command. See the section
1574 on Weapon proficiency for more information about that.
1577 \subsection*
{Bones levels
}
1580 You may encounter the shades and corpses of other adventurers (or even
1581 former incarnations of yourself!) and their personal effects. Ghosts
1582 are hard to kill, but easy to avoid, since they're slow and do little
1583 damage. You can plunder the deceased adventurer's possessions;
1584 however, they are likely to be cursed. Beware of whatever killed the
1585 former player; it is probably still lurking around, gloating over its
1592 When you find something in the dungeon, it is common to want to pick
1593 it up. In
{\it NetHack
}, this is accomplished automatically by walking over
1594 the object (unless you turn off the
{\it autopickup\/
}
1595 option (see below), or move with the `
{\tt m
}' prefix (see above)), or
1596 manually by using the `
{\tt ,
}' command.
1598 If you're carrying too many items,
{\it NetHack\/
} will tell you so and you
1599 won't be able to pick up anything more. Otherwise, it will add the object(s)
1600 to your pack and tell you what you just picked up.
1602 As you add items to your inventory, you also add the weight of that object
1603 to your load. The amount that you can carry depends on your strength and
1604 your constitution. The
1605 stronger and sturdier
1606 you are, the less the additional load will affect you. There comes
1607 a point, though, when the weight of all of that stuff you are carrying around
1608 with you through the dungeon will encumber you. Your reactions
1609 will get slower and you'll burn calories faster, requiring food more frequently
1610 to cope with it. Eventually, you'll be so overloaded that you'll either have
1611 to discard some of what you're carrying or collapse under its weight.
1613 NetHack will tell you how badly you have loaded yourself. The symbols
1614 `Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
1615 displayed on the bottom line display to indicate your condition.
1618 When you pick up an object, it is assigned an inventory letter. Many
1619 commands that operate on objects must ask you to find out which object
1620 you want to use. When
{\it NetHack\/
} asks you to choose a particular object
1621 you are carrying, you are usually presented with a list of inventory
1622 letters to choose from (see Commands, above).
1625 Some objects, such as weapons, are easily differentiated. Others, like
1626 scrolls and potions, are given descriptions which vary according to
1627 type. During a game, any two objects with the same description are
1628 the same type. However, the descriptions will vary from game to game.
1631 When you use one of these objects, if its effect is obvious,
{\it NetHack\/
}
1632 will remember what it is for you. If its effect isn't extremely
1633 obvious, you will be asked what you want to call this type of object
1634 so you will recognize it later. You can also use the ``
{\tt \#name
}''
1635 command, or its synonym `
{\tt C
}', for the same purpose at any time, to name
1636 all objects of a particular type or just an individual object.
1637 When you use ``
{\tt \#name
}'' on an object which has already been named,
1638 specifying a space as the value will remove the prior name instead
1639 of assigning a new one.
1642 \subsection*
{Curses and Blessings
}
1645 Any object that you find may be cursed, even if the object is
1646 otherwise helpful. The most common effect of a curse is being stuck
1647 with (and to) the item. Cursed weapons weld themselves to your hand
1648 when wielded, so you cannot unwield them. Any cursed item you wear
1649 is not removable by ordinary means. In addition, cursed arms and armor
1650 usually, but not always, bear negative enchantments that make them
1651 less effective in combat. Other cursed objects may act poorly or
1652 detrimentally in other ways.
1655 Objects can also be blessed. Blessed items usually work better or
1656 more beneficially than normal uncursed items. For example, a blessed
1657 weapon will do more damage against demons.
1660 Objects which are neither cursed nor blessed are referred to as uncursed.
1661 They could just as easily have been described as unblessed, but the
1662 uncursed designation is what you will see within the game. A ``glass
1663 half full versus glass half empty'' situation; make of that what you will.
1666 There are magical means of bestowing or removing curses upon objects,
1667 so even if you are stuck with one, you can still have the curse
1668 lifted and the item removed. Priests and Priestesses have an innate
1669 sensitivity to this property in any object, so they can more easily avoid
1670 cursed objects than other character roles.
1673 An item with unknown status will be reported in your inventory with no prefix.
1674 An item which you know the state of will be distinguished in your inventory
1675 by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
1676 description of the item.
1677 In some cases ``uncursed'' will be omitted as being redundant when
1678 enough other information is displayed.
1680 {\it implicit
\verb+_+uncursed\/
}
1681 option can be used to control this; toggle it off to have ``uncursed''
1682 be displayed even when that can be deduced from other attributes.
1685 \subsection*
{Weapons (`
{\tt )
}')
}
1688 Given a chance, most monsters in the Mazes of Menace will gratuitously try to
1689 kill you. You need weapons for self-defense (killing them first). Without a
1690 weapon, you do only
1--
2 hit points of damage (plus bonuses, if any).
1691 Monk characters are an exception; they normally do much more damage with
1692 bare hands than they do with weapons.
1695 There are wielded weapons, like maces and swords, and thrown weapons,
1696 like arrows and spears. To hit monsters with a weapon, you must wield it and
1697 attack them, or throw it at them. You can simply elect to throw a spear.
1698 To shoot an arrow, you should first wield a bow, then throw the arrow.
1699 Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
1703 Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
1704 either positive or negative) that adds to your chance to
1705 hit and the damage you do to a monster. The only way to determine a weapon's
1706 enchantment is to have it magically identified somehow.
1707 Most weapons are subject to some type of damage like rust. Such
1708 ``erosion'' damage can be repaired.
1711 The chance that an attack will successfully hit a monster, and the amount
1712 of damage such a hit will do, depends upon many factors. Among them are:
1713 type of weapon, quality of weapon (enchantment and/or erosion), experience
1714 level, strength, dexterity, encumbrance, and proficiency (see below). The
1715 monster's armor class---a general defense rating, not necessarily due to
1716 wearing of armor---is a factor too; also, some monsters are particularly
1717 vulnerable to certain types of weapons.
1720 Many weapons can be wielded in one hand; some require both hands.
1721 When wielding a two-handed weapon, you can not wear a shield, and
1722 vice versa. When wielding a one-handed weapon, you can have another
1723 weapon ready to use by setting things up with the `
{\tt x
}' command, which
1724 exchanges your primary (the one being wielded) and alternate weapons.
1725 And if you have proficiency in the ``two weapon combat'' skill, you
1726 may wield both weapons simultaneously as primary and secondary; use the
1727 `
{\tt \#twoweapon
}' extended command to engage or disengage that. Only
1728 some types of characters (barbarians, for instance) have the necessary
1729 skill available. Even with that skill, using two weapons at once incurs
1730 a penalty in the chance to hit your target compared to using just one
1734 There might be times when you'd rather not wield any weapon at all.
1735 To accomplish that, wield `
{\tt -
}', or else use the `
{\tt A
}' command which
1736 allows you to unwield the current weapon in addition to taking off
1740 Those of you in the audience who are AD\&D players, be aware that each
1741 weapon which existed in AD\&D does roughly the same damage to monsters in
1742 {\it NetHack
}. Some of the more obscure weapons (such as the
%
1743 {\it aklys
},
{\it lucern hammer
}, and
{\it bec-de-corbin\/
}) are defined
1744 in an appendix to
{\it Unearthed Arcana
}, an AD\&D supplement.
1747 The commands to use weapons are `
{\tt w
}' (wield), `
{\tt t
}' (throw),
1748 `
{\tt f
}' (fire, an alternative way of throwing), `
{\tt Q
}' (quiver),
1749 `
{\tt x
}' (exchange), `
{\tt \#twoweapon
}', and `
{\tt \#enhance
}' (see below).
1752 \subsection*
{Throwing and shooting
}
1755 You can throw just about anything via the `
{\tt t
}' command. It will prompt
1756 for the item to throw; picking `
{\tt ?
}' will list things in your inventory
1757 which are considered likely to be thrown, or picking `
{\tt *
}' will list
1758 your entire inventory. After you've chosen what to throw, you will
1759 be prompted for a direction rather than for a specific target. The
1760 distance something can be thrown depends mainly on the type of object
1761 and your strength. Arrows can be thrown by hand, but can be thrown
1762 much farther and will be more likely to hit when thrown while you are
1766 You can simplify the throwing operation by using the `
{\tt Q
}' command to
1767 select your preferred ``missile'', then using the `
{\tt f
}' command to
1768 throw it. You'll be prompted for a direction as above, but you don't
1769 have to specify which item to throw each time you use `
{\tt f
}'. There is
1772 which has
{\it NetHack\/
} choose another item to automatically fill your
1773 quiver (or quiver sack, or have at the ready) when the inventory slot used
1774 for `
{\tt Q
}' runs out.
1777 Some characters have the ability to fire a volley of multiple items in a
1778 single turn. Knowing how to load several rounds of ammunition at
1779 once---or hold several missiles in your hand---and still hit a
1780 target is not an easy task. Rangers are among those who are adept
1781 at this task, as are those with a high level of proficiency in the
1782 relevant weapon skill (in bow skill if you're wielding one to
1783 shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
1784 or in sling skill if you're wielding one to shoot stones).
1785 The number of items that the character has a chance to fire varies from
1786 turn to turn. You can explicitly limit the number of shots by using a
1787 numeric prefix before the `
{\tt t
}' or `
{\tt f
}' command.
1788 For example, ``
{\tt 2f
}'' (or ``
{\tt n2f
}'' if using
1789 {\it number
\verb+_+pad\/
}
1790 mode) would ensure that at most
2 arrows are shot
1791 even if you could have fired
3. If you specify
1792 a larger number than would have been shot (``
{\tt 4f
}'' in this example),
1793 you'll just end up shooting the same number (
3, here) as if no limit
1794 had been specified. Once the volley is in motion, all of the items
1795 will travel in the same direction; if the first ones kill a monster,
1796 the others can still continue beyond that spot.
1799 \subsection*
{Weapon proficiency
}
1802 You will have varying degrees of skill in the weapons available.
1803 Weapon proficiency, or weapon skills, affect how well you can use
1804 particular types of weapons, and you'll be able to improve your skills
1805 as you progress through a game, depending on your role, your experience
1806 level, and use of the weapons.
1809 For the purposes of proficiency, weapons have
1810 been divided up into various groups such as daggers, broadswords, and
1811 polearms. Each role has a limit on what level of proficiency a character
1812 can achieve for each group. For instance, wizards can become highly
1813 skilled in daggers or staves but not in swords or bows.
1816 The `
{\tt \#enhance
}' extended command is used to review current weapons proficiency
1817 (also spell proficiency) and to choose which skill(s) to improve when
1818 you've used one or more skills enough to become eligible to do so. The
1819 skill rankings are ``none'' (sometimes also referred to as ``restricted'',
1820 because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
1821 and ``expert''. Restricted skills simply will not appear in the list
1822 shown by `
{\tt \#enhance
}'. (Divine intervention might unrestrict a particular
1823 skill, in which case it will start at unskilled and be limited to basic.)
1824 Some characters can enhance their barehanded combat or martial arts skill
1825 beyond expert to ``master'' or ``grand master''.
1828 Use of a weapon in which you're restricted or unskilled
1829 will incur a modest penalty in the chance to hit a monster and also in
1830 the amount of damage done when you do hit; at basic level, there is no
1831 penalty or bonus; at skilled level, you receive a modest bonus in the
1832 chance to hit and amount of damage done; at expert level, the bonus is
1833 higher. A successful hit has a chance to boost your training towards
1834 the next skill level (unless you've already reached the limit for this
1835 skill). Once such training reaches the threshold for that next level,
1836 you'll be told that you feel more confident in your skills. At that
1837 point you can use `
{\tt \#enhance
}' to increase one or more skills. Such skills
1838 are not increased automatically because there is a limit to your total
1839 overall skills, so you need to actively choose which skills to enhance
1840 and which to ignore.
1843 \subsection*
{Two-Weapon combat
}
1846 Some characters can use two weapons at once. Setting things up to
1847 do so can seem cumbersome but becomes second nature with use.
1848 To wield two weapons, you need to use the ``
{\tt \#twoweapon
}'' command.
1849 But first you need to have a weapon in each hand.
1850 (Note that your two weapons are not fully equal; the one in the
1851 hand you normally wield with is considered primary and the other
1852 one is considered secondary. The most noticeable difference is
1853 after you stop--or before you begin, for that matter--wielding
1854 two weapons at once. The primary is your wielded weapon and the
1855 secondary is just an item in your inventory that's been designated
1856 as alternate weapon.)
1859 If your primary weapon is wielded but your off hand is empty or has
1860 the wrong weapon, use the sequence `
{\tt x
}', `
{\tt w
}', `
{\tt x
}' to first swap your
1861 primary into your off hand, wield whatever you want as secondary
1862 weapon, then swap them both back into the intended hands.
1863 If your secondary or alternate weapon is correct but your primary
1864 one is not, simply use `
{\tt w
}' to wield the primary.
1865 Lastly, if neither hand holds the correct weapon, use `
{\tt w
}', `
{\tt x
}', `
{\tt w
}'
1866 to first wield the intended secondary, swap it to off hand, and then
1870 The whole process can be simplified via use of the
1872 option. When it is enabled, then using `
{\tt w
}' to wield something
1873 causes the currently wielded weapon to become your alternate weapon.
1874 So the sequence `
{\tt w
}', `
{\tt w
}' can be used to first wield the weapon you
1875 intend to be secondary, and then wield the one you want as primary
1876 which will push the first into secondary position.
1879 When in two-weapon combat mode, using the ``
{\tt \#twoweapon
}'' command
1880 toggles back to single-weapon mode. Throwing or dropping either of the
1881 weapons or having one of them be stolen or destroyed will also make you
1882 revert to single-weapon combat.
1885 \subsection*
{Armor (`
{\tt [}')
}
1888 Lots of unfriendly things lurk about; you need armor to protect
1889 yourself from their blows. Some types of armor offer better
1890 protection than others. Your armor class is a measure of this
1891 protection. Armor class (AC) is measured as in AD\&D, with
10 being
1892 the equivalent of no armor, and lower numbers meaning better armor.
1893 Each suit of armor which exists in AD\&D gives the same protection in
1894 {\it NetHack
}. Here is an (incomplete) list of the armor classes provided by
1895 various suits of armor:
1898 \begin{tabular
}{lllll
}
1899 dragon scale mail &
1 &
\makebox[20mm
]{} & plate mail &
3\\
1900 crystal plate mail &
3 & & bronze plate mail &
4\\
1901 splint mail &
4 & & banded mail &
4\\
1902 dwarvish mithril-coat &
4 & & elven mithril-coat &
5\\
1903 chain mail &
5 & & orcish chain mail &
6\\
1904 scale mail &
6 & & dragon scales &
7\\
1905 studded leather armor &
7 & & ring mail &
7\\
1906 orcish ring mail &
8 & & leather armor &
8\\
1907 leather jacket &
9 & & no armor &
10\\
1912 \nd You can also wear other pieces of armor (ex.\ helmets, boots,
1914 to lower your armor class even further, but you can only wear one item
1915 of each category (one suit of armor, one cloak, one helmet, one
1916 shield, and so on) at a time.
1919 If a piece of armor is enchanted, its armor protection will be better
1920 (or worse) than normal, and its ``plus'' (or minus) will subtract from
1921 your armor class. For example, a +
1 chain mail would give you
1922 better protection than normal chain mail, lowering your armor class one
1923 unit further to
4. When you put on a piece of armor, you immediately
1924 find out the armor class and any ``plusses'' it provides. Cursed
1925 pieces of armor usually have negative enchantments (minuses) in
1926 addition to being unremovable.
1929 Many types of armor are subject to some kind of damage like rust. Such
1930 damage can be repaired. Some types of armor may inhibit spell casting.
1933 The commands to use armor are `
{\tt W
}' (wear) and `
{\tt T
}' (take off).
1934 The `
{\tt A
}' command can also be used to take off armor as well as other
1938 \subsection*
{Food (`
{\tt \%
}')
}
1941 Food is necessary to survive. If you go too long without eating you
1942 will faint, and eventually die of starvation.
1943 Some types of food will spoil, and become unhealthy to eat,
1945 Food stored in ice boxes or tins (``cans'')
1946 will usually stay fresh, but ice boxes are heavy, and tins
1947 take a while to open.
1950 When you kill monsters, they usually leave corpses which are also
1951 ``food.'' Many, but not all, of these are edible; some also give you
1952 special powers when you eat them. A good rule of thumb is ``you are
1956 Some character roles and some monsters are vegetarian. Vegetarian monsters
1957 will typically never eat animal corpses, while vegetarian players can,
1958 but with some rather unpleasant side-effects.
1961 You can name one food item after something you like to eat with the
1962 {\it fruit\/
} option.
1965 The command to eat food is `
{\tt e
}'.
1968 \subsection*
{Scrolls (`
{\tt ?
}')
}
1971 Scrolls are labeled with various titles, probably chosen by ancient wizards
1972 for their amusement value (ex.\ ``READ ME,'' or ``THANX MAUD'' backwards).
1973 Scrolls disappear after you read them (except for blank ones, without
1974 magic spells on them).
1977 One of the most useful of these is the
%
1978 {\it scroll of identify
}, which
1979 can be used to determine what another object is, whether it is cursed or
1980 blessed, and how many uses it has left. Some objects of subtle
1981 enchantment are difficult to identify without these.
1984 A mail daemon may run up and deliver mail to you as a
%
1985 {\it scroll of mail
} (on versions compiled with this feature).
1986 To use this feature on versions where
{\it NetHack\/
}
1987 mail delivery is triggered by electronic mail appearing in your system mailbox,
1988 you must let
{\it NetHack\/
} know where to look for new mail by setting the
1989 ``MAIL'' environment variable to the file name of your mailbox.
1990 You may also want to set the ``MAILREADER'' environment variable to the
1991 file name of your favorite reader, so
{\it NetHack\/
} can shell to it when you
1993 On versions of
{\it NetHack\/
} where mail is randomly
1994 generated internal to the game, these environment variables are ignored.
1995 You can disable the mail daemon by turning off the
1996 {\it mail\/
} option.
1999 The command to read a scroll is `
{\tt r
}'.
2002 \subsection*
{Potions (`
{\tt !
}')
}
2005 Potions are distinguished by the
color of the liquid inside the flask.
2006 They disappear after you quaff them.
2009 Clear potions are potions of water. Sometimes these are
2010 blessed or cursed, resulting in holy or unholy water. Holy water is
2011 the bane of the undead, so potions of holy water are good things to
2012 throw (`
{\tt t
}') at them. It is also sometimes very useful to dip
2013 (``
{\tt \#dip
}'') an object into a potion.
2016 The command to drink a potion is `
{\tt q
}' (quaff).
2019 \subsection*
{Wands (`
{\tt /
}')
}
2022 Wands usually have multiple magical charges.
2023 Some types of wands require a direction in which to zap them.
2025 zap them at yourself (just give a `
{\tt .
}' or `
{\tt s
}' for the direction).
2026 Be warned, however, for this is often unwise.
2027 Other types of wands
2028 don't require a direction. The number of charges in a
2029 wand is random and decreases by one whenever you use it.
2032 When the number of charges left in a wand becomes zero, attempts to use the
2033 wand will usually result in nothing happening. Occasionally, however, it may
2034 be possible to squeeze the last few mana points from an otherwise spent wand,
2035 destroying it in the process. A wand may be recharged by using suitable
2036 magic, but doing so runs the risk of causing it to explode. The chance
2037 for such an explosion starts out very small and increases each time the
2041 In a truly desperate situation, when your back is up against the wall, you
2042 might decide to go for broke and break your wand. This is not for the faint
2043 of heart. Doing so will almost certainly cause a catastrophic release of
2047 When you have fully identified a particular wand, inventory display will
2048 include additional information in parentheses: the number of times it has
2049 been recharged followed by a colon and then by its current number of charges.
2050 A current charge count of
{\tt -
1} is a special case indicating that the wand
2054 The command to use a wand is `
{\tt z
}' (zap). To break one, use the `
{\tt a
}'
2058 \subsection*
{Rings (`
{\tt =
}')
}
2061 Rings are very useful items, since they are relatively permanent
2062 magic, unlike the usually fleeting effects of potions, scrolls, and
2066 Putting on a ring activates its magic. You can wear only two
2067 rings, one on each ring finger.
2070 Most rings also cause you to grow hungry more rapidly, the rate
2071 varying with the type of ring.
2074 The commands to use rings are `
{\tt P
}' (put on) and `
{\tt R
}' (remove).
2077 \subsection*
{Spellbooks (`
{\tt +
}')
}
2080 Spellbooks are tomes of mighty magic. When studied with the `
{\tt r
}' (read)
2081 command, they transfer to the reader the knowledge of a spell (and
2082 therefore eventually become unreadable) --- unless the attempt backfires.
2083 Reading a cursed spellbook or one with mystic runes beyond
2084 your ken can be harmful to your health!
2087 A spell (even when learned) can also backfire when you cast it. If you
2088 attempt to cast a spell well above your experience level, or if you have
2089 little skill with the appropriate spell type, or cast it at
2090 a time when your luck is particularly bad, you can end up wasting both the
2091 energy and the time required in casting.
2094 Casting a spell calls forth magical energies and focuses them with
2095 your naked mind. Some of the magical energy released comes from within
2097 Casting temporarily drains your magical power, which will slowly be
2098 recovered, and causes you to need additional food.
2099 Casting of spells also requires practice. With practice, your
2100 skill in each category of spell casting will improve. Over time, however,
2101 your memory of each spell will dim, and you will need to relearn it.
2104 Some spells require a direction in which to cast them, similar to wands.
2105 To cast one at yourself, just give a `
{\tt .
}' or `
{\tt s
}' for the direction.
2106 A few spells require you to pick a target location rather than just specify
2107 a particular direction.
2108 Other spells don't require any direction or target.
2111 Just as weapons are divided into groups in which a character can become
2112 proficient (to varying degrees), spells are similarly grouped.
2113 Successfully casting a spell exercises its skill group; using the
2114 `
{\tt \#enhance
}' command to advance a sufficiently exercised skill
2115 will affect all spells within the group. Advanced skill may increase the
2116 potency of spells, reduce their risk of failure during casting attempts,
2117 and improve the accuracy of the estimate for how much longer they will
2118 be retained in your memory.
2119 Skill slots are shared with weapons skills. (See also the section on
2120 ``Weapon proficiency''.)
2123 Casting a spell also requires flexible movement, and wearing various types
2124 of armor may interfere with that.
2127 The command to read a spellbook is the same as for scrolls, `
{\tt r
}' (read).
2128 The `
{\tt +
}' command lists each spell you know along with its level, skill
2129 category, chance of failure when casting, and an estimate of how strongly
2131 The `
{\tt Z
}' (cast) command casts a spell.
2134 \subsection*
{Tools (`
{\tt (
}')
}
2137 Tools are miscellaneous objects with various purposes. Some tools
2138 have a limited number of uses, akin to wand charges. For example, lamps burn
2139 out after a while. Other tools are containers, which objects can
2140 be placed into or taken out of.
2143 The command to use tools is `
{\tt a
}' (apply).
2146 \subsection*
{Containers
}
2149 You may encounter bags, boxes, and chests in your travels. A tool of
2150 this sort can be opened with the ``
{\tt \#loot
}'' extended command when
2151 you are standing on top of it (that is, on the same floor spot),
2152 or with the `
{\tt a
}' (apply) command when you are carrying it. However,
2153 chests are often locked, and are in any case unwieldy objects.
2154 You must set one down before unlocking it by
2155 using a key or lock-picking tool with the `
{\tt a
}' (apply) command,
2156 by kicking it with the `
{\tt \^
{}D
}' command,
2157 or by using a weapon to force the lock with the ``
{\tt \#force
}''
2161 Some chests are trapped, causing nasty things to happen when you
2162 unlock or open them. You can check for and try to deactivate traps
2163 with the ``
{\tt \#untrap
}'' extended command.
2166 \subsection*
{Amulets (`
{\tt "
}')
}
2169 Amulets are very similar to rings, and often more powerful. Like
2170 rings, amulets have various magical properties, some beneficial,
2171 some harmful, which are activated by putting them on.
2174 Only one amulet may be worn at a time, around your neck.
2177 The commands to use amulets are the same as for rings, `
{\tt P
}' (put on)
2178 and `
{\tt R
}' (remove).
2181 \subsection*
{Gems (`
{\tt *
}')
}
2184 Some gems are valuable, and can be sold for a lot of gold. They are also
2185 a far more efficient way of carrying your riches. Valuable gems increase
2186 your score if you bring them with you when you exit.
2189 Other small rocks are also categorized as gems, but they are much less
2190 valuable. All rocks, however, can be used as projectile weapons (if you
2191 have a sling). In the most desperate of cases, you can still throw them
2195 \subsection*
{Large rocks (`
{\tt `
}')
}
2197 Statues and boulders are not particularly useful, and are generally
2198 heavy. It is rumored that some statues are not what they seem.
2201 Very large humanoids (giants and their ilk) have been known to use boulders
2205 For some configurations of the program, statues are no longer shown
2207 but by the letter representing the monster they depict instead.
2210 \subsection*
{Gold (`
{\tt \$
}')
}
2213 Gold adds to your score, and you can buy things in shops with it.
2215 of monsters in the dungeon that may be influenced by the amount of gold
2216 you are carrying (shopkeepers aside).
2222 As if winning
{\it NetHack\/
} were not difficult enough, certain players
2223 seek to challenge themselves by imposing restrictions on the
2224 way they play the game. The game automatically tracks some of
2225 these challenges, which can be checked at any time with the
{\tt \#conduct
}
2226 command or at the end of the game. When you perform an action which
2227 breaks a challenge, it will no longer be listed. This gives
2228 players extra ``bragging rights'' for winning the game with these
2229 challenges. Note that it is perfectly acceptable to win the game
2230 without resorting to these restrictions and that it is unusual for
2231 players to adhere to challenges the first time they win the game.
2234 Several of the challenges are related to eating behavior. The most
2235 difficult of these is the foodless challenge. Although creatures
2236 can survive long periods of time without food, there is a physiological
2237 need for water; thus there is no restriction on drinking beverages,
2238 even if they provide some minor food benefits.
2239 Calling upon your god for help with starvation does
2240 not violate any food challenges either.
2243 A strict vegan diet is one which avoids any food derived from animals.
2244 The primary source of nutrition is fruits and vegetables. The
2245 corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
2246 also considered to be vegetable matter. Certain human
2247 food is prepared without animal products; namely, lembas wafers, cram
2248 rations, food rations (gunyoki), K-rations, and C-rations.
2249 Metal or another normally indigestible material eaten while polymorphed
2250 into a creature that can digest it is also considered vegan food.
2251 Note however that eating such items still counts against foodless conduct.
2254 Vegetarians do not eat animals;
2255 however, they are less selective about eating animal byproducts than vegans.
2256 In addition to the vegan items listed above, they may eat any kind
2257 of pudding (`P') other than the black puddings,
2258 eggs and food made from eggs (fortune cookies and pancakes),
2259 food made with milk (cream pies and candy bars), and lumps of
2260 royal jelly. Monks are expected to observe a vegetarian diet.
2263 Eating any kind of meat violates the vegetarian, vegan, and foodless
2264 conducts. This includes tripe rations, the corpses or tins of any
2265 monsters not mentioned above, and the various other chunks of meat
2266 found in the dungeon. Swallowing and digesting a monster while polymorphed
2267 is treated as if you ate the creature's corpse.
2268 Eating leather, dragon hide, or bone items while
2269 polymorphed into a creature that can digest it, or eating monster brains
2270 while polymorphed into a mind flayer, is considered eating
2271 an animal, although wax is only an animal byproduct.
2274 Regardless of conduct, there will be some items which are indigestible,
2275 and others which are hazardous to eat. Using a swallow-and-digest
2276 attack against a monster is equivalent to eating the monster's corpse.
2277 Please note that the term ``vegan'' is used here only in the context of
2278 diet. You are still free to choose not to use or wear items derived
2279 from animals (e.g. leather, dragon hide, bone, horns, coral), but the
2280 game will not keep track of this for you. Also note that ``milky''
2281 potions may be a translucent white, but they do not contain milk,
2282 so they are compatible with a vegan diet. Slime molds or
2283 player-defined ``fruits'', although they could be anything
2284 from ``cherries'' to ``pork chops'', are also assumed to be vegan.
2287 An atheist is one who rejects religion. This means that you cannot
2288 {\tt \#pray
},
{\tt \#offer
} sacrifices to any god,
2289 {\tt \#turn
} undead, or
{\tt \#chat
} with a priest.
2290 Particularly selective readers may argue that playing Monk or Priest
2291 characters should violate this conduct; that is a choice left to the
2292 player. Offering the Amulet of Yendor to your god is necessary to
2293 win the game and is not counted against this conduct. You are also
2294 not penalized for being spoken to by an angry god, priest(ess), or
2295 other religious figure; a true atheist would hear the words but
2296 attach no special meaning to them.
2299 Most players fight with a wielded weapon (or tool intended to be
2300 wielded as a weapon). Another challenge is to win the game without
2301 using such a wielded weapon. You are still permitted to throw,
2302 fire, and kick weapons; use a wand, spell, or other type of item;
2303 or fight with your hands and feet.
2306 In
{\it NetHack\/
}, a pacifist refuses to cause the death of any other monster
2307 (i.e. if you would get experience for the death). This is a particularly
2308 difficult challenge, although it is still possible to gain experience
2312 An illiterate character cannot read or write. This includes reading
2313 a scroll, spellbook, fortune cookie message, or t-shirt; writing a
2314 scroll; or making an engraving of anything other than a single ``x'' (the
2315 traditional signature of an illiterate person). Reading an engraving,
2316 or any item that is absolutely necessary to win the game, is not counted
2317 against this conduct. The identity of scrolls and spellbooks (and
2318 knowledge of spells) in your starting inventory is assumed to be
2319 learned from your teachers prior to the start of the game and isn't
2323 There are several other challenges tracked by the game. It is possible
2324 to eliminate one or more species of monsters by genocide; playing without
2325 this feature is considered a challenge. When the game offers you an
2326 opportunity to genocide monsters, you may respond with the monster type
2327 ``none'' if you want to decline. You can change the form of an item into
2328 another item of the same type (``polypiling'') or the form of your own
2329 body into another creature (``polyself'') by wand, spell, or potion of
2330 polymorph; avoiding these effects are each considered challenges.
2331 Polymorphing monsters, including pets, does not break either of these
2333 Finally, you may sometimes receive wishes; a game without an attempt to
2334 wish for any items is a challenge, as is a game without wishing for
2335 an artifact (even if the artifact immediately disappears). When the
2336 game offers you an opportunity to make a wish for an item, you may
2337 choose ``nothing'' if you want to decline.
2343 Due to variations in personal tastes and conceptions of how
{\it NetHack\/
}
2344 should do things, there are options you can set to change how
{\it NetHack\/
}
2348 \subsection*
{Setting the options
}
2351 Options may be set in a number of ways. Within the game, the `
{\tt O
}'
2352 command allows you to view all options and change most of them.
2353 You can also set options automatically by placing them in the
2354 ``NETHACKOPTIONS'' environment variable or in a configuration file.
2355 Some versions of
{\it NetHack\/
} also have front-end programs that allow
2356 you to set options before starting the game or a global configuration
2357 for system administrators.
2360 \subsection*
{Using the NETHACKOPTIONS environment variable
}
2363 The NETHACKOPTIONS variable is a comma-separated list of initial
2364 values for the various options. Some can only be turned on or off.
2365 You turn one of these on by adding the name of the option to the list,
2366 and turn it off by typing a `
{\tt !
}' or ``
{\tt no
}'' before the name.
2368 character string as a value. You can set string options by typing
2369 the option name, a colon or equals sign, and then the value of the string.
2370 The value is terminated by the next comma or the end of string.
2373 For example, to set up an environment variable so that
{\it autoquiver\/
}
2374 is on,
{\it autopickup\/
} is off, the
{\it name\/
} is set to ``Blue Meanie'',
2375 and the
{\it fruit\/
} is set to ``papaya'', you would enter the command
2378 setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2383 (note the need to escape the ! since it's special to the shell), or
2386 NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2387 export NETHACKOPTIONS
2391 \nd in
{\it sh\/
} or
{\it ksh
}.
2394 \subsection*
{Using a configuration file
}
2397 Any line in the configuration file starting with `
{\tt \#
}' is treated as a comment.
2398 Any line in the configuration file starting with ``
{\tt OPTIONS=
}'' may be
2399 filled out with options in the same syntax as in NETHACKOPTIONS.
2400 Any line starting with ``
{\tt SYMBOLS=
}''
2401 is taken as defining the corresponding
{\it symbol
}
2402 in a different syntax, a sequence of decimal numbers giving
2403 the character position in the current font to be used in displaying
2404 each entry. Such a sequence can be continued to multiple lines by putting a
2405 `
{\tt \verb+\+
}' at the end of each line to be continued.
2408 Any line starting with ``
{\tt AUTOPICKUP
\verb+_+EXCEPTION=
}''
2409 is taken as defining an exception to the ``
{\tt pickup
\verb+_+types
}'' option.
2410 There is a section of this Guidebook that discusses that.
2413 The default name of the configuration file varies on different
2414 operating systems. On DOS and Windows, it is ``
{\tt defaults.nh
}''
2415 in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
2416 and Mac OS X it is ``
{\tt.nethackrc
}'' in the user's home directory.
2417 NETHACKOPTIONS can also be set to the full name of a file you
2418 want to use (possibly preceded by an `
{\tt @
}').
2421 Here is a short example of config file contents:
2424 # Set your character's role, race, gender, and alignment.
2425 OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
2427 # Turn on autopickup, and set automatically picked up object types
2428 OPTIONS=autopickup,pickup_types:$"=/!?+
2429 # Show colored text if possible
2431 # Show lit corridors differently
2432 OPTIONS=lit_corridor
2434 # No startup splash screen. Windows GUI only.
2435 OPTIONS=!splash_screen
2440 \subsection*
{Customization options
}
2443 Here are explanations of what the various options do.
2444 Character strings that are too long may be truncated.
2445 Some of the options listed may be inactive in your dungeon.
2448 Some options are persistent, and are saved and reloaded along with
2449 the game. Changing a persistent option in the configuration file
2450 applies only to new games.
2454 \item[\ib{acoustics
}]
2455 Enable messages about what your character hears (default on).
2456 Note that this has nothing to do with your computer's audio capabilities.
2460 Your starting alignment (
{\tt align:lawful
},
{\tt align:neutral
},
2461 or
{\tt align:chaotic
}). You may specify just the first letter.
2462 The default is to randomly pick an appropriate alignment.
2463 If you prefix the value with `
{\tt !
}' or ``
{\tt no
}'', you will
2464 exclude that alignment from being picked randomly.
2465 Cannot be set with the `
{\tt O
}' command. Persistent.
2467 \item[\ib{autodescribe
}]
2468 Automatically describe the terrain under cursor when asked to get a location
2470 {\it whatis
\verb+_+coord\/
}
2471 option controls whether the description includes map coordinates.
2474 Automatically dig if you are wielding a digging tool and moving into a place
2475 that can be dug (default false). Persistent.
2477 \item[\ib{autoopen
}]
2478 Walking into a door attempts to open it (default true). Persistent.
2480 \item[\ib{autopickup
}]
2481 Automatically pick up things onto which you move (default on). Persistent.
2482 See ``
{\it pickup
\verb+_+types\/
}'' to refine the behavior.
2484 \item[\ib{autoquiver
}]
2485 This option controls what happens when you attempt the `f' (fire)
2486 command with an empty quiver (or quiver sack or have nothing at the ready).
2487 When true, the computer will fill
2488 your quiver or quiver sack or make ready some suitable weapon. Note that it
2490 into account the blessed/cursed status, enchantment, damage, or
2491 quality of the weapon; you are free to manually fill your quiver or quiver sack
2493 with the `Q' command instead. If no weapon is found or the option is
2494 false, the `t' (throw) command is executed instead. Persistent. (default false)
2497 Start the character permanently blind. Persistent. (default false)
2500 Allow saving and loading bones files. Persistent. (default true)
2503 Set the character used to display boulders (default is the ``large rock''
2504 class symbol, `
{\tt `
}').
2507 Name your starting cat (ex.\ ``
{\tt catname:Morris
}'').
2508 Cannot be set with the `
{\tt O
}' command.
2510 \item[\ib{character
}]
2511 Pick your type of character (ex.\ ``
{\tt character:Monk
}'');
2512 synonym for ``
{\it role\/
}''. See
{\it role\/
} for more details.
2514 \item[\ib{checkpoint
}]
2515 Save game state after each level change, for possible recovery after
2516 program crash (default on). Persistent.
2518 \item[\ib{checkspace
}]
2519 Check free disk space before writing files to disk (default on).
2520 You may have to turn this off if you have more than
2 GB free space
2521 on the partition used for your save and level files
2522 (because too much space might overflow the calculation and end up
2523 looking like insufficient space).
2524 Only applies when MFLOPPY was defined during compilation.
2526 \item[\ib{clicklook
}]
2527 Allows looking at things on the screen by navigating the mouse
2528 over them and clicking the right mouse button (default off).
2530 \item[\ib{cmdassist
}]
2531 Have the game provide some additional command assistance for new
2532 players if it detects some anticipated mistakes (default on).
2535 Have user confirm attacks on pets, shopkeepers, and other
2536 peaceable creatures (default on). Persistent.
2539 \item[\ib{dark
\verb+_+room
}]
2540 Show out-of-sight areas of lit rooms (default off). Persistent.
2541 \item[\ib{disclose
}]
2542 Controls what information the program reveals when the game ends.
2543 Value is a space separated list of prompting/category pairs
2544 (default is `
{\tt ni na nv ng nc no
}',
2545 prompt with default response of `
{\tt n
}' for each candidate).
2547 The possibilities are:
2551 {\tt i
} --- disclose your inventory;\\
2552 {\tt a
} --- disclose your attributes;\\
2553 {\tt v
} --- summarize monsters that have been vanquished;\\
2554 {\tt g
} --- list monster species that have been genocided;\\
2555 {\tt c
} --- display your conduct;\\
2556 {\tt o
} --- display dungeon overview.
2560 Each disclosure possibility can optionally be preceded by a prefix which
2561 lets you refine how it behaves. Here are the valid prefixes:
2565 {\tt y
} --- prompt you and default to yes on the prompt;\\
2566 {\tt n
} --- prompt you and default to no on the prompt;\\
2567 {\tt +
} --- disclose it without prompting;\\
2568 {\tt -
} --- do not disclose it and do not prompt.
2573 (ex.\ ``
{\tt disclose:yi na +v -g o
}'')
2575 {\tt inventory
} to
{\it prompt\/
} and default to
{\it yes\/
},
2576 {\tt attributes
} to
{\it prompt\/
} and default to
{\it no\/
},
2577 {\tt vanquished
} to
{\it disclose without prompting\/
},
2578 {\tt genocided
} to
{\it not disclose\/
} and
{\it not prompt\/
},
2579 {\tt conduct
} to implicitly
{\it prompt\/
} and default to
{\it no\/
},
2580 {\tt overview
} to
{\it disclose without prompting\/
}.
2583 Note that the vanquished monsters list includes all monsters killed by
2584 traps and each other as well as by you.
2585 And the dungeon overview shows all levels you had visited but does not
2586 reveal things about them that you hadn't discovered.
2589 Name your starting dog (ex.\ ``
{\tt dogname:Fang
}'').
2590 Cannot be set with the `
{\tt O
}' command.
2593 Changes the extended commands interface to pop-up a menu of available commands.
2594 It is keystroke compatible with the traditional interface except that it does
2595 not require that you hit Enter. It is implemented only by the tty port
2596 (default off), when the game has been compiled to support tty graphics.
2599 An obsolete synonym for ``
{\tt gender:female
}''. Cannot be set with the
2603 An object's inventory letter sticks to it when it's dropped (default on).
2604 If this is off, dropping an object shifts all the remaining inventory letters.
2608 Name a fruit after something you enjoy eating (ex.\ ``
{\tt fruit:mango
}'')
2609 (default ``
{\tt slime mold
}''). Basically a nostalgic whimsy that
2610 {\it NetHack\/
} uses from time to time. You should set this to something you
2611 find more appetizing than slime mold. Apples, oranges, pears, bananas, and
2612 melons already exist in
{\it NetHack
}, so don't use those.
2615 Your starting gender (
{\tt gender:male
} or
{\tt gender:female
}).
2616 You may specify just the first letter. Although you can
2617 still denote your gender using the ``
{\tt male
}'' and ``
{\tt female
}''
2618 options, the ``
{\tt gender
}'' option will take precedence.
2619 The default is to randomly pick an appropriate gender.
2620 If you prefix the value with `
{\tt !
}' or ``
{\tt no
}'', you will
2621 exclude that gender from being picked randomly.
2622 Cannot be set with the `
{\tt O
}' command. Persistent.
2625 If more information is available for an object looked at
2626 with the `
{\tt /
}' command, ask if you want to see it (default on).
2627 Turning help off makes just looking at things faster, since you aren't
2628 interrupted with the ``
{\tt More info?
}'' prompt, but it also means that you
2629 might miss some interesting and/or important information. Persistent.
2631 \item[\ib{hilite
\verb+_+pet
}]
2632 Visually distinguish pets from similar animals (default off).
2633 The behavior of this option depends on the type of windowing you use.
2634 In text windowing, text highlighting or inverse video is often used;
2635 with tiles, generally displays a heart symbol near pets.
2637 \item[\ib{hilite
\verb+_+pile
}]
2638 Visually distinguish piles of objects from individual objects (default off).
2639 The behavior of this option depends on the type of windowing you use.
2640 In text windowing, text highlighting or inverse video is often used;
2641 with tiles, generally displays a small plus-symbol beside the object
2642 on the top of the pile.
2644 \item[\ib{horsename
}]
2645 Name your starting horse (ex.\ ``
{\tt horsename:Trigger
}'').
2646 Cannot be set with the `
{\tt O
}' command.
2649 Ignore interrupt signals, including breaks (default off). Persistent.
2651 \item[\ib{implicit
\verb+_+uncursed
}]
2652 Omit ``uncursed'' from inventory lists, if possible (default on).
2655 Display an introductory message when starting the game (default on).
2658 \item[\ib{lit
\verb+_+corridor
}]
2659 Show corridor squares seen by night vision or a light source held by your
2660 character as lit (default off). Persistent.
2663 Use the old `
{\tt a
}', `
{\tt b
}', and `
{\tt c
}' keyboard shortcuts when
2664 looting, rather than the mnemonics `
{\tt o
}', `
{\tt i
}', and `
{\tt b
}' (default off).
2668 Enable mail delivery during the game (default on). Persistent.
2671 An obsolete synonym for ``
{\tt gender:male
}''. Cannot be set with the
2674 \item[\ib{mention
\verb+_+walls
}]
2675 Give feedback when walking against a wall (default off).
2677 \item[\ib{menucolors
}]
2678 Enable coloring menu lines (default off).
2679 See ``
{\it Configuring Menu Colors\/
}'' on how to configure the colors.
2681 \item[\ib{menustyle
}]
2682 Controls the interface used when you need to choose various objects (in
2683 response to the Drop command, for instance). The value specified should
2684 be the first letter of one of the following: traditional, combination,
2686 Traditional was the only interface available for
2687 early versions; it consists of a prompt for object class characters,
2688 followed by an object-by-object prompt for all items matching the selected
2690 Combination starts with a prompt for object class(es)
2691 of interest, but then displays a menu of matching objects rather than
2692 prompting one-by-one.
2693 Full displays a menu of
2694 object classes rather than a character prompt, and then a menu of matching
2695 objects for selection.
2696 Partial skips the object class filtering and
2697 immediately displays a menu of all objects.
2699 \item[\ib{menu
\verb+_+deselect
\verb+_+all
}]
2700 Menu character accelerator to deselect all items in a menu.
2701 Implemented by the Amiga, Gem, X11 and tty ports.
2703 \item[\ib{menu
\verb+_+deselect
\verb+_+page
}]
2704 Menu character accelerator to deselect all items on this page of a menu.
2705 Implemented by the Amiga, Gem and tty ports.
2707 \item[\ib{menu
\verb+_+first
\verb+_+page
}]
2708 Menu character accelerator to jump to the first page in a menu.
2709 Implemented by the Amiga, Gem and tty ports.
2711 \item[\ib{menu
\verb+_+headings
}]
2712 Controls how the headings in a menu are highlighted.
2713 Values are ``
{\tt none
}'', ``
{\tt bold
}'', ``
{\tt dim
}'',
2714 ``
{\tt underline
}'', ``
{\tt blink
}'', or ``
{\tt inverse
}''.
2715 Not all ports can actually display all types.
2716 \item[\ib{menu
\verb+_+invert
\verb+_+all
}]
2717 Menu character accelerator to invert all items in a menu.
2718 Implemented by the Amiga, Gem, X11 and tty ports.
2720 \item[\ib{menu
\verb+_+invert
\verb+_+page
}]
2721 Menu character accelerator to invert all items on this page of a menu.
2722 Implemented by the Amiga, Gem and tty ports.
2724 \item[\ib{menu
\verb+_+last
\verb+_+page
}]
2725 Menu character accelerator to jump to the last page in a menu.
2726 Implemented by the Amiga, Gem and tty ports.
2728 \item[\ib{menu
\verb+_+next
\verb+_+page
}]
2729 Menu character accelerator to goto the next menu page.
2730 Implemented by the Amiga, Gem and tty ports.
2732 \item[\ib{menu
\verb+_+objsyms
}]
2733 Show object symbols in menu headings in menus where
2734 the object symbols act as menu accelerators (default off).
2735 \item[\ib{menu
\verb+_+overlay
}]
2736 Do not clear the screen before drawing menus, and align
2737 menus to the right edge of the screen. Only for the tty port.
2739 \item[\ib{menu
\verb+_+previous
\verb+_+page
}]
2740 Menu character accelerator to goto the previous menu page.
2741 Implemented by the Amiga, Gem and tty ports.
2743 \item[\ib{menu
\verb+_+search
}]
2744 Menu character accelerator to search for a menu item.
2745 Implemented by the Amiga, Gem, X11 and tty ports.
2747 \item[\ib{menu
\verb+_+select
\verb+_+all
}]
2748 Menu character accelerator to select all items in a menu.
2749 Implemented by the Amiga, Gem, X11 and tty ports.
2751 \item[\ib{menu
\verb+_+select
\verb+_+page
}]
2752 Menu character accelerator to select all items on this page of a menu.
2753 Implemented by the Amiga, Gem and tty ports.
2756 \item[\ib{msghistory
}]
2757 The number of top line messages to save (and recall with `
{\tt \^
{}P
}')
2758 (default
20). Cannot be set with the `
{\tt O
}' command.
2760 \item[\ib{msg
\verb+_+window
}]
2761 Allows you to change the way recalled messages are displayed.
2762 (It is currently implemented for tty only.) The possible values are:
2766 {\tt s
} --- single message (default; only choice prior to
3.4.0);\\
2767 {\tt c
} --- combination, two messages as
{\it single\/
}, then as
{\it full\/
};\\
2768 {\tt f
} --- full window, oldest message first;\\
2769 {\tt r
} --- full window reversed, newest message first.
2773 For backward compatibility, no value needs to be specified (which
2774 defaults to
{\it full\/
}), or it can be negated (which defaults
2778 Set your character's name (defaults to your user name). You can also
2779 set your character's role by appending a dash and one or more letters of
2780 the role (that is, by suffixing one of
2781 ``
{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W
}'').
2782 If ``
{\tt -@
}'' is used for the role, then a random one will be
2783 automatically chosen.
2784 Cannot be set with the `
{\tt O
}' command.
2787 Read the
{\it NetHack\/
} news file, if present (default on).
2788 Since the news is shown at the beginning of the game, there's no point
2789 in setting this with the `
{\tt O
}' command.
2792 Start the character with no armor (default false). Persistent.
2795 Send padding nulls to the terminal (default on). Persistent.
2797 \item[\ib{number
\verb+_+pad
}]
2798 Use digit keys instead of letters to move (default
0 or off).\\
2804 \settowidth{\mwidth}{\tt -
0}
2805 \newcommand{\numbox}[1]{\makebox[\mwidth][r
]{{\tt #1}}}
2806 \numbox{0} --- move by letters; `
{\tt yuhjklbn
}'\\
2807 \numbox{1} --- move by numbers; digit `
{\tt 5}' acts as `
{\tt G
}' movement prefix\\
2808 \numbox{2} --- like
{\tt 1} but `
{\tt 5}' works as `
{\tt g
}' prefix instead of as `
{\tt G
}'\\
2809 \numbox{3} --- by numbers using phone key layout;
{\tt 123} above,
{\tt 789} below\\
2810 \numbox{4} --- combines
{\tt 3} with
{\tt 2}; phone layout plus MSDOS compatibility\\
2811 \numbox{-
1} --- by letters but use `
{\tt z
}' to go northwest, `
{\tt y
}' to zap wands
2815 For backward compatibility, omitting a value is the same as specifying
{\tt 1}
2817 {\it number
\verb+_+pad\/
}
2818 is the same as specifying
{\tt 0}.
2819 (Settings
{\tt 2} and
{\tt 4} are for compatibility with MSDOS or old PC Hack;
2820 in addition to the different behavior for `
{\tt 5}', `
{\tt Alt-
5}' acts as `
{\tt G
}'
2821 and `
{\tt Alt-
0}' acts as `
{\tt I
}'.
2822 Setting
{\tt -
1} is to accommodate some German keyboards which have the
2823 location of the `
{\tt y
}' and `
{\tt z
}' keys swapped.)
2824 When moving by numbers, to enter a count prefix for those commands
2825 which accept one (such as ``
{\tt 12s
}'' to search twelve times), precede it
2826 with the letter `
{\tt n
}' (``
{\tt n12s
}'').
2828 \item[\ib{packorder
}]
2829 Specify the order to list object types in (default
2830 ``
\verb&")
[%?+!=/(*`0_&''). The value of this option should be a string
2831 containing the symbols for the various object types. Any omitted types
2832 are filled in at the end from the previous order.
2834 \item[\ib{paranoid
\verb+_+confirmation
}]
2835 A space separated list of specific situations where alternate
2836 prompting is desired. The default is ``
{\it paranoid
\verb+_+confirmation:pray
}''.
2839 \newlength{\pcwidth}
2840 \settowidth{\pcwidth}{\tt Confirm
}
2841 \addtolength{\pcwidth}{\labelsep}
2842 \blist{\leftmargin \pcwidth \topsep 1mm
\itemsep 0mm
}
2843 \item[{\tt Confirm
}]
2844 for any prompts which are set to require ``yes''
2845 rather than `y', also require ``no'' to reject instead
2846 of accepting any non-yes response as no;
2847 \item[{\tt quit~~~
}]
2848 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm quitting
2849 the game or switching into non-scoring explore mode;
2850 \item[{\tt die~~~~
}]
2851 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm dying (not
2852 useful in normal play; applies to explore mode);
2853 \item[{\tt bones~~
}]
2854 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm saving
2855 bones data when dying in debug mode
2856 \item[{\tt attack~
}]
2857 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm attacking
2859 \item[{\tt pray~~~
}]
2860 require `
{\tt y
}' to confirm an attempt to pray rather
2861 than immediately praying; on by default;
2863 require ``
{\tt yes
}'' rather than `
{\tt y
}' to confirm breaking
2865 \item[{\tt Remove~
}] require selection from inventory for `
{\tt R
}' and `
{\tt T
}'
2866 commands even when wearing just one applicable item.
2870 By default, the pray choice is enabled, the others disabled.
2871 To disable it without setting
2872 any of the other choices, use ``
{\it paranoid
\verb+_+confirmation:none
}''. To keep
2873 it enabled while setting others, include it in the list,
2874 such as ``
{\it par\-a\-noid
\verb+_+con\-fir\-ma\-tion:attack~pray~Remove
}''.
2876 \item[\ib{perm
\verb+_+invent
}]
2877 If true, always display your current inventory in a window. This only
2878 makes sense for windowing system interfaces that implement this feature.
2882 Specify the type of your initial pet, if you are playing a character class
2883 that uses multiple types of pets; or choose to have no initial pet at all.
2884 Possible values are ``
{\tt cat
}'', ``
{\tt dog
}'', ``
{\tt horse
}''
2886 If the choice is not allowed for the role you are currently playing,
2887 it will be silently ignored. For example, ``
{\tt horse
}'' will only be
2888 honored when playing a knight.
2889 Cannot be set with the `
{\tt O
}' command.
2891 \item[\ib{pickup
\verb+_+burden
}]
2892 When you pick up an item that would exceed this encumbrance
2893 level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
2894 or overLoaded), you will be asked if you want to continue.
2895 (Default `S'). Persistent.
2897 \item[\ib{pickup
\verb+_+thrown
}]
2898 If this option is on and ``
{\it autopickup\/
}'' is also on, try to pick up
2899 things that you threw, even if they aren't in ``
{\it pickup
\verb+_+types\/
}'' or
2900 match an autopickup exception. Default is on. Persistent.
2902 \item[\ib{pickup
\verb+_+types
}]
2903 Specify the object types to be picked up when ``
{\it autopickup\/
}''
2904 is on. Default is all types. You can use ``
{\it autopickup
\verb+_+exception\/
}''
2905 configuration file lines to further refine ``
{\it autopickup\/
}'' behavior.
2908 \item[\ib{pile
\verb+_+limit
}]
2909 When walking across a pile of objects on the floor, threshold at which
2910 the message ``there are few/several/many objects here'' is given instead
2911 of showing a popup list of those objects. A value of
0 means ``no limit''
2912 (always list the objects); a value of
1 effectively means ``never show
2913 the objects'' since the pile size will always be at least that big;
2914 default value is
5. Persistent.
2916 \item[\ib{playmode
}]
2917 Values are
{\it normal\/
},
{\it explore\/
}, or
{\it debug\/
}.
2918 Allows selection of explore mode (also known as discovery mode) or debug
2919 mode (also known as wizard mode) instead of normal play.
2920 Debug mode might only be allowed for someone logged in under a particular
2921 user name (on multi-user systems) or specifying a particular character
2922 name (on single-user systems) or it might be disabled entirely. Requesting
2923 it when not allowed or not possible results in explore mode instead.
2924 Default is normal play.
2926 \item[\ib{pushweapon
}]
2927 Using the `w' (wield) command when already wielding
2928 something pushes the old item into your alternate weapon slot (default off).
2929 Likewise for the `a' (apply) command if it causes the applied item to
2930 become wielded. Persistent.
2933 Selects your race (for example, ``
{\tt race:human
}''). Default is random.
2934 If you prefix the value with `
{\tt !
}' or ``
{\tt no
}'', you will
2935 exclude that race from being picked randomly.
2936 Cannot be set with the `
{\tt O
}' command. Persistent.
2938 \item[\ib{rest
\verb+_+on
\verb+_+space
}]
2939 Make the space bar a synonym for the `
{\tt .
}' (rest) command (default off).
2943 Pick your type of character (ex.\ ``
{\tt role:Samurai
}'');
2944 synonym for ``
{\it character\/
}''. See ``
{\it name\/
}'' for an alternate method
2945 of specifying your role. Normally only the first letter of the
2946 value is examined; `r' is an exception with ``
{\tt Rogue
}'',
{\tt Ranger
}'',
2947 and ``
{\tt random
}'' values.
2948 If you prefix the value with `
{\tt !
}' or ``
{\tt no
}'', you will
2949 exclude that role from being picked randomly.
2950 Cannot be set with the `
{\tt O
}' command. Persistent.
2952 \item[\ib{roguesymset
}]
2953 This option may be used to select one of the named symbol sets found within
2954 {\tt symbols
} to alter the symbols displayed on the screen on the
2958 When writing out a save file, perform run length compression of the map.
2959 Not all ports support run length compression. It has no
2960 effect on reading an existing save file.
2963 Controls the amount of screen updating for the map window when engaged
2964 in multi-turn movement (running via
{\tt shift
}+direction
2965 or
{\tt control
}+direction
2966 and so forth, or via the travel command or mouse click).
2967 The possible values are:
2971 {\tt teleport
} --- update the map after movement has finished;\\
2972 {\tt run
} --- update the map after every seven or so steps;\\
2973 {\tt walk
} --- update the map after each step;\\
2974 {\tt crawl
} --- like
{\it walk\/
}, but pause briefly after each step.
2978 This option only affects the game's screen display, not the actual
2979 results of moving. The default is
{\it run\/
}; versions prior to
3.4.1
2980 used
{\it teleport\/
} only. Whether or not the effect is noticeable will
2981 depend upon the window port used or on the type of terminal. Persistent.
2983 \item[\ib{safe
\verb+_+pet
}]
2984 Prevent you from (knowingly) attacking your pets (default on). Persistent.
2987 Control what parts of the score list you are shown at the end (ex.\
2988 ``
{\tt scores:
5top scores/
4around my score/own scores
}''). Only the first
2989 letter of each category (`
{\tt t
}', `
{\tt a
}' or `
{\tt o
}') is necessary.
2993 Show your accumulated experience points on bottom line (default off).
2996 \item[\ib{showrace
}]
2997 Display yourself as the glyph for your race, rather than the glyph
2998 for your role (default off). Note that this setting affects only
2999 the appearance of the display, not the way the game treats you.
3002 \item[\ib{showscore
}]
3003 Show your approximate accumulated score on bottom line (default off).
3007 Suppress terminal beeps (default on). Persistent.
3009 \item[\ib{sortloot
}]
3010 Controls the sorting behavior of pickup lists for inventory
3011 and \#loot commands and some others. Persistent.
3013 The possible values are:
3016 {\tt full
} --- always sort the lists;\\
3017 {\tt loot
} --- only sort the lists that don't use inventory
3018 letters, like with the \#loot and pickup commands;\\
3019 {\tt none
} --- show lists the traditional way without sorting.
3023 \item[\ib{sortpack
}]
3024 Sort the pack contents by type when displaying inventory (default on).
3028 Display a sparkly effect when a monster (including yourself) is hit by an
3029 attack to which it is resistant (default on). Persistent.
3031 \item[\ib{standout
}]
3032 Boldface monsters and ``
{\tt --More--
}'' (default off). Persistent.
3034 \item[\ib{statushilites
}]
3035 Enable coloring of status fields (default off).
3036 See ``
{\it Configuring Status Hilites\/
}'' for further information.
3038 \item[\ib{suppress
\verb+_+alert
}]
3039 This option may be set to a NetHack version level to suppress
3040 alert notification messages about feature changes for that
3041 and prior versions (ex.\ ``
{\tt suppress
\verb+_+alert:
3.3.1}'')
3044 This option may be used to select one of the named symbol sets found within
3045 {\tt symbols
} to alter the symbols displayed on the screen.
3046 Use ``
{\tt symset:default
}'' to explicitly select the default symbols.
3049 Show the elapsed game time in turns on bottom line (default off). Persistent.
3051 \item[\ib{timed
\verb+_+delay
}]
3052 When pausing momentarily for display effect, such as with explosions and
3053 moving objects, use a timer rather than sending extra characters to the
3054 screen. (Applies to ``tty'' interface only; ``X11'' interface always
3055 uses a timer based delay. The default is on if configured into the
3056 program.) Persistent.
3058 \item[\ib{tombstone
}]
3059 Draw a tombstone graphic upon your death (default on). Persistent.
3061 \item[\ib{toptenwin
}]
3062 Put the ending display in a NetHack window instead of on stdout (default off).
3063 Setting this option makes the score list visible when a windowing version
3064 of NetHack is started without a parent window, but it no longer leaves
3065 the score list around after game end on a terminal or emulating window.
3068 Allow the travel command (default on). Turning this option off will
3069 prevent the game from attempting unintended moves if you make inadvertent
3070 mouse clicks on the map window. Persistent.
3073 Provide more commentary during the game (default on). Persistent.
3075 \item[\ib{whatis
\verb+_+coord
}]
3076 When using the `
{\tt /
}' or `
{\tt ;
}' commands to look around on the map with
3077 ``
{\tt autodescribe
}''
3078 on, display coordinates after the description.
3079 Also works in other situations where you are asked to pick a location.
3082 The possibile settings are:
3086 {\tt c
} ---
\verb#compass ('east' or '
3s' or '
2n,
4w')#;
3087 {\tt m
} ---
\verb#map <x,y> (map column x=
0 is not used)#;
3088 {\tt s
} ---
\verb#screen
[row,column
] (row is offset to match tty usage)#;
3089 {\tt n
} ---
\verb#none (no coordinates shown)
[default
]#.
3095 {\it whatis
\verb+_+coord\/
}
3096 option is also used with
3097 the `
{\tt /m
}', `
{\tt /M
}', `
{\tt /o
}', and `
{\tt /O
}' sub-commands
3099 where the `
{\it none\/
}' setting is overridden with `
{\it map
}'.
3101 \item[\ib{windowtype
}]
3102 Select which windowing system to use, such as ``
{\tt tty
}'' or ``
{\tt X11
}''
3103 (default depends on version).
3104 Cannot be set with the `
{\tt O
}' command.
3106 \item[\ib{zerocomp
}]
3107 When writing out a save file, perform zero-comp compression of the
3108 contents. Not all ports support zero-comp compression. It has no effect
3109 on reading an existing save file.
3113 \subsection*
{Window Port Customization options
}
3116 Here are explanations of the various options that are
3117 used to customize and change the characteristics of the
3118 windowtype that you have chosen.
3119 Character strings that are too long may be truncated.
3120 Not all window ports will adjust for all settings listed
3121 here. You can safely add any of these options to your
3122 config file, and if the window port is capable of adjusting
3123 to suit your preferences, it will attempt to do so. If it
3124 can't it will silently ignore it. You can find out if an
3125 option is supported by the window port that you are currently
3126 using by checking to see if it shows up in the Options list.
3127 Some options are dynamic and can be specified during the game
3128 with the `
{\tt O
}' command.
3132 \item[\ib{align
\verb+_+message
}]
3133 Where to align or place the message window (top, bottom, left, or right)
3135 \item[\ib{align
\verb+_+status
}]
3136 Where to align or place the status window (top, bottom, left, or right).
3138 \item[\ib{ascii
\verb+_+map
}]
3139 NetHack should display an ascii map if it can.
3142 NetHack should display
color if it can for different monsters,
3143 objects, and dungeon features
3145 \item[\ib{eight
\verb+_+bit
\verb+_+tty
}]
3146 Pass eight-bit character values (for example, specified with the
{\it
3147 traps \/
} option) straight through to your terminal (default off).
3149 \item[\ib{font
\verb+_+map
}]
3150 NetHack should use a font by the chosen name for the map window.
3152 \item[\ib{font
\verb+_+menu
}]
3153 NetHack should use a font by the chosen name for menu windows.
3155 \item[\ib{font
\verb+_+message
}]
3156 NetHack should use a font by the chosen name for the message window.
3158 \item[\ib{font
\verb+_+status
}]
3159 NetHack should use a font by the chosen name for the status window.
3161 \item[\ib{font
\verb+_+text
}]
3162 NetHack should use a font by the chosen name for text windows.
3164 \item[\ib{font
\verb+_+size
\verb+_+map
}]
3165 NetHack should use this size font for the map window.
3167 \item[\ib{font
\verb+_+size
\verb+_+menu
}]
3168 NetHack should use this size font for menu windows.
3170 \item[\ib{font
\verb+_+size
\verb+_+message
}]
3171 NetHack should use this size font for the message window.
3173 \item[\ib{font
\verb+_+size
\verb+_+status
}]
3174 NetHack should use this size font for the status window.
3176 \item[\ib{font
\verb+_+size
\verb+_+text
}]
3177 NetHack should use this size font for text windows.
3179 \item[\ib{fullscreen
}]
3180 NetHack should try and display on the entire screen rather than in a window.
3182 \item[\ib{large
\verb+_+font
}]
3183 NetHack should use a large font.
3185 \item[\ib{map
\verb+_+mode
}]
3186 NetHack should display the map in the manner specified.
3188 \item[\ib{mouse
\verb+_+support
}]
3189 Allow use of the mouse for input and travel.
3191 \item[\ib{player
\verb+_+selection
}]
3192 NetHack should pop up dialog boxes or use prompts for character selection.
3194 \item[\ib{popup
\verb+_+dialog
}]
3195 NetHack should pop up dialog boxes for input.
3197 \item[\ib{preload
\verb+_+tiles
}]
3198 NetHack should preload tiles into memory.
3199 For example, in the protected mode MSDOS version, control whether tiles
3200 get pre-loaded into RAM at the start of the game. Doing so
3201 enhances performance of the tile graphics, but uses more memory. (default on).
3202 Cannot be set with the `
{\tt O
}' command.
3204 \item[\ib{scroll
\verb+_+amount
}]
3205 NetHack should scroll the display by this number of cells
3206 when the hero reaches the scroll
\verb+_+margin.
3208 \item[\ib{scroll
\verb+_+margin
}]
3209 NetHack should scroll the display when the hero or cursor
3210 is this number of cells away from the edge of the window.
3212 \item[\ib{selectsaved
}]
3213 NetHack should display a menu of existing saved games for the player to
3214 choose from at game startup, if it can. Not all ports support this option.
3216 \item[\ib{softkeyboard
}]
3217 Display an onscreen keyboard. Handhelds are most likely to support this option.
3219 \item[\ib{splash
\verb+_+screen
}]
3220 NetHack should display an opening splash screen when it starts up (default yes).
3222 \item[\ib{tiled
\verb+_+map
}]
3223 NetHack should display a tiled map if it can.
3225 \item[\ib{tile
\verb+_+file
}]
3226 Specify the name of an alternative tile file to override the default.
3228 \item[\ib{tile
\verb+_+height
}]
3229 Specify the preferred height of each tile in a tile capable port.
3231 \item[\ib{tile
\verb+_+width
}]
3232 Specify the preferred width of each tile in a tile capable port
3234 \item[\ib{use
\verb+_+darkgray
}]
3235 Use bold black instead of blue for black glyphs (TTY only).
3237 \item[\ib{use
\verb+_+inverse
}]
3238 NetHack should display inverse when the game specifies it.
3240 \item[\ib{vary
\verb+_+msgcount
}]
3241 NetHack should display this number of messages at a time in the message window.
3243 \item[\ib{windowcolors
}]
3244 NetHack should display windows with the specified foreground/background
3247 \item[\ib{wraptext
}]
3248 NetHack port should wrap long lines of text if they don't fit in
3249 the visible area of the window.
3253 \subsection*
{Platform-specific Customization options
}
3256 Here are explanations of options that are used by specific platforms
3257 or ports to customize and change the port behavior.
3261 \item[\ib{altkeyhandler
}]
3262 Select an alternate keystroke handler dll to load (
{\it Win32 tty\/ NetHack\/
} only).
3263 The name of the handler is specified without the .dll extension and without any
3265 Cannot be set with the `
{\tt O
}' command.
3268 On Amiga, this option controls whether typing ``Alt'' plus another key
3269 functions as a meta-shift for that key (default on).
3272 On other (non-Amiga) systems where this option is available, it can be
3273 set to tell nethack to convert a two character sequence beginning with
3274 ESC into a meta-shifted version of the second character (default off).
3277 This conversion is only done for commands, not for other input prompts.
3278 Note that typing one or more digits as a count prefix prior to a
3279 command---preceded by
{\tt n
} if the
{\it number
\verb+_+pad\/
}
3280 option is set---is also subject to this conversion, so attempting to
3281 abort the count by typing ESC will leave nethack waiting for another
3282 character to complete the two character sequence. Type a second ESC to
3283 finish cancelling such a count. At other prompts a single ESC suffices.
3286 Use BIOS calls to update the screen display quickly and to read the keyboard
3287 (allowing the use of arrow keys to move) on machines with an IBM PC
3288 compatible BIOS ROM (default off,
{\it OS/
2, PC\/
{\rm and
} ST NetHack\/
} only).
3291 (default off,
{\it Amiga NetHack \/
} only).
3293 \item[\ib{Macgraphics
}]
3294 (default on,
{\it Mac NetHack \/
} only).
3296 \item[\ib{page
\verb+_+wait
}]
3297 (default off,
{\it Mac NetHack \/
} only).
3300 Force raw (non-cbreak) mode for faster output and more
3301 bulletproof input (MS-DOS sometimes treats `
{\tt \^
{}P
}' as a printer toggle
3302 without it) (default off,
{\it OS/
2, PC\/
{\rm and
} ST NetHack\/
} only).
3303 Note: DEC Rainbows hang if this is turned on.
3304 Cannot be set with the `
{\tt O
}' command.
3306 \item[\ib{soundcard
}]
3307 (default off,
{\it PC NetHack \/
} only).
3308 Cannot be set with the `
{\tt O
}' command.
3310 \item[\ib{subkeyvalue
}]
3311 (
{\it Win32 tty NetHack \/
} only).
3312 May be used to alter the value of keystrokes that the operating system
3313 returns to NetHack to help compensate for international keyboard issues.
3314 OPTIONS=subkeyvalue:
171/
92
3315 will return
92 to NetHack, if
171 was originally going to be returned.
3316 You can use multiple subkeyvalue statements in the config file if needed.
3317 Cannot be set with the `
{\tt O
}' command.
3320 Set the video mode used (
{\it PC\/ NetHack\/
} only).
3321 Values are
{\it autodetect\/
},
{\it default\/
}, or
{\it vga\/
}.
3322 Setting
{\it vga\/
} (or
{\it autodetect\/
} with vga hardware present) will cause
3323 the game to display tiles.
3324 Cannot be set with the `
{\tt O
}' command.
3326 \item[\ib{videocolors
}]
3328 Set the
color palette for PC systems using NO
\verb+_+TERMS
3329 (default
4-
2-
6-
1-
5-
3-
15-
12-
10-
14-
9-
13-
11,
{\it PC\/ NetHack\/
} only).
3330 The order of colors is red, green, brown, blue, magenta, cyan,
3331 bright.white, bright.red, bright.green, yellow, bright.blue,
3332 bright.magenta, and bright.cyan.
3333 Cannot be set with the `
{\tt O
}' command.
3336 \item[\ib{videoshades
}]
3337 Set the intensity level of the three gray scales available
3338 (default dark normal light,
{\it PC\/ NetHack\/
} only).
3339 If the game display is difficult to read, try adjusting these scales;
3340 if this does not correct the problem, try
{\tt !
color}.
3341 Cannot be set with the `
{\tt O
}' command.
3345 \subsection*
{Regular Expressions
}
3348 Regular expressions are normally POSIX extended regular expressions. It is
3349 possible to compile NetHack without regular expression support on a platform where
3350 there is no regular expression library. While this is not true of any modern
3351 platform, if your NetHack was built this way, patterns are instead glob
3352 patterns. This applies to Autopickup exceptions, Message types, Menu colors,
3356 \subsection*
{Configuring Autopickup Exceptions
}
3359 You can further refine the behavior of the ``
{\tt autopickup
}'' option
3360 beyond what is available through the ``
{\tt pickup
\verb+_+types
}'' option.
3363 By placing ``
{\tt autopickup
\verb+_+exception
}'' lines in your configuration
3364 file, you can define patterns to be checked when the game is about to
3365 autopickup something.
3369 \item[\ib{autopickup
\verb+_+exception
}]
3370 Sets an exception to the `
{\it pickup
\verb+_+types
}' option.
3371 The
{\it autopickup
\verb+_+exception\/
} option should be followed by a regular
3372 expression to be used as a pattern to match against the singular form of the
3373 description of an object at your location.
3375 In addition, some characters are treated specially if they occur as the first
3376 character in the pattern, specifically:
3380 {\tt <
} --- always pickup an object that matches rest of pattern;\\
3381 {\tt >
} --- never pickup an object that matches rest of pattern.
3385 A `never pickup' rule takes precedence over an `always pickup' rule if
3389 Exceptions can be set with the `
{\tt O
}' command, but ones set that way will
3390 not be preserved across saves and restores.
3393 %.lp "Here are some examples:"
3394 Here are some examples:
3396 autopickup_exception="<*arrow"
3397 autopickup_exception=">*corpse"
3398 autopickup_exception=">* cursed*"
3402 The first example above will result in autopickup of any type of arrow.
3403 The second example results in the exclusion of any corpse from autopickup.
3404 The last example results in the exclusion of items known to be cursed from
3409 \subsection*
{Configuring Message Types
}
3412 You can change the way the messages are shown in the message area, when
3413 the message matches a user-defined pattern.
3416 In general, the config file entries to configure the message types
3419 MSGTYPE=type "pattern"
3424 how the message should be shown:
3428 {\tt show
} --- show message normally.\\
3429 {\tt hide
} --- never show the message.\\
3430 {\tt stop
} --- wait for user with more-prompt.\\
3431 {\tt norep
} --- show the message once, but not again if no other message is shown in between.
3436 the pattern to match. The pattern should be a regular expression.
3440 Here's an example of message types using NetHack's internal
3441 pattern matching facility:
3444 MSGTYPE=stop "You feel hungry."
3445 MSGTYPE=hide "You displaced *."
3448 specifies that whenever a message ``You feel hungry'' is shown,
3449 the user is prompted with more-prompt, and a message matching
3450 ``You displaced
\verb+<+something
\verb+>+'' is not shown at all.
3453 The order of the defined MSGTYPE-lines is important; the last matching
3454 rule is used. Put the general case first, exceptions below them.
3460 \subsection*
{Configuring Menu Colors
}
3463 Some platforms allow you to define colors used in menu lines when the
3464 line matches a user-defined pattern. At this time the tty, win32tty and
3465 win32gui support this.
3468 In general, the config file entries to configure the menu
color mappings
3471 MENUCOLOR="pattern"=
color&attribute
3477 the pattern to match;
3480 the
color to use for lines matching the pattern;
3482 \item[\ib{attribute
}]
3483 the attribute to use for lines matching the pattern. The attribute is
3484 optional, and if left out, you must also leave out the preceding ampersand.
3485 If no attribute is defined, no attribute is used.
3489 The pattern should be a regular expression.
3492 Allowed colors are
{\it black
},
{\it red
},
{\it green
},
{\it brown
},
3493 {\it blue
},
{\it magenta
},
{\it cyan
},
{\it gray
},
{\it orange
},
3494 {\it lightgreen
},
{\it yellow
},
{\it lightblue
},
{\it lightmagenta
},
3495 {\it lightcyan
}, and
{\it white
}.
3498 Allowed attributes are
{\it none
},
{\it bold
},
{\it dim
},
{\it underline
},
3499 {\it blink
}, and
{\it inverse
}.
3500 Note that the platform used may interpret the attributes any way it
3504 Here's an example of menu colors using NetHack's internal
3505 pattern matching facility:
3508 MENUCOLOR="* blessed *"=green
3509 MENUCOLOR="* cursed *"=red
3510 MENUCOLOR="* cursed *(being worn)"=red&underline
3513 specifies that any menu line with " blessed " contained
3514 in it will be shown in green
color, lines with " cursed " will be
3515 shown in red, and lines with " cursed " followed by "(being worn)"
3516 on the same line will be shown in red
color and underlined.
3517 You can have multiple MENUCOLOR entries in your config file,
3518 and the last MENUCOLOR-line in your config file that matches
3519 a menu line will be used for the line.
3522 Note that if you intend to have one or more
color specifications match
3523 " uncursed ", you will probably want to turn the
3524 {\it implicit
\verb+_+uncursed\/
}
3525 option off so that all items known to be uncursed are actually
3526 displayed with the ``uncursed'' description.
3530 \subsection*
{Configuring User Sounds
}
3533 Some platforms allow you to define sound files to be played when a message
3534 that matches a user-defined pattern is delivered to the message window.
3535 At this time the Qt port and the win32tty and win32gui ports support the
3539 The following config file entries are relevant to mapping user sounds
3544 \item[\ib{SOUNDDIR
}]
3545 The directory that houses the sound files to be played.
3548 An entry that maps a sound file to a user-specified message pattern.
3549 Each SOUND entry is broken down into the following parts:
3553 {\tt MESG
} --- message window mapping (the only one supported in
3.6);\\
3554 {\tt pattern
} --- the pattern to match;\\
3555 {\tt sound file
} --- the sound file to play;\\
3556 {\tt volume
} --- the volume to be set while playing the sound file.
3562 The pattern should be a regular expression.
3566 \subsection*
{Configuring Status Hilites
}
3569 Your copy of NetHack may have been compiled with support for
{\it Status Hilites
}.
3570 If so, you can customize your game display by setting thresholds to
3571 change the
color or appearance of fields in the status display.
3573 For example, the following line in your config file will cause
3574 the hitpoints field to display in the
color red if your hitpoints
3575 drop to or below a threshold of
30%:
3577 OPTION=hilite_status: hitpoints/
30%/red/normal
3580 For another example, the following line in your config file will cause
3581 wisdom to be displayed red if it drops and green if it rises.
3583 OPTION=hilite_status: wisdom/updown/red/green
3585 You can adjust the display of the following status fields:
3588 \begin{tabular
}{lll
}
3590 title & strength & dexterity\\
3591 constitution & intelligence & wisdom\\
3592 charisma & alignment & score\\
3593 carrying-capacity & gold & power\\
3594 power-max & experience-level & armor-class\\
3595 HD & time & hunger\\
3596 hitpoints & hitpoints-max & dungeon-level\\
3597 experience & condition\\
3598 %TABLE_END Do not delete this line.
3604 Allowed colors are
{\it black
},
{\it red
},
{\it green
},
{\it brown
},
3605 {\it blue
},
{\it magenta
},
{\it cyan
},
{\it gray
},
{\it orange
},
3606 {\it lightgreen
},
{\it yellow
},
{\it lightblue
},
{\it lightmagenta
},
3607 {\it lightcyan
}, and
{\it white
}.
3610 Behaviours can occur based on percentage thresholds, updown, or absolute values.
3611 The in-game options menu can help you determine the correct syntax for a
3615 The whole feature can be disable by setting option
{\it statushilites
} off.
3619 \subsection*
{Modifying NetHack Symbols
}
3622 NetHack can load entire symbol sets from the symbol file.
3625 The options that are used to select a particular symbol set from the
3631 Set the name of the symbol set that you want to load.
3635 \item[\ib{roguesymset
}]
3636 Set the name of the symbol set that you want to load for display
3640 You can also override one or more symbols using the
{\it SYMBOLS\/
} config
3641 file option. Symbols are specified as
{\it name:value\/
} pairs. Note that
3642 {\it NetHack\/
} escape-processes the
{\it value\/
} string in conventional C
3643 fashion. This means that `
\verb+\+' is a prefix to take the following
3644 character literally. Thus `
\verb+\+' needs to be represented as `
\verb+\\+'.
3645 The special escape form
3646 `
\verb+
\m+' switches on the meta bit in the symbol value, and the
3647 `
{\tt \^
{}}' prefix causes the following character to be treated as a control
3652 \begin{longtable
}{lll
}
3653 \caption[]{NetHack Symbols
}\\
3654 Default & Symbol Name & Description\\
3657 \verb@ @ & S
\verb+_+air & (air)\\
3658 \verb@_@ & S
\verb+_+altar & (altar)\\
3659 \verb@"@ & S
\verb+_+amulet & (amulet)\\
3660 \verb@A@ & S
\verb+_+angel & (angelic being)\\
3661 \verb@a@ & S
\verb+_+ant & (ant or other insect)\\
3662 \verb@^@ & S
\verb+_+anti
\verb+_+magic
\verb+_+trap & (anti-magic field)\\
3663 \verb@
[@ & S
\verb+_+armor & (suit or piece of armor)\\
3664 \verb@
[@ & S
\verb+_+armour & (suit or piece of armor)\\
3665 \verb@^@ & S
\verb+_+arrow
\verb+_+trap & (arrow trap)\\
3666 \verb@
0@ & S
\verb+_+ball & (iron ball)\\
3667 \verb@#@ & S
\verb+_+bars & (iron bars)\\
3668 \verb@B@ & S
\verb+_+bat & (bat or bird)\\
3669 \verb@^@ & S
\verb+_+bear
\verb+_+trap & (bear trap)\\
3670 \verb@-@ & S
\verb+_+blcorn & (bottom left corner)\\
3671 \verb@b@ & S
\verb+_+blob & (blob)\\
3672 \verb@+@ & S
\verb+_+book & (spellbook)\\
3673 \verb@)@ & S
\verb+_+boomleft & (boomerang open left)\\
3674 \verb@(@ & S
\verb+_+boomright & (boomerang open right)\\
3675 \verb@`@ & S
\verb+_+boulder & (boulder)\\
3676 \verb@-@ & S
\verb+_+brcorn & (bottom right corner)\\
3677 \verb@C@ & S
\verb+_+centaur & (centaur)\\
3678 \verb@_@ & S
\verb+_+chain & (iron chain)\\
3679 \verb@#@ & S
\verb+_+cloud & (cloud)\\
3680 \verb@c@ & S
\verb+_+cockatrice & (cockatrice)\\
3681 \verb@$@ & S
\verb+_+coin & (pile of coins)\\
3682 \verb@#@ & S
\verb+_+corr & (corridor)\\
3683 \verb@-@ & S
\verb+_+crwall & (wall)\\
3684 \verb@^@ & S
\verb+_+dart
\verb+_+trap & (dart trap)\\
3685 \verb@&@ & S
\verb+_+demon & (major demon)\\
3686 \verb@*@ & S
\verb+_+digbeam & (dig beam)\\
3687 \verb@>@ & S
\verb+_+dnladder & (ladder down)\\
3688 \verb@>@ & S
\verb+_+dnstair & (staircase down)\\
3689 \verb@d@ & S
\verb+_+dog & (dog or other canine)\\
3690 \verb@D@ & S
\verb+_+dragon & (dragon)\\
3691 \verb@;@ & S
\verb+_+eel & (sea monster)\\
3692 \verb@E@ & S
\verb+_+elemental & (elemental)\\
3693 \verb@/@ & S
\verb+_+explode1 & (explosion top left)\\
3694 \verb@-@ & S
\verb+_+explode2 & (explosion top center)\\
3695 \verb@\@ & S
\verb+_+explode3 & (explosion top right)\\
3696 \verb@|@ & S
\verb+_+explode4 & (explosion middle left)\\
3697 \verb@ @ & S
\verb+_+explode5 & (explosion middle center)\\
3698 \verb@|@ & S
\verb+_+explode6 & (explosion middle right)\\
3699 \verb@\@ & S
\verb+_+explode7 & (explosion bottom left)\\
3700 \verb@-@ & S
\verb+_+explode8 & (explosion bottom center)\\
3701 \verb@/@ & S
\verb+_+explode9 & (explosion bottom right)\\
3702 \verb@e@ & S
\verb+_+eye & (eye or sphere)\\
3703 \verb@^@ & S
\verb+_+falling
\verb+_+rock
\verb+_+trap & (falling rock trap)\\
3704 \verb@f@ & S
\verb+_+feline & (cat or other feline)\\
3705 \verb@^@ & S
\verb+_+fire
\verb+_+trap & (fire trap)\\
3706 \verb@!@ & S
\verb+_+flashbeam & (flash beam)\\
3707 \verb@
%@ & S\verb+_+food & (piece of food)\\
3708 \verb@
{@ & S
\verb+_+fountain & (fountain)\\
3709 \verb@F@ & S
\verb+_+fungus & (fungus or mold)\\
3710 \verb@*@ & S
\verb+_+gem & (gem or rock)\\
3711 \verb@ @ & S
\verb+_+ghost & (ghost)\\
3712 \verb@H@ & S
\verb+_+giant & (giant humanoid)\\
3713 \verb@G@ & S
\verb+_+gnome & (gnome)\\
3714 \verb@'@ & S
\verb+_+golem & (golem)\\
3715 \verb@|@ & S
\verb+_+grave & (grave)\\
3716 \verb@g@ & S
\verb+_+gremlin & (gremlin)\\
3717 \verb@-@ & S
\verb+_+hbeam & (wall)\\
3718 \verb@#@ & S
\verb+_+hcdbridge & (horizontal raised drawbridge)\\
3719 \verb@+@ & S
\verb+_+hcdoor & (closed door)\\
3720 \verb@.@ & S
\verb+_+hodbridge & (horizontal lowered drawbridge)\\
3721 \verb@|@ & S
\verb+_+hodoor & (open door)\\
3722 \verb@^@ & S
\verb+_+hole & (hole)\\
3723 \verb~@~ & S
\verb+_+human & (human or elf)\\
3724 \verb@h@ & S
\verb+_+humanoid & (humanoid)\\
3725 \verb@-@ & S
\verb+_+hwall & (horizontal wall)\\
3726 \verb@.@ & S
\verb+_+ice & (ice)\\
3727 \verb@i@ & S
\verb+_+imp & (imp or minor demon)\\
3728 \verb@J@ & S
\verb+_+jabberwock & (jabberwock)\\
3729 \verb@j@ & S
\verb+_+jelly & (jelly)\\
3730 \verb@k@ & S
\verb+_+kobold & (kobold)\\
3731 \verb@K@ & S
\verb+_+kop & (Keystone Kop)\\
3732 \verb@^@ & S
\verb+_+land
\verb+_+mine & (land mine)\\
3733 \verb@
}@ & S
\verb+_+lava & (molten lava)\\
3734 \verb@l@ & S
\verb+_+leprechaun & (leprechaun)\\
3735 \verb@^@ & S
\verb+_+level
\verb+_+teleporter & (level teleporter)\\
3736 \verb@L@ & S
\verb+_+lich & (lich)\\
3737 \verb@y@ & S
\verb+_+light & (light)\\
3738 \verb@#@ & S
\verb+_+litcorr & (lit corridor)\\
3739 \verb@:@ & S
\verb+_+lizard & (lizard)\\
3740 \verb@\@ & S
\verb+_+lslant & (wall)\\
3741 \verb@^@ & S
\verb+_+magic
\verb+_+portal & (magic portal)\\
3742 \verb@^@ & S
\verb+_+magic
\verb+_+trap & (magic trap)\\
3743 \verb@m@ & S
\verb+_+mimic & (mimic)\\
3744 \verb@
]@ & S
\verb+_+mimic
\verb+_+def & (mimic)\\
3745 \verb@M@ & S
\verb+_+mummy & (mummy)\\
3746 \verb@N@ & S
\verb+_+naga & (naga)\\
3747 \verb@.@ & S
\verb+_+ndoor & (doorway)\\
3748 \verb@n@ & S
\verb+_+nymph & (nymph)\\
3749 \verb@O@ & S
\verb+_+ogre & (ogre)\\
3750 \verb@o@ & S
\verb+_+orc & (orc)\\
3751 \verb@p@ & S
\verb+_+piercer & (piercer)\\
3752 \verb@^@ & S
\verb+_+pit & (pit)\\
3753 \verb@#@ & S
\verb+_+poisoncloud & (poison cloud)\\
3754 \verb@^@ & S
\verb+_+polymorph
\verb+_+trap & (polymorph trap)\\
3755 \verb@
}@ & S
\verb+_+pool & (water)\\
3756 \verb@!@ & S
\verb+_+potion & (potion)\\
3757 \verb@P@ & S
\verb+_+pudding & (pudding or ooze)\\
3758 \verb@q@ & S
\verb+_+quadruped & (quadruped)\\
3759 \verb@Q@ & S
\verb+_+quantmech & (quantum mechanic)\\
3760 \verb@=@ & S
\verb+_+ring & (ring)\\
3761 \verb@`@ & S
\verb+_+rock & (boulder or statue)\\
3762 \verb@r@ & S
\verb+_+rodent & (rodent)\\
3763 \verb@^@ & S
\verb+_+rolling
\verb+_+boulder
\verb+_+trap & (rolling boulder trap)\\
3764 \verb@.@ & S
\verb+_+room & (floor of a room)\\
3765 \verb@/@ & S
\verb+_+rslant & (wall)\\
3766 \verb@^@ & S
\verb+_+rust
\verb+_+trap & (rust trap)\\
3767 \verb@R@ & S
\verb+_+rustmonst & (rust monster or disenchanter)\\
3768 \verb@?@ & S
\verb+_+scroll & (scroll)\\
3769 \verb@#@ & S
\verb+_+sink & (sink)\\
3770 \verb@^@ & S
\verb+_+sleeping
\verb+_+gas
\verb+_+trap & (sleeping gas trap)\\
3771 \verb@S@ & S
\verb+_+snake & (snake)\\
3772 \verb@s@ & S
\verb+_+spider & (arachnid or centipede)\\
3773 \verb@^@ & S
\verb+_+spiked
\verb+_+pit & (spiked pit)\\
3774 \verb@^@ & S
\verb+_+squeaky
\verb+_+board & (squeaky board)\\
3775 \verb@
0@ & S
\verb+_+ss1 & (magic shield
1 of
4)\\
3776 \verb@#@ & S
\verb+_+ss2 & (magic shield
2 of
4)\\
3777 \verb+@+ & S
\verb+_+ss3 & (magic shield
3 of
4)\\
3778 \verb@*@ & S
\verb+_+ss4 & (magic shield
4 of
4)\\
3779 \verb@^@ & S
\verb+_+statue
\verb+_+trap & (statue trap)\\
3780 \verb@ @ & S
\verb+_+stone & (dark part of a room)\\
3781 \verb@-@ & S
\verb+_+sw
\verb+_+bc & (swallow bottom center)\\
3782 \verb@\@ & S
\verb+_+sw
\verb+_+bl & (swallow bottom left)\\
3783 \verb@/@ & S
\verb+_+sw
\verb+_+br & (swallow bottom right )\\
3784 \verb@|@ & S
\verb+_+sw
\verb+_+ml & (swallow middle left)\\
3785 \verb@|@ & S
\verb+_+sw
\verb+_+mr & (swallow middle right)\\
3786 \verb@-@ & S
\verb+_+sw
\verb+_+tc & (swallow top center)\\
3787 \verb@/@ & S
\verb+_+sw
\verb+_+tl & (swallow top left)\\
3788 \verb@\@ & S
\verb+_+sw
\verb+_+tr & (swallow top right)\\
3789 \verb@-@ & S
\verb+_+tdwall & (wall)\\
3790 \verb@^@ & S
\verb+_+teleportation
\verb+_+trap & (teleportation trap)\\
3791 \verb@\@ & S
\verb+_+throne & (opulent throne)\\
3792 \verb@-@ & S
\verb+_+tlcorn & (top left corner)\\
3793 \verb@|@ & S
\verb+_+tlwall & (wall)\\
3794 \verb@(@ & S
\verb+_+tool & (useful item (pick-axe\, key\, lamp...))\\
3795 \verb@^@ & S
\verb+_+trap
\verb+_+door & (trap door)\\
3796 \verb@t@ & S
\verb+_+trapper & (trapper or lurker above)\\
3797 \verb@-@ & S
\verb+_+trcorn & (top right corner)\\
3798 \verb@#@ & S
\verb+_+tree & (tree)\\
3799 \verb@T@ & S
\verb+_+troll & (troll)\\
3800 \verb@|@ & S
\verb+_+trwall & (wall)\\
3801 \verb@-@ & S
\verb+_+tuwall & (wall)\\
3802 \verb@U@ & S
\verb+_+umber & (umber hulk)\\
3803 \verb@u@ & S
\verb+_+unicorn & (unicorn or horse)\\
3804 \verb@<@ & S
\verb+_+upladder & (ladder up)\\
3805 \verb@<@ & S
\verb+_+upstair & (staircase up)\\
3806 \verb@V@ & S
\verb+_+vampire & (vampire)\\
3807 \verb@|@ & S
\verb+_+vbeam & (wall)\\
3808 \verb@#@ & S
\verb+_+vcdbridge & (vertical raised drawbridge)\\
3809 \verb@+@ & S
\verb+_+vcdoor & (closed door)\\
3810 \verb@.@ & S
\verb+_+venom & (splash of venom)\\
3811 \verb@^@ & S
\verb+_+vibrating
\verb+_+square & (vibrating square)\\
3812 \verb@.@ & S
\verb+_+vodbridge & (vertical lowered drawbridge)\\
3813 \verb@-@ & S
\verb+_+vodoor & (open door)\\
3814 \verb@v@ & S
\verb+_+vortex & (vortex)\\
3815 \verb@|@ & S
\verb+_+vwall & (vertical wall)\\
3816 \verb@/@ & S
\verb+_+wand & (wand)\\
3817 \verb@
}@ & S
\verb+_+water & (water)\\
3818 \verb@)@ & S
\verb+_+weapon & (weapon)\\
3819 \verb@"@ & S
\verb+_+web & (web)\\
3820 \verb@w@ & S
\verb+_+worm & (worm)\\
3821 \verb@~@ & S
\verb+_+worm
\verb+_+tail & (long worm tail)\\
3822 \verb@W@ & S
\verb+_+wraith & (wraith)\\
3823 \verb@x@ & S
\verb+_+xan & (xan or other mythical/fantastic insect)\\
3824 \verb@X@ & S
\verb+_+xorn & (xorn)\\
3825 \verb@Y@ & S
\verb+_+yeti & (apelike creature)\\
3826 \verb@Z@ & S
\verb+_+zombie & (zombie)\\
3827 \verb@z@ & S
\verb+_+zruty & (zruty)
3833 \subsection*
{Configuring NetHack for Play by the Blind
}
3836 NetHack can be set up to use only standard ASCII characters for making
3837 maps of the dungeons. This makes the MS-DOS versions of NetHack completely
3838 accessible to the blind who use speech and/or Braille access technologies.
3839 Players will require a good working knowledge of their screen-reader's
3840 review features, and will have to know how to navigate horizontally and
3841 vertically character by character. They will also find the search
3842 capabilities of their screen-readers to be quite valuable. Be certain to
3843 examine this Guidebook before playing so you have an idea what the screen
3844 layout is like. You'll also need to be able to locate the PC cursor. It is
3845 always where your character is located. Merely searching for an @-sign will
3846 not always find your character since there are other humanoids represented
3847 by the same sign. Your screen-reader should also have a function which
3848 gives you the row and column of your review cursor and the PC cursor.
3849 These co-ordinates are often useful in giving players a better sense of the
3850 overall location of items on the screen.
3852 While it is not difficult for experienced users to edit the
{\it defaults.nh\/
}
3853 file to accomplish this, novices may find this task somewhat daunting.
3854 Included within the symbol file of all official distributions of NetHack
3855 is a symset called
{\it NHAccess\/
}. Selecting that symset in your
3856 configuration file will cause the game to run in a manner accessible
3857 to the blind. After you have gained some experience with the game
3858 and with editing files, you may want to alter settings via
{\it SYMBOLS=\/
}
3859 in your configuration file to better suit your preferences.
3860 The most crucial settings to make the game accessible are:
3864 \item[\ib{symset:NHAccess
}]
3865 Load a symbol set appropriate for use by blind players.
3867 \item[\ib{roguesymset:NHAccess
}]
3868 Load a symbol set for the rogue level that is appropriate for
3869 use by blind players.
3871 \item[\ib{menustyle:traditional
}]
3872 This will assist in the interface to speech synthesizers.
3874 \item[\ib{number
\verb+_+pad
}]
3875 A lot of speech access programs use the number-pad to review the screen.
3876 If this is the case, disable the number
\verb+_+pad option and use the traditional
3877 Rogue-like commands.
3881 \subsection*
{Global Configuration for System Administrators
}
3884 If NetHack is compiled with the SYSCF option, a system administrator
3885 should set up a global configuration; this is a file in the
3886 same format as the traditional per-user configuration file (see above).
3888 This file should be named sysconf and placed in the same directory as
3889 the other NetHack support files.
3890 The options recognized in this file are listed below. Any option not
3891 set uses a compiled-in default (which may not be appropriate for your
3898 A space-separated list of user name who are allowed to play in wizard
3899 mode (the debugging mode, not the magic-useing role). A value of a single
3900 asterisk
(*) allows anyone to start a game in wizard mode.
3902 \item[\ib{SHELLERS}]
3903 A list of users who are allowed to use the shell escape command (`{\tt !}').
3904 The syntax is the same as WIZARDS.
3906 \item[\ib{EXPLORERS}]
3907 A list of users who are allowed to use the explore mode.
3908 The syntax is the same as WIZARDS.
3910 \item[\ib{MAXPLAYERS}]
3911 Limit the maximum number of games that can be running at the same time.
3914 A string explainign how to get local support (no default value).
3917 A string explaining how to recover a game on this system (no default value).
3920 0 or 1 to disable or enable, respectively, the SEDUCE option (see the source)
3921 for details on this function.
3923 \item[\ib{CHECK\verb+_+PLNAME}]
3924 Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check
3925 for the player name instead of the user's login name.
3927 \item[\ib{CHECK\verb+_+SAVE\verb+_+UID}]
3928 0 or 1 to disable or enable, respectively, the UID checking for savefiles.
3932 The following options affect the score file:
3937 Maximum number of entries for one person
3939 \item[\ib{ENTRYMAX}]
3940 Maximum number of entries in the score file
3942 \item[\ib{POINTSMIN}]
3943 Minimum number of points to get an entry in the score file.
3945 \item[\ib{PERS\verb+_+IS\verb+_+UID}]
3946 0 or 1 to use user names or numeric userids, respectively, to identify
3947 unique people for the score file
3954 {\it NetHack\/} maintains a list of the top scores or scorers on your machine,
3955 depending on how it is set up. In the latter case, each account on
3956 the machine can post only one non-winning score on this list. If
3957 you score higher than someone else on this list, or better your
3958 previous score, you will be inserted in the proper place under your
3959 current name. How many scores are kept can also be set up when
3960 {\it NetHack\/} is compiled.
3963 Your score is chiefly based upon how much experience you gained, how
3964 much loot you accumulated, how deep you explored, and how the game
3965 ended. If you quit the game, you escape with all of your gold intact.
3966 If, however, you get killed in the Mazes of Menace, the guild will
3967 only hear about 90\,\% of your gold when your corpse is discovered
3968 (adventurers have been known to collect finder's fees). So, consider
3969 whether you want to take one last hit at that monster and possibly
3970 live, or quit and stop with whatever you have. If you quit, you keep
3971 all your gold, but if you swing and live, you might find more.
3974 If you just want to see what the current top players/games list is, you
3982 \section{Explore mode}
3985 {\it NetHack\/} is an intricate and difficult game. Novices might falter
3986 in fear, aware of their ignorance of the means to survive. Well, fear
3987 not. Your dungeon comes equipped with an ``explore'' or ``discovery''
3988 mode that enables you to keep old save files and cheat death, at the
3989 paltry cost of not getting on the high score list.
3992 There are two ways of enabling explore mode. One is to start the game
3994 command-line switch or with the
3995 {\it playmode:explore\/}
3996 option. The other is to issue the `{\tt \#exploremode}' extended command while
3997 already playing the game. Starting a new game in explore mode provides your
3998 character with a wand of wishing in initial inventory; switching
3999 during play does not. The other benefits of explore mode are left for
4000 the trepid reader to discover.
4004 \subsection*{Debug mode}
4007 Debug mode, also known as wizard mode, is undocumented aside from this
4008 brief description. It is intended for tracking down problems within the
4009 program rather than to provide god-like powers to your character, and
4010 players who attempt debugging are expected to figure out how to use it
4011 themselves. It is initiated by starting the game with the
4013 command-line switch or with the
4014 {\it playmode:debug\/}
4018 For some systems, the player must be logged in
4019 under a particular user name to be allowed to use debug mode; for others,
4020 the hero must be given a particular character name (but may be any role;
4021 there's no connection between ``wizard mode'' and the {\it Wizard\/} role).
4022 And on any system, the program might have been configured to omit debug
4023 mode entirely. Attempting to start a game in debug mode when not allowed
4024 or not available will result in falling back to explore mode instead.
4030 {\it hack\/} game was modeled on the Berkeley
4033 {\it rogue\/} game. Large portions of this paper were shamelessly
4035 {\it A Guide to the Dungeons of Doom}, by Michael C. Toy
4036 and Kenneth C. R. C. Arnold. Small portions were adapted from
4037 {\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
4040 {\it NetHack\/} is the product of literally dozens of people's work.
4041 Main events in the course of the game development are described below:
4045 \nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
4046 Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
4050 \nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
4051 into a very different game, and published (at least) three versions (1.0.1,
4052 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
4056 \nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
4057 producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
4058 version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
4063 \nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
4064 520/1040ST, producing {\it ST Hack\/} 1.03.
4068 \nd {\it Mike Stephenson\/} merged these various versions back together,
4069 incorporating many of the added features, and produced {\it NetHack\/} version
4070 1.4. He then coordinated a cast of thousands in enhancing and debugging
4071 {\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
4075 \nd Later, Mike coordinated a major rewrite of the game, heading a team which
4076 included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
4077 {\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
4078 Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
4083 \nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
4084 {\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
4085 and {\it Kevin Darcy\/} later joined the main development team to produce
4086 subsequent revisions of 3.0.
4090 \nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it
4091 Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
4092 overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
4093 NetHack\/} 3.0 to the Macintosh. Along with various other Dungeoneers, they
4094 continued to enhance the PC, Macintosh, and Amiga ports through the later
4099 \nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
4100 {\it Janet Walz}, the development team which now included {\it Ken Arromdee},
4101 {\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
4102 {\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
4103 {\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical
4104 revision of 3.0. They re-structured the game's design, and re-wrote major
4105 parts of the code. They added multiple dungeons, a new display, special
4106 individual character quests, a new endgame and many other new features, and
4107 produced {\it NetHack\/} 3.1.
4111 \nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
4112 from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
4113 developed {\it NetHack\/} 3.1 for the Amiga.
4117 \nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
4118 {\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
4119 and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
4123 \nd {\it Jon W\{tte} and {\it Hao-yang Wang},
4124 with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
4125 {\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
4126 {\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
4127 developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
4128 Building on their development, {\it Barton House} added a Think C port.
4132 \nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
4133 {\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
4134 {\it Pat Rankin}, with help from {\it Joshua Delahunty},
4135 was responsible for the VMS version of {\it NetHack\/} 3.1.
4136 {\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
4140 \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
4142 {\it Warwick Allison} wrote a tiled version of NetHack for the Atari;
4143 he later contributed the tiles to the DevTeam and tile support was
4144 then added to other platforms.
4148 \nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken
4149 Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
4150 Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
4151 {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
4152 and {\it Paul Winner}, released version 3.2 in April of 1996.
4156 \nd Version 3.2 marked the tenth anniversary of the formation of the development
4157 team. In a testament to their dedication to the game, all thirteen members
4158 of the original development team remained on the team at the start of work on
4159 that release. During the interval between the release of 3.1.3 and 3.2,
4160 one of the founding members of the development team, {\it Dr. Izchak Miller},
4161 was diagnosed with cancer and passed away. That release of the game was
4162 dedicated to him by the development and porting teams.
4166 During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
4168 their own modifications to the game and made these ``variants'' publicly
4173 {\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
4174 which was quickly renamed {\it NetHack$--$}.
4175 Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
4176 {\it Tom Proudfoot} later merged {\it NetHack Plus}
4177 and his own {\it NetHack$--$} to produce {\it SLASH}.
4178 {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
4179 casting system with the Wizard Patch.
4180 {\it Warwick Allison} also ported NetHack to use the Qt interface.
4184 {\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
4185 to produce {\it Slash'em\/}, and
4186 with the help of {\it Kevin Hugo}, added more features.
4187 Kevin later joined the
4188 DevTeam and incorporated the best of these ideas into NetHack 3.3.
4192 The final update to 3.2 was the bug fix release 3.2.3, which was released
4193 simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
4197 The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee},
4198 {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
4199 {\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
4200 {\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
4201 {\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
4202 December 1999 and 3.3.1 in August of 2000.
4206 Version 3.3 offered many firsts. It was the first version to separate race
4207 and profession. The Elf class was removed in preference to an elf race,
4208 and the races of dwarves, gnomes, and orcs made their first appearance in
4209 the game alongside the familiar human race. Monk and Ranger roles joined
4210 Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
4211 Tourists, Valkyries and of course, Wizards. It was also the first version
4212 to allow you to ride a steed, and was the first version to have a publicly
4213 available web-site listing all the bugs that had been discovered. Despite
4214 that constantly growing bug list, 3.3 proved stable enough to last for
4215 more than a year and a half.
4219 The 3.4 development team initially consisted of
4220 {\it Michael Allison}, {\it Ken Arromdee},
4221 {\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
4222 {\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
4223 {\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
4224 just before the release of NetHack 3.4.0 in March 2002.
4228 As with version 3.3, various people contributed to the game as a whole as
4229 well as supporting ports on the different platforms that {\it NetHack\/}
4234 \nd{\it Pat Rankin} maintained 3.4 for VMS.
4238 \nd {\it Michael Allison} maintained NetHack 3.4 for the MS-DOS platform.
4239 {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
4243 \nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
4244 enhanced the Macintosh port of 3.4.
4248 \nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, {\it Dion Nicolaas}, and
4249 {\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows platform.
4250 {\it Alex Kompel} contributed a new graphical interface for the Windows port.
4251 {\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
4255 \nd {\it Ron Van Iwaarden} was the sole maintainer of NetHack for OS/2 the past
4256 several releases. Unfortunately Ron's last OS/2 machine stopped working in
4257 early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2
4262 \nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
4263 and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
4268 \nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
4269 resurrected it for 3.3.1.
4273 The release of NetHack 3.4.3 in December 2003 marked the beginning of a
4274 long release hiatus. 3.4.3 proved to be a remarkably stable version that
4275 provided continued enjoyment by the community for more than a decade. The
4276 devteam slowly and quietly continued to work on the game behind the scenes
4277 during the tenure of 3.4.3. It was during that same period that several new
4278 variants emerged within the NetHack community. Notably sporkhack by
4279 Derek S. Ray, unnethack by Patric Mueller, nitrohack and its successors
4280 originally by Daniel Thaler and then by Alex Smith, and
4281 Dynahack by Tung Nguyen. Some of those variants continue to be developed,
4282 maintained, and enjoyed by the community to this day.
4286 At the beginning of development for what would eventually get released
4287 as 3.6.0, the development team consisted of {\it Warwick Allison},
4288 {\it Michael Allison}, {\it Ken Arromdee},
4289 {\it David Cohrs}, {\it Jessie Collet},
4290 {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
4291 {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}.
4292 Leading up to the release of 3.6.0 in early 2015, new members
4293 {\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray}
4294 joined the NetHack development team.
4298 In September 2014, an interim snapshot of the code under development was
4299 released publicly by other parties. Since that code was a work-in-progress
4300 and had not gone through the process of debugging it as a suitable release,
4301 it was decided that the version numbers present on that code snapshot would
4302 be retired and never used in an official NetHack release. An announcement
4303 was posted on the devteam's official nethack.org website to that effect,
4304 stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release
4309 In November 2014, preparation began for the release of NetHack 3.6. The 3.6
4310 version merges work done by the development team since the previous release
4311 with some of the beloved community patches. Many bugs were fixed and a
4312 large amount of code was restructured.
4316 The development team, as well as {\it Steve VanDevender} and
4317 {\it Kevin Smolkowski} ensured that NetHack 3.6 continued to operate on
4318 various Unix flavors and maintained the X11 interface.
4321 {\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick}
4322 maintained the port of NetHack 3.6 for Mac.
4326 {\it Michael Allison}, {\it Derek S. Ray}, {\it Yitzhak Sapir},
4327 {\it Alex Kompel}, and {\it Dion Nicolaas} maintained the port of
4328 NetHack 3.6 for Microsoft Windows.
4332 The 3.6 development team consisting of
4333 {\it Michael Allison}, {\it Warwick Allison}, {\it Ken Arromdee},
4334 {\it David Cohrs}, {\it Jessie Collet}, {\it Sean Hunt},
4335 {\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
4336 {\it Mike Stephenson}, {\it Derek S. Ray}, {\it Janet Walz}, and {\it Paul Winner}
4337 released 3.6.1 as a bug fix release in January 2016.
4341 \nd The official NetHack web site is maintained by {\it Ken Lorber} at
4343 \special{html:<a href="http://www.nethack.org/">}}
4344 http:{\tt /}{\tt /}www.nethack.org{\tt /}.
4346 \special{html:</a>}}
4351 \subsection*{Shout Outs}
4352 \nd The devteam would like to give a special "shout-out" to thank the generous
4353 people primarily responsible for the public NetHack servers available for
4354 playing the game at nethack.alt.org and devnull.net. In addition to providing
4355 a way for the public to play a game of NetHack from almost anywhere, they
4356 have hosted annual NetHack tournaments for many, many years.
4358 \nd On behalf of the NetHack community, thank you very much to
4359 {\it M. Drew Streib}, {\it Pasi Kallinen} and {\it Robin Bandy}.
4362 \section*{Dungeoneers}
4364 \nd From time to time, some depraved individual out there in netland sends a
4365 particularly intriguing modification to help out with the game. The Gods of
4366 the Dungeon sometimes make note of the names of the worst of these miscreants
4367 in this, the list of Dungeoneers:
4370 \begin{tabular}{llll}
4372 Adam Aronow & Frederick Roeber & Kevin Smolkowski & Richard Beigel\\
4373 Alex Kompel & Gil Neiger & Kevin Sweet & Richard P. Hughey\\
4374 Andreas Dorn & Greg Laskin & Lars Huttar & Rob Menke\\
4375 Andy Church & Greg Olson & Leon Arnott & Robin Bandy\\
4376 Andy Swanson & Gregg Wonderly & M. Drew Streib & Robin Johnson\\
4377 Ari Huttunen & Hao-yang Wang & Malcolm Ryan & Roderick Schertler\\
4378 Barton House & Helge Hafting & Mark Gooderum & Roland McGrath\\
4379 Benson I. Margulies & Irina Rempt-Drijfhout & Mark Modrall & Ron Van Iwaarden\\
4380 Bill Dyer & Izchak Miller & Marvin Bressler & Ronnen Miller\\
4381 Boudewijn Waijers & J. Ali Harlow & Matthew Day & Ross Brown\\
4382 Bruce Cox & Janet Walz & Merlyn LeRoy & Sascha Wostmann\\
4383 Bruce Holloway & Janne Salmij\"{a}rvi & Michael Allison & Scott Bigham\\
4384 Bruce Mewborne & Jean-Christophe Collet & Michael Feir & Scott R. Turner\\
4385 Carl Schelin & Jeff Bailey & Michael Hamel & Sean Hunt\\
4386 Chris Russo & Jochen Erwied & Michael Sokolov & Stephen Spackman\\
4387 David Cohrs & John Kallen & Mike Engber & Stefan Thielscher\\
4388 David Damerell & John Rupley & Mike Gallop & Stephen White\\
4389 David Gentzel & John S. Bien & Mike Passaretti & Steve Creps\\
4390 David Hairston & Johnny Lee & Mike Stephenson & Steve Linhart\\
4391 Dean Luick & Jon W\{tte & Mikko Juola & Steve VanDevender\\
4392 Del Lamb & Jonathan Handler & Nathan Eady & Teemu Suikki\\
4393 Derek S. Ray & Joshua Delahunty & Norm Meluch & Tim Lennan\\
4394 Deron Meranda & Keizo Yamamoto & Olaf Seibert & Timo Hakulinen\\
4395 Dion Nicolaas & Ken Arnold & Pasi Kallinen & Tom Almy\\
4396 Dylan O'Donnell & Ken Arromdee & Pat Rankin & Tom West\\
4397 Eric Backus & Ken Lorber & Paul Winner & Warren Cheung\\
4398 Eric Hendrickson & Ken Washikita & Pierre Martineau & Warwick Allison\\
4399 Eric R. Smith & Kevin Darcy & Ralf Brown & Yitzhak Sapir\\
4400 Eric S. Raymond & Kevin Hugo & Ray Chason\\
4401 Erik Andersen & Kevin Sitze & Richard Addison
4402 %TABLE_END Do not delete this line.
4410 %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
4411 %%%Don't need next line if a UNIX macro automatically inserts footnotes.
4412 %UNIX is a registered trademark of AT\&T.\\
4413 %Lattice is a trademark of Lattice, Inc.\\
4414 %Atari and 1040ST are trademarks of Atari, Inc.\\
4415 %AMIGA is a trademark of Commodore-Amiga, Inc.\\
4417 %Brand and product names are trademarks or registered trademarks
4418 %of their respective holders.