









                         A Guide to the Mazes of Menace
                            (Guidebook for NetHack)


                       Original version - Eric S. Raymond
     (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others)

                                January 19, 2024



     1.  Introduction

          Recently, you have begun to find yourself unfulfilled and distant
     in your daily occupation.  Strange dreams  of  prospecting,  stealing,
     crusading,  and combat have haunted you in your sleep for many months,
     but you aren't sure of the reason.  You wonder  whether  you  have  in
     fact  been  having  those dreams all your life, and somehow managed to
     forget about them until now.  Some nights you awaken suddenly and  cry
     out,  terrified  at the vivid recollection of the strange and powerful
     creatures that seem to be lurking behind every corner of  the  dungeon
     in  your dream.  Could these details haunting your dreams be real?  As
     each night passes, you feel the desire to enter the mysterious caverns
     near  the ruins grow stronger.  Each morning, however, you quickly put
     the idea out of your head as you recall the tales of those who entered
     the  caverns before you and did not return.  Eventually you can resist
     the yearning to seek out the fantastic place in your dreams no longer.
     After  all,  when  other adventurers came back this way after spending
     time in the caverns, they usually seemed better  off  than  when  they
     passed  through  the first time.  And who was to say that all of those
     who did not return had not just kept going?

          Asking around, you hear about a bauble, called the Amulet of Yen-
     dor  by  some, which, if you can find it, will bring you great wealth.
     One legend you were told even mentioned that the  one  who  finds  the
     amulet will be granted immortality by the gods.  The amulet is rumored
     to be somewhere beyond the Valley of Gehennom, deep within  the  Mazes
     of  Menace.   Upon  hearing  the legends, you immediately realize that
     there is some profound and undiscovered reason that you are to descend
     into  the  caverns and seek out that amulet of which they spoke.  Even
     if the rumors of the amulet's powers are untrue, you decide  that  you
     should  at  least  be able to sell the tales of your adventures to the
     local minstrels for a tidy sum, especially if you encounter any of the
     terrifying  and  magical  creatures of your dreams along the way.  You
     spend one last night fortifying yourself at the  local  inn,  becoming
     more  and  more  depressed as you watch the odds of your success being
     posted on the inn's walls getting lower and lower.

          In the morning you awake, collect your belongings,  and  set  off
     for the dungeon.  After several days of uneventful travel, you see the


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     ancient ruins that mark the entrance to the Mazes of  Menace.   It  is
     late  at  night,  so you make camp at the entrance and spend the night
     sleeping under the open skies.  In the morning, you gather your  gear,
     eat what may be your last meal outside, and enter the dungeon....

     2.  What is going on here?

          You  have  just begun a game of NetHack.  Your goal is to grab as
     much treasure as you can, retrieve the Amulet of  Yendor,  and  escape
     the Mazes of Menace alive.

          Your  abilities and strengths for dealing with the hazards of ad-
     venture will vary with your background and training:

          Archeologists understand dungeons pretty well; this enables  them
     to  move  quickly  and  sneak  up  on  the  local nasties.  They start
     equipped with the tools for a proper scientific expedition.

          Barbarians are warriors out of the hinterland, hardened  to  bat-
     tle.   They  begin  their  quests with naught but uncommon strength, a
     trusty hauberk, and a great two-handed sword.

          Cavemen and Cavewomen start with exceptional strength but, unfor-
     tunately, with neolithic weapons.

          Healers are wise in medicine and apothecary.  They know the herbs
     and simples that can restore vitality,  ease  pain,  anesthetize,  and
     neutralize  poisons; and with their instruments, they can divine a be-
     ing's state of health or sickness.  Their medical practice earns  them
     quite reasonable amounts of money, with which they enter the dungeon.

          Knights are distinguished from the common skirmisher by their de-
     votion to the ideals of chivalry and by the surpassing  excellence  of
     their armor.

          Monks are ascetics, who by rigorous practice of physical and men-
     tal disciplines have become capable of fighting as effectively without
     weapons as with.  They wear no armor but make up for it with increased
     mobility.

          Priests and Priestesses are clerics militant, crusaders advancing
     the  cause  of  righteousness with arms, armor, and arts thaumaturgic.
     Their ability to commune with deities via prayer  occasionally  extri-
     cates them from peril, but can also put them in it.

          Rangers  are most at home in the woods, and some say slightly out
     of place in a dungeon.  They are, however, experts in archery as  well
     as tracking and stealthy movement.

          Rogues  are  agile and stealthy thieves, with knowledge of locks,
     traps, and poisons.  Their advantage lies in surprise, which they  em-
     ploy to great advantage.




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          Samurai  are  the  elite  warriors  of  feudal  Nippon.  They are
     lightly armored and quick, and wear the dai-sho,  two  swords  of  the
     deadliest keenness.

          Tourists  start  out  with  lots  of  gold (suitable for shopping
     with), a credit card, lots of food, some maps, and an  expensive  cam-
     era.  Most monsters don't like being photographed.

          Valkyries are hardy warrior women.  Their upbringing in the harsh
     Northlands makes them strong, inures them to extremes of cold, and in-
     stills in them stealth and cunning.

          Wizards start out with a knowledge of magic, a selection of magi-
     cal items, and a particular affinity for dweomercraft.  Although seem-
     ingly  weak and easy to overcome at first sight, an experienced Wizard
     is a deadly foe.

          You may also choose the race of your  character  (within  limits;
     most roles have restrictions on which races are eligible for them):

          Dwarves  are  smaller  than  humans  or elves, but are stocky and
     solid individuals.  Dwarves' most notable trait is their great  exper-
     tise  in mining and metalwork.  Dwarvish armor is said to be second in
     quality not even to the mithril armor of the Elves.

          Elves are agile, quick, and perceptive; very little of what  goes
     on will escape an Elf.  The quality of Elven craftsmanship often gives
     them an advantage in arms and armor.

          Gnomes are smaller than but generally similar to dwarves.  Gnomes
     are  known  to  be expert miners, and it is known that a secret under-
     ground mine complex built by this race exists within the Mazes of Men-
     ace, filled with both riches and danger.

          Humans  are by far the most common race of the surface world, and
     are thus the norm to which other races are often  compared.   Although
     they have no special abilities, they can succeed in any role.

          Orcs  are  a cruel and barbaric race that hate every living thing
     (including other orcs).  Above all others, Orcs hate Elves with a pas-
     sion  unequalled,  and will go out of their way to kill one at any op-
     portunity.  The armor and weapons fashioned by the Orcs are  typically
     of inferior quality.

     3.  What do all those things on the screen mean?

          On  the  screen is kept a map of where you have been and what you
     have seen on the current dungeon level; as you  explore  more  of  the
     level, it appears on the screen in front of you.

          When NetHack's ancestor rogue first appeared, its screen orienta-
     tion was almost unique among  computer  fantasy  games.   Since  then,
     screen  orientation  has  become  the  norm rather than the exception;
     NetHack continues this fine tradition.  Unlike  text  adventure  games


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     that  accept  commands in pseudo-English sentences and explain the re-
     sults in words, NetHack commands are all one or two keystrokes and the
     results  are  displayed  graphically  on the screen.  A minimum screen
     size of 24 lines by 80  columns  is  recommended;  if  the  screen  is
     larger, only a 21x80 section will be used for the map.

          NetHack  can even be played by blind players, with the assistance
     of Braille readers or speech synthesisers.  Instructions for configur-
     ing NetHack for the blind are included later in this document.

          NetHack  generates a new dungeon every time you play it; even the
     authors still find it an entertaining and exciting game despite having
     won several times.

          NetHack  offers a variety of display options.  The options avail-
     able to you will vary from port to port, depending on the capabilities
     of  your  hardware  and software, and whether various compile-time op-
     tions were enabled when your executable was created.  The three possi-
     ble  display  options  are:  a monochrome character interface, a color
     character interface, and a graphical interface  using  small  pictures
     called  tiles.   The  two  character interfaces allow fonts with other
     characters to be substituted, but the default assignments use standard
     ASCII  characters to represent everything.  There is no difference be-
     tween the various display options with respect to game play.   Because
     we  cannot reproduce the tiles or colors in the Guidebook, and because
     it is common to all ports, we will use the  default  ASCII  characters
     from  the  monochrome  character  display when referring to things you
     might see on the screen during your game.

          In order to understand what is going on  in  NetHack,  first  you
     must  understand  what  NetHack is doing with the screen.  The NetHack
     screen replaces the "You  see  ..."  descriptions  of  text  adventure
     games.  Figure 1 is a sample of what a NetHack screen might look like.
     The way the screen looks for you depends on your platform.


        +---------------------------------------------------------------+
        |The bat bites!                                                 |
        |                                                               |
        |    ------                                                     |
        |    |....|    ----------                                       |
        |    |.<..|####...@...$.|                                       |
        |    |....-#   |...B....+                                       |
        |    |....|    |.d......|                                       |
        |    ------    -------|--                                       |
        |                                                               |
        |                                                               |
        |                                                               |
        |Player the Rambler   St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
        |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf |
        +---------------------------Figure-1----------------------------+





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        +---------------------------------------------------------------+
        |Player the Rambler   St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15         |
        |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry           |
        |Dlvl:1 T:752                                  Conf             |
        +---------------------------Figure-2----------------------------+

     3.1.  The status lines (bottom)

          The bottom two (or three) lines of  the  screen  contain  several
     cryptic  pieces of information describing your current status.  Figure
     1 shows the traditional two-line status area below the map.  Figure  2
     shows just the status area, when the statuslines:3 option has been set
     (not all interfaces support this option).  If any status line  becomes
     wider  than the screen, you might not see all of it due to truncation.
     When the numbers grow bigger and multiple conditions are present,  the
     two-line  format  will  run  out  of room on the second line, but sta-
     tuslines:2 is the default because a basic 24-line terminal isn't  tall
     enough for the third line.

          Here are explanations of what the various status items mean:

     Title
          Your character's name and professional ranking (based on role and
          experience level, see below).

     Strength
          A measure of your character's strength; one of your six basic at-
          tributes.   A human character's attributes can range from 3 to 18
          inclusive; non-humans may exceed these limits  (occasionally  you
          may  get  super-strengths  of  the form 18/xx, and magic can also
          cause attributes to exceed the normal limits).  The  higher  your
          strength,  the  stronger  you are.  Strength affects how success-
          fully you perform physical tasks, how much damage you do in  com-
          bat, and how much loot you can carry.

     Dexterity
          Dexterity  affects your chances to hit in combat, to avoid traps,
          and do other tasks requiring agility or manipulation of objects.

     Constitution
          Constitution affects your ability to recover  from  injuries  and
          other  strains  on your stamina.  When strength is low or modest,
          constitution also affects how much you can  carry.   With  suffi-
          ciently high strength, the contribution to carrying capacity from
          your constitution no longer matters.

     Intelligence
          Intelligence affects your ability to cast spells and read  spell-
          books.

     Wisdom
          Wisdom  comes  from  your  practical  experience (especially when
          dealing with magic).  It affects your magical energy.



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     Charisma
          Charisma affects how certain creatures react toward you.  In par-
          ticular, it can affect the prices shopkeepers offer you.

     Alignment
          Lawful,  Neutral, or Chaotic.  Often, Lawful is taken as good and
          Chaotic as evil, but legal and ethical do  not  always  coincide.
          Your  alignment  influences  how other monsters react toward you.
          Monsters of a like alignment are more likely  to  be  non-aggres-
          sive,  while those of an opposing alignment are more likely to be
          seriously offended at your presence.

     Dungeon Level
          How deep you are in the dungeon.  You start at level one and  the
          number  increases as you go deeper into the dungeon.  Some levels
          are special, and are identified by a name and not a number.   The
          Amulet of Yendor is reputed to be somewhere beneath the twentieth
          level.

     Gold
          The number of gold pieces you are openly  carrying.   Gold  which
          you have concealed in containers is not counted.

     Hit Points
          Your  current  and  maximum  hit points.  Hit points indicate how
          much damage you can take before you die.  The more you get hit in
          a  fight, the lower they get.  You can regain hit points by rest-
          ing, or by using certain magical items or spells.  The number  in
          parentheses is the maximum number your hit points can reach.

     Power
          Spell  points.   This tells you how much mystic energy (mana) you
          have available for spell casting.  Again, resting will regenerate
          the amount available.

     Armor Class
          A  measure  of  how  effectively  your armor stops blows from un-
          friendly creatures.  The lower this number is, the more effective
          the  armor;  it  is  quite possible to have negative armor class.
          See the Armor subsection of Objects for more information.

     Experience
          Your current experience level.  If the showexp option is set,  it
          will be followed by a slash and experience points.  As you adven-
          ture, you gain experience points.  At  certain  experience  point
          totals,  you  gain an experience level.  The more experienced you
          are, the better you fight and withstand magical attacks.  (By the
          time  your level reaches double digits, the usefulness of showing
          the points with it has dropped significantly.  You  can  use  the
          `O'  command  to  turn  showexp off to avoid using up the limited
          status line space.)

     Time
          The number of turns elapsed so far, displayed  if  you  have  the


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          time option set.

     Status
          Hunger:  your  current  hunger  status.  Values are Satiated, Not
          Hungry (or Normal), Hungry, Weak, and Fainting.  Not  shown  when
          Normal.

          Encumbrance:  an  indication of how what you are carrying affects
          your  ability  to  move.   Values  are  Unencumbered,   Burdened,
          Stressed,  Strained,  Overtaxed,  and Overloaded.  Not shown when
          Unencumbered.

          Fatal conditions: Stone (aka Petrifying, turning to stone), Slime
          (turning  into  green  slime), Strngl (being strangled), FoodPois
          (suffering from acute food poisoning), TermIll (suffering from  a
          terminal illness).

          Non-fatal  conditions: Blind (can't see), Deaf (can't hear), Stun
          (stunned), Conf (confused), Hallu (hallucinating).

          Movement modifiers: Lev (levitating), Fly  (flying),  Ride  (rid-
          ing).

          Other conditions and modifiers exist, but there isn't enough room
          to display them with the other status fields.

     The #attributes command (default key ^X) will show all current  status
     information  in unabbreviated format.  It also shows other information
     which might be included on the status lines if those had more room.

     3.2.  The message line (top)

          The top line of the screen is reserved for messages that describe
     things  that  are  impossible  to  represent  visually.   If you see a
     "--More--" on the top line, this means that NetHack has  another  mes-
     sage  to  display  on  the  screen,  but it wants to make certain that
     you've read the one that is there first.  To read  the  next  message,
     just press the space bar.

          To  change  how  and what messages are shown on the message line,
     see "Configuring Message Types" and the verbose option.

     3.3.  The map (rest of the screen)

          The rest of the screen is the map of the level as  you  have  ex-
     plored  it  so  far.   Each symbol on the screen represents something.
     You can set various graphics options to change some of the symbols the
     game  uses;  otherwise,  the game will use default symbols.  Here is a
     list of what the default symbols mean:

     - and |
          The walls of a room, or an open door.  Or a grave (|).




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     .    The floor of a room, ice, or a doorless doorway.

     #    A corridor, or iron bars, or a tree, or possibly a  kitchen  sink
          (if your dungeon has sinks), or a drawbridge.

     >    Stairs down: a way to the next level.

     <    Stairs up: a way to the previous level.

     +    A  closed door, or a spellbook containing a spell you may be able
          to learn.

     @    Your character or a human.

     $    A pile of gold.

     ^    A trap (once you have detected it).

     )    A weapon.

     [    A suit or piece of armor.

     %    Something edible (not necessarily healthy).

     ?    A scroll.

     /    A wand.

     =    A ring.

     !    A potion.

     (    A useful item (pick-axe, key, lamp...).

     "    An amulet or a spider web.

     *    A gem or rock (possibly valuable, possibly worthless).

     `    A boulder or statue.

     0    An iron ball.

     _    An altar, or an iron chain.

     {    A fountain.

     }    A pool of water or moat or a pool of lava.

     \    An opulent throne.

     a-zA-Z and other symbols
          Letters and certain other symbols represent the  various  inhabi-
          tants  of  the Mazes of Menace.  Watch out, they can be nasty and
          vicious.  Sometimes, however, they can be helpful.


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     I    This marks the last known location of an invisible  or  otherwise
          unseen monster.  Note that the monster could have moved.  The `F'
          and `m' commands may be useful here.

          You need not memorize all these symbols; you  can  ask  the  game
     what  any symbol represents with the `/' command (see the next section
     for more info).

     4.  Commands

          Commands can be initiated by typing  one  or  two  characters  to
     which  the  command is bound to, or typing the command name in the ex-
     tended commands entry.  Some commands, like "search", do  not  require
     that  any  more  information  be collected by NetHack.  Other commands
     might require additional information, for example a direction,  or  an
     object  to be used.  For those commands that require additional infor-
     mation, NetHack will present you with either a menu of choices or with
     a command line prompt requesting information.  Which you are presented
     with will depend chiefly on how you have set the menustyle option.

          For example, a common question, in the form "What do you want  to
     use? [a-zA-Z ?*]",  asks  you  to  choose  an object you are carrying.
     Here, "a-zA-Z" are the inventory letters  of  your  possible  choices.
     Typing  `?' gives you an inventory list of these items, so you can see
     what each letter refers to.  In this example, there is also a `*'  in-
     dicating  that you may choose an object not on the list, if you wanted
     to use something unexpected.  Typing a `*' lists  your  entire  inven-
     tory, so you can see the inventory letters of every object you're car-
     rying.  Finally, if you change your mind and decide you don't want  to
     do this command after all, you can press the ESC key to abort the com-
     mand.

          You can put a number before some commands  to  repeat  them  that
     many times; for example, "10s" will search ten times.  If you have the
     number_pad option set, you must type `n' to prefix a count, so the ex-
     ample  above would be typed "n10s" instead.  Commands for which counts
     make no sense ignore them.  In addition, movement commands can be pre-
     fixed for greater control (see below).  To cancel a count or a prefix,
     press the ESC key.

          The list of commands is rather long, but it can be  read  at  any
     time during the game through the `?' command, which accesses a menu of
     helpful texts.  Here are the default key bindings for your reference:

     ?    Help menu:  display one of several help texts available.

     /    The "whatis" command, to tell what a symbol represents.  You  may
          choose  to  specify  a location or type a symbol (or even a whole
          word) to explain.  Specifying a location is done  by  moving  the
          cursor  to  a particular spot on the map and then pressing one of
          `.', `,', `;', or `:'.  `.' will explain the symbol at the chosen
          location,  conditionally  check  for  "More info?" depending upon
          whether the help option is on, and then you will be asked to pick
          another  location;  `,'  will  explain  the  symbol  but skip any


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          additional information, then let you pick another  location;  `;'
          will  skip  additional  info  and  also  not bother asking you to
          choose another location to  examine;  `:'  will  show  additional
          info,  if  any,  without asking for confirmation.  When picking a
          location, pressing the ESC key will terminate  this  command,  or
          pressing `?' will give a brief reminder about how it works.

          If the autodescribe option is on, a short description of what you
          see at each location is shown as you move the cursor.  Typing `#'
          while  picking a location will toggle that option on or off.  The
          whatis_coord option controls whether the  short  description  in-
          cludes map coordinates.

          Specifying  a  name rather than a location always gives any addi-
          tional information available about that name.

          You may also request a description of nearby monsters,  all  mon-
          sters  currently  displayed, nearby objects, or all objects.  The
          whatis_coord option controls which format of  map  coordinate  is
          included with their descriptions.

     &    Tell what a command does.

     <    Go  up  to  the previous level (if you are on a staircase or lad-
          der).

     >    Go down to the next level (if you are on a staircase or ladder).

     [yuhjklbn]
          Go one step in the direction indicated (see Figure  3).   If  you
          sense or remember a monster there, you will fight the monster in-
          stead.  Only these one-step movement commands cause you to  fight
          monsters; the others (below) are "safe."
          +----------------------------------------------------------------+
          |          y  k  u                             7  8  9           |
          |           \ | /                               \ | /            |
          |          h- . -l                             4- . -6           |
          |           / | \                               / | \            |
          |          b  j  n                             1  2  3           |
          |      (number_pad off)                    (number_pad on)       |
          +---------------------------Figure-3-----------------------------+

     [YUHJKLBN]
          Go in that direction until you hit a wall or run into something.

     m[yuhjklbn]
          Prefix:  move without picking up objects or fighting (even if you
          remember a monster there).

          A few non-movement commands use the `m' prefix to request operat-
          ing  via  menu (to temporarily override the menustyle:traditional
          option).  Primarily useful for `,' (pickup) when  there  is  only
          one  class  of  objects  present  (where there won't be any "what
          kinds of objects?"  prompt, so no opportunity to  answer  `m'  at


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          that prompt).

          The prefix will make "#travel" command show a menu of interesting
          targets in sight.  It can also be used with the `\' (known,  show
          a list of all discovered objects) and the ``' (knownclass, show a
          list of discovered objects in a particular class) commands to of-
          fer  a  menu  of  several  sorting alternatives (which sets a new
          value for the sortdiscoveries option); also for "#vanquished" and
          "#genocided" commands to offer a sorting menu.

          A  few  other commands (eat food, offer sacrifice, apply tinning-
          kit, drink/quaff, dip, tip container) use the `m' prefix to  skip
          checking  for  applicable objects on the floor and go straight to
          checking inventory, or (for "#loot" to  remove  a  saddle),  skip
          containers and go straight to adjacent monsters.

          In  debug  mode  (aka  "wizard mode"), the `m' prefix may also be
          used with the "#teleport" and "#wizlevelport" commands.

     F[yuhjklbn]
          Prefix:  fight a monster (even if you only guess one is there).

     g[yuhjklbn]
          Prefix:  move until something interesting is found.

     G[yuhjklbn] or <Control>+[yuhjklbn]
          Prefix:  similar to `g', but forking of corridors is not  consid-
          ered interesting.

          Note:   <Control>+<key> means holding the <Control> or <Ctrl> key
          down like <Shift> while typing and releasing <key>, then  releas-
          ing  <Control>.  ^<key>  is  used  as  shorthand elsewhere in the
          Guidebook to mean the same thing.  Control characters  are  case-
          insensitive so ^x and ^X are the same.

     M[yuhjklbn]
          Old  versions  supported  `M' as a movement prefix which combined
          the effect of `m' with <Control>+<direction>.  That is no  longer
          supported as a prefix but similar effect can be achieved by using
          `m' and G<direction> in combination.  m can also be used in  com-
          bination    with    g<direction>,    <Control>+<direction>,    or
          <Shift>+<direction>.

     _    Travel to a map location via a shortest-path algorithm.

          The shortest path is computed over map locations the  hero  knows
          about  (e.g. seen or previously traversed).  If there is no known
          path, a guess is made instead.  Stops on most of the same  condi-
          tions  as  the `G' prefix, but without picking up objects, so im-
          plicitly forces the `m' prefix.  For ports  with  mouse  support,
          the  command  is also invoked when a mouse-click takes place on a
          location other than the current position.




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     .    Wait or rest, do nothing for one turn.  Precede with the `m' pre-
          fix  to  wait  for  a  turn  even  next  to a hostile monster, if
          safe_wait is on.

     a    Apply (use) a tool (pick-axe, key, lamp...).

          If used on a wand, that wand will be broken, releasing its  magic
          in the process.  Confirmation is required.

     A    Remove one or more worn items, such as armor.

          Use  `T'  (take  off)  to take off only one piece of armor or `R'
          (remove) to take off only one accessory.

     ^A   Repeat the previous command.

     c    Close a door.

     C    Call (name) a monster, an individual object, or a type of object.

          Same as extended command "#name".

     ^C   Panic button.  Quit the game.

     d    Drop something.

          For example "d7a" means drop seven items of object a.

     D    Drop several things.

          In answer to the question

          "What kinds of things do you want to drop? [!%= BUCXPaium]"

          you should type zero or more object symbols possibly followed  by
          `a'  and/or  `i' and/or `u' and/or `m'.  In addition, one or more
          of the blessed/uncursed/cursed groups may be typed.

          DB  - drop all objects known to be blessed.
          DU  - drop all objects known to be uncursed.
          DC  - drop all objects known to be cursed.
          DX  - drop all objects of unknown B/U/C status.
          DP  - drop objects picked up last.
          Da  - drop all objects, without asking for confirmation.
          Di  - examine your inventory before dropping anything.
          Du  - drop only unpaid objects (when in a shop).
          Dm  - use a menu to pick which object(s) to drop.
          D%u - drop only unpaid food.

          The last example shows a combination.  There are four  categories
          of object filtering: class (`!' for potions, `?' for scrolls, and
          so on), shop status (`u' for unpaid, in other words, owned by the
          shop), bless/curse state (`B', `U', `C', and `X' as shown above),
          and novelty (`P', recently picked up items; controlled by picking


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          up or dropping things rather than by any time factor).

          If  you  specify  more than one value in a category (such as "!?"
          for potions and scrolls or "BU" for blessed and uncursed), an in-
          ventory  object  will  meet the criteria if it matches any of the
          specified values (so "!?" means `!' or `?').  If you specify more
          than one category, an inventory object must meet each of the cat-
          egory criteria (so "%u" means class `%' and unpaid `u').  Lastly,
          you  may  specify  multiple  values  within  multiple categories:
          "!?BU" will select all potions and scrolls which are known to  be
          blessed  or uncursed.  (In versions prior to 3.6, filter combina-
          tions behaved differently.)

     ^D   Kick something (usually a door).

     e    Eat food.

          Normally checks for edible item(s) on the floor, then if none are
          found or none are chosen, checks for edible item(s) in inventory.
          Precede `e' with the `m' prefix to bypass attempting to eat  any-
          thing off the floor.

          If  you attempt to eat while already satiated, you might choke to
          death.  If you risk it, you will be asked  whether  to  "continue
          eating?"  if  you  survive the first bite.  You can set the para-
          noid_confirmation:eating option to require a response of yes  in-
          stead of just y.

     E    Engrave a message on the floor.

               E- - write in the dust with your fingers.

          Engraving the word "Elbereth" will cause most monsters to not at-
          tack you hand-to-hand (but if you attack, you will rub  it  out);
          this is often useful to give yourself a breather.

     f    Fire  (shoot  or  throw) one of the objects placed in your quiver
          (or quiver sack, or that you have at the ready).  You may  select
          ammunition  with a previous `Q' command, or let the computer pick
          something appropriate if autoquiver is  true.   If  your  wielded
          weapon  has  the throw-and-return property, your quiver is empty,
          and autoquiver is false, you will throw that wielded  weapon  in-
          stead  of filling the quiver.  This will also automatically use a
          polearm if wielded.  If fireassist is true, firing will automati-
          cally  try  to  wield  a launcher (for example, a bow or a sling)
          matching the ammo in the quiver; this might take multiple  turns,
          and  get interrupted by a monster.  Remember to swap back to your
          main melee weapon afterwards.

          See also `t' (throw) for more general throwing and shooting.

     i    List your inventory (everything you're carrying).




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     I    List selected parts of your inventory, usually be specifying  the
          character  for a particular set of objects, like `[' for armor or
          `!' for potions.

          I* - list all gems in inventory;
          Iu - list all unpaid items;
          Ix - list all used up items that are on your shopping bill;
          IB - list all items known to be blessed;
          IU - list all items known to be uncursed;
          IC - list all items known to be cursed;
          IX - list all items whose bless/curse status is unknown;
          IP - list items picked up last;
          I$ - count your money.

     o    Open a door.

     O    Set options.

          A menu showing the current option values will be displayed.   You
          can change most values simply by selecting the menu entry for the
          given option (ie, by typing its letter or clicking upon  it,  de-
          pending  on your user interface).  For the non-boolean choices, a
          further menu or prompt will appear once you've closed this  menu.
          The  available  options  are listed later in this Guidebook.  Op-
          tions are usually set before the game rather than  with  the  `O'
          command;  see the section on options below.  Precede `O' with the
          `m' prefix to show advanced options.

     ^O   Show overview.

          Shortcut for "#overview":  list interesting dungeon  levels  vis-
          ited.

          (Prior  to  3.6.0, `^O' was a debug mode command which listed the
          placement of all special levels.  Use  "#wizwhere"  to  run  that
          command.)

     p    Pay your shopping bill.

     P    Put on an accessory (ring, amulet, or blindfold).

          This  command  may  also  be  used to wear armor.  The prompt for
          which inventory item to  use  will  only  list  accessories,  but
          choosing an unlisted item of armor will attempt to wear it.  (See
          the `W' command below.  It lists armor as the  inventory  choices
          but will accept an accessory and attempt to put that on.)

     ^P   Repeat previous message.

          Subsequent  `^P's  repeat earlier messages.  For some interfaces,
          the behavior can be varied via the msg_window option.

     q    Quaff (drink) something (potion, water, etc).



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          When there is a fountain or sink  present,  it  asks  whether  to
          drink from that.  If that is declined, then it offers a chance to
          choose a potion from inventory.  Precede `q' with the `m'  prefix
          to skip asking about drinking from a fountain or sink.

     Q    Select  an object for your quiver, quiver sack, or just generally
          at the ready (only one of these is available at a time).  You can
          then throw this (or one of these) using the `f' command.

     r    Read a scroll or spellbook.

     R    Remove a worn accessory (ring, amulet, or blindfold).

          If you're wearing more than one, you'll be prompted for which one
          to remove.  When you're only wearing one, then by default it will
          be removed without asking, but you can set the paranoid_confirma-
          tion:Remove option to require a prompt.

          This command may also be used to take off armor.  The prompt  for
          which  inventory  item to remove only lists worn accessories, but
          an item of worn armor can be chosen.  (See the `T' command below.
          It lists armor as the inventory choices but will accept an acces-
          sory and attempt to remove it.)

     ^R   Redraw the screen.

     s    Search for secret doors and traps around you.  It  usually  takes
          several  tries to find something.  Precede with the `m' prefix to
          search for a turn even next to a hostile monster, if safe_wait is
          on.

          Can  also  be used to figure out whether there is still a monster
          at an adjacent "remembered, unseen monster" marker.

     S    Save the game (which suspends play and exits the  program).   The
          saved  game will be restored automatically the next time you play
          using the same character name.

          In normal play, once a saved game is restored the  file  used  to
          hold  the  saved data is deleted.  In explore mode, once restora-
          tion is accomplished you are asked whether to keep or delete  the
          file.   Keeping  the  file  makes it feasible to play for a while
          then quit without saving and later restore again.

          There is no "save current game state and keep  playing"  command,
          not  even  in explore mode where saved game files can be kept and
          re-used.

     t    Throw an object or shoot a projectile.

          There's no separate "shoot" command.  If you throw an arrow while
          wielding  a bow, you are shooting that arrow and any weapon skill
          bonus or penalty for bow applies.  If you throw  an  arrow  while
          not  wielding  a  bow,  you  are  throwing it by hand and it will


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          generally be less effective than when shot.

          See also `f' (fire) for throwing or shooting an item pre-selected
          via the `Q' (quiver) command, with some extra assistance.

     T    Take off armor.

          If  you're  wearing  more  than one piece, you'll be prompted for
          which one to take off.  (Note that this treats a cloak covering a
          suit and/or a shirt, or a suit covering a shirt, as if the under-
          lying items weren't there.)  When you're only wearing  one,  then
          by  default  it will be taken off without asking, but you can set
          the paranoid_confirmation:Remove option to require a prompt.

          This command may also be used to remove accessories.  The  prompt
          for which inventory item to take off only lists worn armor, but a
          worn accessory can be chosen.  (See the `R'  command  above.   It
          lists  accessories  as  the  inventory choices but will accept an
          item of armor and attempt to take it off.)

     ^T   Teleport, if you have the ability.

     v    Display version number.

     V    Display the game history.

     w    Wield weapon.

               w- - wield nothing, use your bare (or gloved) hands.

          Some characters can wield two weapons at once; use the  `X'  com-
          mand (or the "#twoweapon" extended command) to do so.

     W    Wear armor.

          This  command  may  also  be  used  to put on an accessory (ring,
          amulet, or blindfold).  The prompt for which  inventory  item  to
          use will only list armor, but choosing an unlisted accessory will
          attempt to put it on.  (See the `P' command above.  It lists  ac-
          cessories as the inventory choices but will accept an item of ar-
          mor and attempt to wear it.)

     x    Exchange your wielded weapon with  the  item  in  your  alternate
          weapon slot.

          The latter is used as your secondary weapon when engaging in two-
          weapon combat.  Note that if one of these slots is empty, the ex-
          change still takes place.

     X    Toggle  two-weapon  combat,  if  your  character can do it.  Also
          available via the "#twoweapon" extended command.

          (In versions prior to 3.6  this  keystroke  ran  the  command  to
          switch  from  normal  play  to  "explore  mode",  also  known  as


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          "discovery mode", which has now been moved to "#exploremode"  and
          M-X.)

     ^X   Display basic information about your character.

          Displays  name,  role,  race, gender (unless role name makes that
          redundant, such as Caveman or Priestess),  and  alignment,  along
          with  your patron deity and his or her opposition.  It also shows
          most of the various items of information from the status  line(s)
          in  a  less terse form, including several additional things which
          don't appear in the normal status display due to space considera-
          tions.

          In  normal play, that's all that `^X' displays.  In explore mode,
          the role and status feedback is augmented by the information pro-
          vided by enlightenment magic.

     z    Zap a wand.

               z. - to aim at yourself, use `.' for the direction.

     Z    Zap (cast) a spell.

               Z. - to cast at yourself, use `.' for the direction.

     ^Z   Suspend  the  game (UNIX(R) versions with job control only).  See
          "#suspend" below for more details.

     :    Look at what is here.

     ;    Show what type of thing a visible symbol corresponds to.

     ,    Pick up some things from the floor beneath you.

          May be preceded by `m' to force a selection menu.

     @    Toggle the autopickup option on and off.

     ^    Ask for the type of an adjacent trap you found earlier.

     )    Tell what weapon you are wielding.

     [    Tell what armor you are wearing.

     =    Tell what rings you are wearing.

     "    Tell what amulet you are wearing.

     (    Tell what tools you are using.



     __________
     (R)UNIX is a registered trademark of The Open Group.


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     *    Tell what equipment you are using.

          Combines the preceding five type-specific commands into one.

     $    Report the gold you're carrying, possibly shop credit and/or debt
          too.

     +    List the spells you know.

          Using  this  command,  you  can also rearrange the order in which
          your spells are listed, either by sorting the entire list  or  by
          picking  one  spell  from  the  menu then picking another to swap
          places with it.  Swapping pairs of spells changes  their  casting
          letters,  so  the change lasts after the current `+' command fin-
          ishes.  Sorting the whole list is temporary.  To  make  the  most
          recent  sort order persist beyond the current `+' command, choose
          the sort option again and then pick "reassign  casting  letters".
          (Any  spells  learned  after that will be added to the end of the
          list rather than be inserted into the sorted ordering.)

     \    Show what types of objects have been discovered.

          May be preceded by `m' to select preferred display order.

     `    Show discovered types for one class of objects.

          May be preceded by `m' to select preferred display order.

     |    If persistent inventory display is supported  and  enabled  (with
          the  perm_invent  option),  interact  with it instead of with the
          map.

          Allows scrolling with  the  menu_first_page,  menu_previous_page,
          menu_next_page,  and  menu_last_page  keys (`^', `<', `>', `|' by
          default).   Some  interfaces  also  support  menu_shift_left  and
          menu_shift_right  keys  (`{' and `}' by default).  Use the Return
          (aka Enter) or Escape key to resume play.

     !    Escape to a shell.  See "#shell" below for more details.

     Del  Show map without obstructions.  You can view the explored portion
          of the current level's map without monsters; without monsters and
          objects; or without monsters, objects, and traps.

          The <del> key is also shown as  <delete>  on  some  keyboards  or
          <rubout>  on others.  It is sometimes displayed as ^? even though
          that is not an actual control character.

          Many  terminals  have  an  option  to  swap  the   <delete>   and
          <backspace>  keys, so typing the <del> key might not execute this
          command.  If that happens,  you  can  use  the  extended  command
          "#terrain" instead.




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     #    Perform an extended command.



          As  you  can see, the authors of NetHack used up all the letters,
     so this is a way to introduce the less frequently used commands.  What
     extended  commands are available depends on what features the game was
     compiled with.

     #adjust
          Adjust inventory letters (most useful when the fixinv  option  is
          "on").  Autocompletes.  Default key is `M-a'.

          This  command  allows you to move an item from one particular in-
          ventory slot to another so that it has a  letter  which  is  more
          meaningful  for  you or that it will appear in a particular loca-
          tion when inventory listings are displayed.  You can  move  to  a
          currently  empty  slot,  or  if  the destination is occupied--and
          won't merge--the item there will swap slots with  the  one  being
          moved.   "#adjust"  can also be used to split a stack of objects;
          when choosing the item to adjust, enter a count prior to its let-
          ter.

          Adjusting  without  a count used to collect all compatible stacks
          when moving to the destination.  That behavior has been  changed;
          to  gather  compatible stacks, "#adjust" a stack into its own in-
          ventory slot.  If it has a name assigned, other stacks  with  the
          same  name  or  with  no  name will merge provided that all their
          other attributes match.  If it does not have a name,  only  other
          stacks with no name are eligible.  In either case, otherwise com-
          patible stacks with a different name will not  be  merged.   This
          contrasts with using "#adjust" to move from one slot to a differ-
          ent slot.  In that situation, moving (no count given) a  compati-
          ble  stack  will  merge if either stack has a name when the other
          doesn't and give that name to the result, while splitting  (count
          given)  will ignore the source stack's name when deciding whether
          to merge with the destination stack.

     #annotate
          Allows you to specify one line of text to associate with the cur-
          rent dungeon level.  All levels with annotations are displayed by
          the "#overview" command.  Autocompletes.  Default key  is  `M-A',
          and also `^N' if number_pad is on.

     #apply
          Apply (use) a tool such as a pick-axe, a key, or a lamp.  Default
          key is `a'.

          If the tool used acts on items on the floor, using the `m' prefix
          skips those items.

          If  used on a wand, that wand will be broken, releasing its magic
          in the process.  Confirmation is required.



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     #attributes
          Show your attributes.  Default key is `^X'.

     #autopickup
          Toggle the autopickup option on/off.  Default key is `@'.

     #call
          Call (name) a monster, or an object in inventory, on  the  floor,
          or  in the discoveries list, or add an annotation for the current
          level (same as "#annotate").  Default key is `C'.

     #cast
          Cast a spell.  Default key is `Z'.

     #chat
          Talk to someone.  Default key is `M-c'.

     #chronicle
          Show a list of important game events.

     #close
          Close a door.  Default key is `c'.

     #conduct
          List voluntary challenges you  have  maintained.   Autocompletes.
          Default key is `M-C'.

          See the section below entitled "Conduct" for details.

     #debugfuzzer
          Start the fuzz tester.  Debug mode only.

     #dip
          Dip an object into something.  Autocompletes.  Default key is `M-
          d'.

          The `m' prefix skips dipping into a fountain or pool if there  is
          one at your location.

     #down
          Go down a staircase.  Default key is `>'.

     #drop
          Drop an item.  Default key is `d'.

     #droptype
          Drop specific item types.  Default key is `D'.

     #eat
          Eat  something.  Default key is `e'.  The `m' prefix skips eating
          items on the floor.

     #engrave
          Engrave writing on the floor.  Default key is `E'.


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     #enhance
          Advance or check weapon and spell  skills.   Autocompletes.   De-
          fault key is `M-e'.

     #exploremode
          Switch from normal play to non-scoring explore mode.  Default key
          is `M-X'.

          Requires confirmation; default response is  n  (no).   To  really
          switch  to  explore  mode, respond with y.  You can set the para-
          noid_confirmation:quit option to require a response  of  yes  in-
          stead.

     #fight
          Prefix key to force fight a direction, even if you see nothing to
          fight there.  Default key is `F', or `-' with number_pad

     #fire
          Fire ammunition from quiver, possibly autowielding a launcher, or
          hit with a wielded polearm.  Default key is `f'.

     #force
          Force a lock.  Autocompletes.  Default key is `M-f'.

     #genocided
          List  any  monster  types  which have been genocided.  In explore
          mode and debug mode it also shows types  which  have  become  ex-
          tinct.

          The display order is the same as is used by #vanquished.  The `m'
          prefix brings up a menu of available sorting  orders,  and  doing
          that  for  either #genocided or #vanquished changes the order for
          both.

          If the sorting order is "count high to  low"  or  "count  low  to
          high"  (which  are  applicable for #vanquished), that will be ig-
          nored for #genocided and alphabetical will be used instead.   The
          menu omits those two choices when used for #genocide.

          Autocompletes.  Default key is `M-g'.

     #glance
          Show what type of thing a map symbol corresponds to.  Default key
          is `;'.

     #help
          Show the help menu.  Default key is `?', and  also  `h'  if  num-
          ber_pad is on.

     #herecmdmenu
          Show  a  menu  of possible actions directed at your current loca-
          tion.  The menu is limited to a subset of the likeliest  actions,
          not an exhaustive set of all possibilities.  Autocompletes.



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          If  mouse  support  is enabled and the herecmd_menu option is On,
          clicking on the hero (or steed when mounted)  will  execute  this
          command.

     #history
          Show long version and game history.  Default key is `V'.

     #inventory
          Show your inventory.  Default key is `i'.

     #inventtype
          Inventory specific item types.  Default key is `I'.

     #invoke
          Invoke  an  object's special powers.  Autocompletes.  Default key
          is `M-i'.

     #jump
          Jump to another location.  Autocompletes.  Default key is  `M-j',
          and also `j' if number_pad is on.

     #kick
          Kick  something.   Default  key is `^D', and `k' if number_pad is
          on.

     #known
          Show what object types have been discovered.  Default key is `\'.

          The `m' prefix allows assigning a new value to the  sortdiscover-
          ies option to control the order in which the discoveries are dis-
          played.

     #knownclass
          Show discovered types for one class of objects.  Default  key  is
          ``'.

          The `m' prefix operates the same as for "#known".

     #levelchange
          Change your experience level.  Autocompletes.  Debug mode only.

     #lightsources
          Show mobile light sources.  Autocompletes.  Debug mode only.

     #look
          Look at what is here, under you.  Default key is `:'.

     #loot
          Loot  a box or bag on the floor beneath you, or the saddle from a
          steed standing next to you.  Autocompletes.  Precede with the `m'
          prefix to skip containers at your location and go directly to re-
          moving a saddle.  Default key is `M-l',  and  also  `l'  if  num-
          ber_pad is on.



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     #monster
          Use  a  monster's  special ability (when polymorphed into monster
          form).  Autocompletes.  Default key is `M-m'.

     #name
          Name a monster, an individual object, or a type of object.   Same
          as "#call".  Autocompletes.  Default keys are `N', `M-n', and `M-
          N'.

     #offer
          Offer a sacrifice to the gods.  Autocompletes.   Default  key  is
          `M-o'.

          You'll  need  to  find  an  altar  to have any chance at success.
          Corpses of recently killed monsters are the fodder of choice.

          The `m' prefix skips offering any items which are on the altar.

     #open
          Open a door.  Default key is `o'.

     #options
          Show and change option settings.  Default key  is  `O'.   Precede
          with the `m' prefix to show advanced options.

     #optionsfull
          Show  advanced  game  option  settings.  No default key.  Precede
          with the `m' prefix  to  execute  the  simpler  options  command.
          (Mainly  useful  if  you  use BINDING=O:optionsfull to switch `O'
          from simple options back to traditional advanced options.)

     #overview
          Display information you've discovered  about  the  dungeon.   Any
          visited  level  with  an  annotation is included, and many things
          (altars, thrones, fountains, and so on; extra stairs  leading  to
          another dungeon branch) trigger an automatic annotation.  If dun-
          geon overview is chosen during end-of-game disclosure, every vis-
          ited level will be included regardless of annotations.

          Precede  #overview  with  the  `m'  prefix to display the dungeon
          overview as a menu where you can select any visited level to  add
          or  remove an annotation without needing to return to that level.
          This will also force all visited levels to  be  displayed  rather
          than just the "interesting" subset.

          Autocompletes.  Default keys are `^O', and `M-O'.

     #panic
          Test  the  panic routine.  Terminates the current game.  Autocom-
          pletes.  Debug mode only.

          Asks for confirmation; default is n (no); continue  playing.   To
          really panic, respond with y.  You can set the paranoid_confirma-
          tion:quit option to require a response of yes instead.


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     #pay
          Pay your shopping bill.  Default key is `p'.

     #perminv
          If persistent inventory display is supported  and  enabled  (with
          the  perm_invent  option),  interact  with it instead of with the
          map.  You'll be prompted for menu scrolling  keystrokes  such  as
          `>'  and `<'.  Press Return or Escape to resume normal play.  De-
          fault key is `|'.

     #pickup
          Pick up things at the current location.  Default key is `,'.  The
          `m' prefix forces use of a menu.

     #polyself
          Polymorph self.  Autocompletes.  Debug mode only.

     #pray
          Pray to the gods for help.  Autocompletes.  Default key is `M-p'.

          Praying  too  soon  after  receiving  prior  help  is a bad idea.
          (Hint: entering the dungeon alive is treated as  having  received
          help.   You  probably  shouldn't  start off a new game by praying
          right away.)  Since using this  command  by  accident  can  cause
          trouble,  there  is an option to make you confirm your intent be-
          fore praying.  It is enabled by default, and you  can  reset  the
          paranoid_confirmation option to disable it.

     #prevmsg
          Show previously displayed game messages.  Default key is `^P'.

     #puton
          Put on an accessory (ring, amulet, etc).  Default key is `P'.

     #quaff
          Quaff (drink) something.  Default key is `q'.

          The `m' prefix skips drinking from a fountain or sink if there is
          one at your location.

     #quit
          Quit the program without saving your game.  Autocompletes.

          Since using this command by accident would throw away the current
          game,  you are asked to confirm your intent before quitting.  De-
          fault response is n (no); continue playing.  To really quit,  re-
          spond  with y.  You can set the paranoid_confirmation:quit option
          to require a response of yes instead.

     #quiver
          Select ammunition for quiver.  Default key is `Q'.

     #read
          Read a scroll, a spellbook, or something else.   Default  key  is


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          `r'.

     #redraw
          Redraw  the  screen.   Default key is `^R', and also `^L' if num-
          ber_pad is on.

     #remove
          Remove an accessory (ring, amulet, etc).  Default key is `R'.

     #repeat
          Repeat the previous command.  Default key is `^A'.

     #reqmenu
          Prefix key to modify the behavior or request menu from some  com-
          mands.   Prevents  autopickup  when  used with movement commands.
          Default key is `m'.

     #retravel
          Travel to a previously selected travel destination.  Default  key
          is `C-_'.  See also #travel.

     #ride
          Ride  (or  stop  riding) a saddled creature.  Autocompletes.  De-
          fault key is `M-R'.

     #rub
          Rub a lamp or a stone.  Autocompletes.  Default key is `M-r'.

     #run
          Prefix key to run towards a direction.  Default key is  `G'  when
          number_pad  is  off, `5' when number_pad is set to 1 or 3, other-
          wise `M-5' when it is set to 2 or 4.

     #rush
          Prefix key to rush towards a direction.  Default is `g' when num-
          ber_pad is off, `M-5' when number_pad is set to 1 or 3, otherwise
          `5' when it is set to 2 or 4.

     #save
          Save the game and exit the program.  Default key is `S'.

     #saveoptions
          Save configuration options to the config file.  This  will  over-
          write  the  file,  removing all comments, so if you have manually
          edited the config file, don't use this.

     #search
          Search for traps and secret doors around  you.   Default  key  is
          `s'.

     #seeall
          Show all equipment in use.  Default key is `*'.




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          Will display in-use items in a menu even when there is only one.

     #seeamulet
          Show the amulet currently worn.  Default key is `"'.

          Using the `m' prefix will force the display of a worn amulet in a
          menu rather than with just a message.

     #seearmor
          Show the armor currently worn.  Default key is `['.

          Will display worn armor in a menu even when there is  only  thing
          worn.

     #seerings
          Show the ring(s) currently worn.  Default key is `='.

          Will  display  worn rings in a menu if there are two (or there is
          just one and is a meat ring rather than a "real" ring).  Use  the
          `m' prefix to force a menu for one ring.

     #seetools
          Show the tools currently in use.  Default key is `('.

          Will  display the result in a message if there is one tool in use
          (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s),
          leashes attached to pets).  Will display a menu if there are more
          than one or if the command is preceded by the `m' prefix.

     #seeweapon
          Show the weapon currently wielded.  Default key is `)'.

          If dual-wielding, a separate message about the  secondary  weapon
          will  be  given.   Using  the `m' prefix will force a menu and it
          will include primary weapon, alternate weapon even when not dual-
          wielding,  and  also whatever is currently assigned to the quiver
          slot.

     #shell
          Do a shell escape, switching from NetHack to a  subprocess.   Can
          be  disabled at the time the program is built.  When enabled, ac-
          cess for specific users can be controlled by the system  configu-
          ration file.  Use the shell command `exit' to return to the game.
          Default key is `!'.

     #showgold
          Report the gold in your inventory, including gold you know  about
          in  containers you're carrying.  If you are inside a shop, report
          any credit or debt you have in that shop.  Default key is `$'.

     #showspells
          List and reorder known spells.  Default key is `+'.




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     #showtrap
          Describe an adjacent trap, possibly covered by objects or a  mon-
          ster.  To be eligible, the trap must already be discovered.  (The
          "#terrain" command can display your map with all objects and mon-
          sters  temporarily removed, making it possible to see all discov-
          ered traps.)  Default key is `^'.

     #sit
          Sit down.  Autocompletes.  Default key is `M-s'.

     #stats
          Show memory usage statistics.  Autocompletes.  Debug mode only.

     #suspend
          Suspend the game, switching from NetHack to the terminal  it  was
          started  from  without performing save-and-exit.  Can be disabled
          at the time the program is built.  When  enabled,  mainly  useful
          for  tty  and  curses  interfaces on UNIX.  Use the shell command
          `fg' to return to the game.  Default key is `^Z'.

     #swap
          Swap wielded and secondary weapons.  Default key is `x'.

     #takeoff
          Take off one piece of armor.  Default key is `T'.

     #takeoffall
          Remove all armor.  Default key is `A'.

     #teleport
          Teleport around the level.  Default key is `^T'.

     #terrain
          Show map without obstructions.  In normal play you can  view  the
          explored  portion  of  the  current level's map without monsters;
          without monsters and objects; or without monsters,  objects,  and
          traps.

          In  explore mode, you can choose to view the full map rather than
          just its explored portion.  In debug mode  there  are  additional
          choices.

          Autocompletes.   Default  key  is  `<del>' or `<delete>' (see Del
          above).

     #therecmdmenu
          Show a menu of possible actions directed at a  location  next  to
          you.   The  menu is limited to a subset of the likeliest actions,
          not an exhaustive set of all possibilities.  Autocompletes.

     #throw
          Throw something.  Default key is `t'.




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     #timeout
          Look at the timeout queue.  Autocompletes.  Debug mode only.

     #tip
          Tip over a container (bag or box) to pour out its contents.  When
          there  are  containers on the floor, the game will prompt to pick
          one of them or "tip something being carried".  If the  latter  is
          chosen,  there  will be another prompt for which item from inven-
          tory to tip.

          The `m' prefix makes the command skip containers on the floor and
          pick   one  from  inventory,  except  for  the  special  case  of
          menustyle:traditional with two or more containers  present;  that
          situation will start with the floor container menu.

          Autocompletes.  Default key is `M-T'.

     #travel
          Travel  to  a  specific location on the map.  Default key is `_'.
          Using the "request menu" prefix shows a menu of interesting  tar-
          gets  in sight without asking to move the cursor.  When picking a
          target with cursor and the autodescribe option  is  on,  the  top
          line will show "(no travel path)" if your character does not know
          of a path to that location.  See also #retravel.

     #turn
          Turn undead away.  Autocompletes.  Default key is `M-t'.

     #twoweapon
          Toggle two-weapon combat on or off.  Autocompletes.  Default  key
          is `X', and also `M-2' if number_pad is off.

          Note  that you must use suitable weapons for this type of combat,
          or it will be automatically turned off.

     #untrap
          Untrap something (trap, door, or chest).  Default key  is  `M-u',
          and `u' if number_pad is on.

          In  some circumstances it can also be used to rescue trapped mon-
          sters.

     #up
          Go up a staircase.  Default key is `<'.

     #vanquished
          List vanquished monsters by type and count.

          Note that the vanquished  monsters  list  includes  all  monsters
          killed  by  traps and each other as well as by you, and omits any
          which got removed from the game without being killed (perhaps  by
          genocide,  or by a mollified shopkeeper dismissing summoned Kops)
          or were already corpses when placed on the map.



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          Using the "request menu" prefix prior to #vanquished brings up  a
          menu  of  sorting  orders available (provided that the vanquished
          monsters list contains at least two types of  monsters).   Which-
          ever  ordering  is picked gets assigned to the sortvanquished op-
          tion so is remembered for subsequent #vanquished  requests.   The
          "#genocided" command shares this sorting order.

          During  end-of-game  disclosure,  when asked whether to show van-
          quished monsters answering `a' will let you choose from the  sort
          menu.

          Autocompletes.  Default key is `M-V'.

     #version
          Print compile time options for this version of NetHack.

          The  second  paragraph  lists  the user interface(s) that are in-
          cluded.  If there are more than one, you can use  the  windowtype
          option  in your run-time configuration file to select the one you
          want.

          Autocompletes.  Default key is `M-v'.

     #versionshort
          Show the program's version number, plus the date  and  time  that
          the  running  copy  was built from sources (not the version's re-
          lease date).  Default key is `v'.

     #vision
          Show vision array.  Autocompletes.  Debug mode only.

     #wait
          Rest one move while doing nothing.  Default key is `.', and  also
          ` ' if rest_on_space is on.

     #wear
          Wear a piece of armor.  Default key is `W'.

     #whatdoes
          Tell what a key does.  Default key is `&'.

     #whatis
          Show  what type of thing a symbol corresponds to.  Default key is
          `/'.

     #wield
          Wield a weapon.  Default key is `w'.

     #wipe
          Wipe off your face.  Autocompletes.  Default key is `M-w'.

     #wizborn
          Show monster birth, death, genocide, and extinct statistics.  De-
          bug mode only.


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     #wizbury
          Bury  objects  under  and around you.  Autocompletes.  Debug mode
          only.

     #wizcast
          Cast any spell.  Debug mode only.

     #wizdetect
          Reveal hidden things (secret doors or traps or  unseen  monsters)
          within  a modest radius.  No time elapses.  Autocompletes.  Debug
          mode only.  Default key is `^E'.

     #wizgenesis
          Create a monster.  May be prefixed by a count to create more than
          one.  Autocompletes.  Debug mode only.  Default key is `^G'.

     #wizidentify
          Identify  all  items  in  inventory.   Autocompletes.  Debug mode
          only.  Default key is `^I'.

     #wizintrinsic
          Set one or more intrinsic attributes.  Autocompletes.  Debug mode
          only.

     #wizkill
          Remove  monsters  from play by just pointing at them.  By default
          the hero gets credit or blame for killing the  targets.   Precede
          this  command  with  the  `m'  prefix to override that.  Autocom-
          pletes.  Debug mode only.

     #wizlevelport
          Teleport to another level.  Autocompletes.  Debug mode only.  De-
          fault key is `^V'.

     #wizmap
          Map  the level.  Autocompletes.  Debug mode only.  Default key is
          `^F'.

     #wizrumorcheck
          Verify rumor boundaries by displaying first and last true  rumors
          and first and last false rumors.

          Also  displays  first,  second,  and last random engravings, epi-
          taphs, and hallucinatory monsters.

          Autocompletes.  Debug mode only.

     #wizseenv
          Show map locations' seen  vectors.   Autocompletes.   Debug  mode
          only.

     #wizsmell
          Smell monster.  Autocompletes.  Debug mode only.



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     #wizwhere
          Show  locations  of  special  levels.  Autocompletes.  Debug mode
          only.

     #wizwish
          Wish for something.  Autocompletes.  Debug  mode  only.   Default
          key is `^W'.

     #wmode
          Show wall modes.  Autocompletes.  Debug mode only.

     #zap
          Zap a wand.  Default key is `z'.

     #?
          Help menu:  get the list of available extended commands.



          If  your keyboard has a meta key (which, when pressed in combina-
     tion with another key, modifies it by  setting  the  "meta"  [8th,  or
     "high"]  bit),  you  can invoke many extended commands by meta-ing the
     first letter of the command.

          On Windows and MS-DOS, the "Alt" key can be used in this fashion.
     On  other  systems,  if  typing "Alt" plus another key transmits a two
     character sequence consisting of an Escape followed by the other  key,
     you  may  set  the  altmeta  option  to have NetHack combine them into
     meta+<key>.  (This combining action only takes place when  NetHack  is
     expecting a command to execute, not when accepting input to name some-
     thing or to make a wish.)

          Unlike control characters, where ^x and ^X denote the same thing,
     meta  characters  are case-sensitive:  M-x and M-X represent different
     things.  Some commands which can be run via a meta  character  require
     that  the  letter  be capitalized because the lower-case equivalent is
     used   for   another   command,   so   the   three   key   combination
     meta+Shift+<letter> is needed.


     M-?  #? (not supported by all platforms)

     M-2  #twoweapon (unless the number_pad option is enabled)

     M-a  #adjust

     M-A  #annotate

     M-c  #chat

     M-C  #conduct

     M-d  #dip



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     M-e  #enhance

     M-f  #force

     M-g  #genocided

     M-i  #invoke

     M-j  #jump

     M-l  #loot

     M-m  #monster

     M-n  #name

     M-o  #offer

     M-O  #overview

     M-p  #pray

     M-r  #rub

     M-R  #ride

     M-s  #sit

     M-t  #turn

     M-T  #tip

     M-u  #untrap

     M-v  #version

     M-V  #vanquished

     M-w  #wipe

     M-X  #exploremode



          If  the  number_pad option is on, some additional letter commands
     are available:

     h    #help

     j    #jump

     k    #kick




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     l    #loot

     N    #name

     u    #untrap


     5.  Rooms and corridors

          Rooms and corridors in the dungeon are either lit or  dark.   Any
     lit  areas within your line of sight will be displayed; dark areas are
     only displayed if they are within one space of you.  Walls and  corri-
     dors remain on the map as you explore them.

          Secret corridors are hidden and appear to be solid rock.  You can
     find them with the `s' (search) command when adjacent to them.  Multi-
     ple  search attempts may be needed.  When searching is successful, se-
     cret corridors become ordinary open corridor locations.  Mapping magic
     reveals secret corridors, so converts them into ordinary corridors and
     shows them as such.

     5.1.  Doorways

          Doorways connect rooms and  corridors.   Some  doorways  have  no
     doors;  you  can walk right through.  Others have doors in them, which
     may be open, closed, or locked.  To open a closed door,  use  the  `o'
     (open)  command;  to  close it again, use the `c' (close) command.  By
     default the autoopen option is enabled, so simply attempting  to  walk
     onto  a closed door's location will attempt to open it without needing
     `o'.  Opening via autoopen will  not  work  if  you  are  confused  or
     stunned or suffer from the fumbling attribute.

          Open  doors  cannot be entered diagonally; you must approach them
     straight on, horizontally or vertically.  Doorways without  doors  are
     not  restricted  in  this  fashion except on one particular level (de-
     scribed by "#overview" as "a primitive area").

          Unlocking magic exists but usually won't be available  early  on.
     You  can get through a locked door without magic by first using an un-
     locking tool with the `a' (apply) command, and then  opening  it.   By
     default  the  autounlock  option is also enabled, so if you attempt to
     open (via `o' or autoopen) a locked door while carrying  an  unlocking
     tool,  you'll be asked whether to use it on the door's lock.  Alterna-
     tively, you can break a closed door (whether locked or  not)  down  by
     kicking  it via the `^D' (kick) command.  Kicking down a door destroys
     it and makes a lot of noise which might wake sleeping monsters.

          Some closed doors are booby-trapped and will explode  if  an  at-
     tempt  is made to open (when unlocked) or unlock (when locked) or kick
     down.  Like kicking, an explosion destroys the door and makes a lot of
     noise.   The  "#untrap" command can be used to search a door for traps
     but might take multiple attempts to find  one.   When  one  is  found,
     you'll  be  asked whether to try to disarm it.  If you accede, success
     will eliminate the trap but failure will set off the trap's explosion.


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     (If you decline, you effectively forget that a trap was found there.)

          Closed  doors can be useful for shutting out monsters.  Most mon-
     sters cannot open closed doors, although a few don't need to (for  ex-
     ample,  ghosts  can  walk  through doors and fog clouds can flow under
     them).  Some monsters who can open doors can also use unlocking tools.
     And some (giants) can smash doors.

          Secret  doors are hidden and appear to be ordinary wall (from in-
     side a room) or solid rock (from outside).  You can find them with the
     `s'  (search)  command but it might take multiple tries (possibly many
     tries if your luck is poor).  Once found they are in all ways  equiva-
     lent to normal doors.  Mapping magic does not reveal secret doors.

     5.2.  Traps (`^')

          There  are  traps  throughout the dungeon to snare the unwary in-
     truder.  For example, you may suddenly fall into a pit  and  be  stuck
     for a few turns trying to climb out (see below).  A trap usually won't
     appear on your map until you trigger it by moving  onto  it,  you  see
     someone else trigger it, or you discover it with the `s' (search) com-
     mand (multiple attempts are often needed; if your luck is  poor,  many
     attempts  might  be needed).  Wands of secret door detection and spell
     of detect unseen also reveal traps within a modest radius but only  if
     the trap is also within line-of-sight (whether you can see at the time
     or not).  There is also other magic which can reveal traps.

          Monsters can fall prey to traps, too, which  can  potentially  be
     used  as  a defensive strategy.  Unfortunately traps can be harmful to
     your pet(s) as well.  Monsters, including  pets,  usually  will  avoid
     moving onto a trap which is shown on your map if they have encountered
     that type of trap before.

          Some traps such as pits, bear traps, and webs  hold  you  in  one
     place.   You  can  escape by simply trying to move to an adjacent spot
     and repeat as needed; eventually you will get free.

          Other traps can send you  to  different  locations.   Teleporters
     send  you elsewhere on the same dungeon level.  Level teleporters send
     you to a random dungeon level, the destination chosen from a few  lev-
     els  lower  all the way to the top.  These traps choose a new destina-
     tion each time they're activated.  Trap doors and holes also send  you
     to  another  level,  but  one which is always below the current level.
     Usually that will be the next level down but it can be  farther.   Un-
     like  (level)  teleporters, the destination level of a particular trap
     door or hole is persistent, so falling into one will bring you to  the
     same  level  each  time--though  not  necessarily the same spot on the
     level.  Magic portals behave similarly, but with some additional vari-
     ation.   Some  portals are two-way and their remote destination is al-
     ways the same: another portal which can take  you  back.   Others  are
     one-way and send you to a specific destination level but not necessar-
     ily to a specific location there.




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          There is a special multi-level branch of the  dungeon  with  pre-
     mapped  levels  based on the classic computer game "Sokoban."  In that
     game, you operate as a warehouse worker who pushes crates  around  ob-
     stacles  to  position  them  at designated locations.  In NetHack, the
     goal is to push boulders into pits or holes until those traps have all
     been  nullified,  giving  access  to  whatever is beyond them.  In the
     Sokoban game, you can only move in the four  cardinal  compass  direc-
     tions,  and  a crate in its final destination blocks further access to
     that spot.  In the Sokoban levels of NetHack, you can move  diagonally
     (unless  that would let you pass between two neighboring boulders) but
     you can only push boulders in the  four  cardinal  directions,  and  a
     boulder  which  fills  a  pit or hole removes both the boulder and the
     trap so opens up normal access to that spot.  With careful  foresight,
     it  is  possible to complete all of the levels according to the tradi-
     tional rules of Sokoban.  (Hint: to solve Sokoban puzzles,  you  often
     need  to move things away from their eventual destinations in order to
     open up more room to maneuver.)  Since NetHack  does  not  support  an
     undo  capability, some allowances are permitted in case you get stuck.
     For example, each level has at least one extra boulder.  Also,  it  is
     possible  to  drop  everything in order to be able to squeeze into the
     same location as a boulder (and then presumably move past it),  or  to
     destroy  a boulder with magic or tools, or to create new boulders with
     a scroll of earth.  However, doing such things will  lower  your  luck
     without  any  specific message given about that.  See the Conduct sec-
     tion for information  about  getting  feedback  for  your  actions  in
     Sokoban.

     5.3.  Stairs and ladders (`<', `>')

          In general, each level in the dungeon will have a staircase going
     up (`<') to the previous level and another going  down  (`>')  to  the
     next  level.   There are some exceptions though.  For instance, fairly
     early in the dungeon you will find a level with two  down  staircases,
     one  continuing  into the dungeon and the other branching into an area
     known as the Gnomish Mines.  Those mines eventually hit a dead end, so
     after  exploring  them  (if you choose to do so), you'll need to climb
     back up to the main dungeon.

          When you traverse a set of stairs, or trigger a trap which  sends
     you to another level, the level you're leaving will be deactivated and
     stored in a file on disk.  If you're moving to  a  previously  visited
     level,  it  will  be loaded from its file on disk and reactivated.  If
     you're moving to a level which has not yet been visited,  it  will  be
     created (from scratch for most random levels, from a template for some
     "special" levels, or loaded from the remains of an earlier game for  a
     "bones"  level  as briefly described below).  Monsters are only active
     on the current level; those on other  levels  are  essentially  placed
     into stasis.

          Ordinarily when you climb a set of stairs, you will arrive on the
     corresponding staircase at your destination.  However, pets  (see  be-
     low) and some other monsters will follow along if they're close enough
     when you travel up or down stairs, and occasionally one of these crea-
     tures  will  displace you during the climb.  When that occurs, the pet


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     or other monster will arrive on the staircase  and  you  will  end  up
     nearby.

          Ladders  serve  the same purpose as staircases, and the two types
     of inter-level connections are nearly  indistinguishable  during  game
     play.

     5.4.  Shops and shopping

          Occasionally  you  will  run across a room with a shopkeeper near
     the door and many items lying on the floor.   You  can  buy  items  by
     picking them up and then using the `p' command.  You can inquire about
     the price of an item prior to picking it up by using the "#chat"  com-
     mand  while standing on it.  Using an item prior to paying for it will
     incur a charge, and the shopkeeper won't allow you to leave  the  shop
     until you have paid any debt you owe.

          You  can sell items to a shopkeeper by dropping them to the floor
     while inside a shop.  You will either be offered an amount of gold and
     asked whether you're willing to sell, or you'll be told that the shop-
     keeper isn't interested (generally, your item needs to  be  compatible
     with the type of merchandise carried by the shop).

          If  you drop something in a shop by accident, the shopkeeper will
     usually claim ownership without  offering  any  compensation.   You'll
     have to buy it back if you want to reclaim it.

          Shopkeepers sometime run out of money.  When that happens, you'll
     be offered credit instead of gold when  you  try  to  sell  something.
     Credit  can  be  used to pay for purchases, but it is only good in the
     shop where it was obtained; other shopkeepers won't honor it.  (If you
     happen  to find a "credit card" in the dungeon, don't bother trying to
     use it in shops; shopkeepers will not accept it.)

          The `$' command, which reports the amount of gold you are  carry-
     ing,  will  also  show  current shop debt or credit, if any.  The "Iu"
     command lists unpaid items (those which still belong to the  shop)  if
     you  are  carrying any.  The "Ix" command shows an inventory-like dis-
     play of any unpaid items which have been used  up,  along  with  other
     shop fees, if any.

     5.4.1.  Shop idiosyncrasies

          Several aspects of shop behavior might be unexpected.

     * The price of a given item can vary due to a variety of factors.

     * A  shopkeeper  treats  the spot immediately inside the door as if it
       were outside the shop.

     * While the shopkeeper watches you like a hawk, he or she will  gener-
       ally ignore any other customers.




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     * If a shop is "closed for inventory," it will not open of its own ac-
       cord.

     * Shops do not get restocked with new items, regardless  of  inventory
       depletion.

     5.5.  Movement feedback

          Moving  around  the  map usually provides no feedback--other than
     drawing the hero at the new location--unless you step on an object  or
     pile  of objects, or on a trap, or attempt to move onto a spot where a
     monster is located.  There are several options which can  be  used  to
     augment the normal feedback.

          The  pile_limit  option  controls  how  many  objects can be in a
     pile--sharing the same map location--for the game to state "there  are
     objects  here" instead of listing them.  The default is 5.  Setting it
     to 1 would always give that message instead of  listing  any  objects.
     Setting  it  to 0 is a special case which will always list all objects
     no matter how big a pile is.  Note that the number refers to the count
     of separate stacks of objects present rather than the sum of the quan-
     tities of those stacks (so 7 arrows or 25 gold pieces will each  count
     as  1  rather than as 7 and 25, respectively, and total to 2 when both
     are at the same location).

          The "nopickup" command prefix (default `m') can be used before  a
     movement  direction  to step on objects without attempting auto-pickup
     and without giving feedback about them.

          The mention_walls option controls whether you get feedback if you
     try  to  walk  into  a wall or solid stone or off the edge of the map.
     Normally nothing happens (unless the hero is  blind  and  no  wall  is
     shown,  then  the  wall that is being bumped into will be drawn on the
     map).  This option also gives feedback when rushing or  running  stops
     for some non-obvious reason.

          The  mention_decor  option controls whether you get feedback when
     walking on "furniture."  Normally stepping onto stairs or  a  fountain
     or  an altar or various other things doesn't elicit anything unless it
     is covered by one or more objects so is obscured on the map.   Setting
     this  option  to  true will describe such things even when they aren't
     obscured.  Doorless doorways and open doors aren't  considered  worthy
     of mention; closed doors (if you can move onto their spots) and broken
     doors are.  Assuming that you're able to do so, moving onto  water  or
     lava  or ice will give feedback if not yet on that type of terrain but
     not repeat it (unless there has been some  intervening  message)  when
     moving  from  water  to another water spot, or lava to lava, or ice to
     ice.  Moving off of any of those back onto "normal" terrain will  give
     one  message  too, unless there is feedback about one or more objects,
     in which case the back on land circumstance is implied.

          The confirm and safe_pet options control what  happens  when  you
     try to move onto a peaceful monster's spot or a tame one's spot.



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          The  "nopickup"  command  prefix  (default `m') is also the move-
     without-attacking prefix and can be used to try to step onto a visible
     monster's  spot  without  the move being considered an attack (see the
     Fighting subsection of Monsters below).  The  "fight"  command  prefix
     (default  `F';  also  `-' if number_pad is on) can be used to force an
     attack, when guessing where an unseen monster is or when  deliberately
     attacking a peaceful or tame creature.

          The  run_mode option controls how frequently the map gets redrawn
     when moving more than one step in a single command (so  when  rushing,
     running, or traveling).

     5.6.  Rogue level

          One  dungeon  level  (occurring  in mid to late teens of the main
     dungeon) is a tribute to the ancestor game hack's inspiration rogue.

          It is usually displayed differently from other  levels:  possibly
     in characters instead of tiles, or without line-drawing symbols if al-
     ready in characters; also, gold is shown as * rather than $ and stairs
     are  shown as % rather than < and >.  There are some minor differences
     in actual game play: doorways lack doors; a scroll, wand, or spell  of
     light used in a room lights up the whole room rather than within a ra-
     dius around your character.  And monsters  represented  by  lower-case
     letters aren't randomly generated on the rogue level.

          The slight strangeness of this level is a feature, not a bug....

     6.  Monsters

          Monsters you cannot see are not displayed on the screen.  Beware!
     You may suddenly come upon one in a dark place.  Some magic items  can
     help  you  locate them before they locate you (which some monsters can
     do very well).

          The commands `/' and `;' may be used to obtain information  about
     those  monsters  who are displayed on the screen.  The command "#name"
     (by default bound to `C'), allows you to assign a name to  a  monster,
     which may be useful to help distinguish one from another when multiple
     monsters are present.  Assigning a name which is just a space will re-
     move any prior name.

          The  extended command "#chat" can be used to interact with an ad-
     jacent monster.  There is no actual dialog (in other words, you  don't
     get  to  choose what you'll say), but chatting with some monsters such
     as a shopkeeper or the Oracle of Delphi can produce useful results.

     6.1.  Fighting

          If you see a monster and you wish to fight it,  just  attempt  to
     walk into it.  Many monsters you find will mind their own business un-
     less you attack them.  Some of them are very dangerous  when  angered.
     Remember:  discretion is the better part of valor.



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          In  most  circumstances, if you attempt to attack a peaceful mon-
     ster by moving into its location, you'll be asked to confirm your  in-
     tent.  By default an answer of `y' acknowledges that intent, which can
     be error prone if you're using `y' to move.  You  can  set  the  para-
     noid_confirmation:attack  option  to  require  a response of "yes" in-
     stead.

          If you can't see a monster (if it is invisible,  or  if  you  are
     blinded), the symbol `I' will be shown when you learn of its presence.
     If you attempt to walk into it, you will try to fight it just  like  a
     monster  that  you  can  see; of course, if the monster has moved, you
     will attack empty air.  If you guess that the monster  has  moved  and
     you  don't  wish to fight, you can use the `m' command to move without
     fighting; likewise, if you don't remember a monster but  want  to  try
     fighting anyway, you can use the `F' command.

     6.2.  Your pet

          You start the game with a little dog (`d'), kitten (`f'), or pony
     (`u'), which follows you about the dungeon and  fights  monsters  with
     you.  Like you, your pet needs food to survive.  Dogs and cats usually
     feed themselves on fresh carrion and other meats; horses need vegetar-
     ian food which is harder to come by.  If you're worried about your pet
     or want to train it, you can feed it, too, by  throwing  it  food.   A
     properly trained pet can be very useful under certain circumstances.

          Your  pet  also  gains  experience from killing monsters, and can
     grow over time, gaining hit points and doing more damage.   Initially,
     your  pet  may  even be better at killing things than you, which makes
     pets useful for low-level characters.

          Your pet will follow you up and down staircases if it is next  to
     you when you move.  Otherwise your pet will be stranded and may become
     wild.  Similarly, when you trigger certain types of traps which  alter
     your  location  (for  instance, a trap door which drops you to a lower
     dungeon level), any adjacent pet will accompany you and any  non-adja-
     cent pet will be left behind.  Your pet may trigger such traps itself;
     you will not be carried along with it even if adjacent at the time.

     6.3.  Steeds

          Some types of creatures in the dungeon can actually be ridden  if
     you  have  the  right equipment and skill.  Convincing a wild beast to
     let you saddle it up is difficult to say the least.  Many a dungeoneer
     has  had  to  resort  to  magic and wizardry in order to forge the al-
     liance.  Once you do have the beast under your  control  however,  you
     can  easily  climb  in and out of the saddle with the "#ride" command.
     Lead the beast around the dungeon when riding, in the same  manner  as
     you  would move yourself.  It is the beast that you will see displayed
     on the map.

          Riding skill is managed by the "#enhance" command.  See the  sec-
     tion on Weapon proficiency for more information about that.



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          Use  the  `a' (apply) command and pick a saddle in your inventory
     to attempt to put that saddle on an adjacent creature.  If successful,
     it will be transferred to that creature's inventory.

          Use  the  "#loot" command while adjacent to a saddled creature to
     try to remove the saddle from that creature.  If successful,  it  will
     be transferred to your inventory.

     6.4.  Bones levels

          You may encounter the shades and corpses of other adventurers (or
     even former incarnations of yourself!)  and  their  personal  effects.
     Ghosts  are hard to kill, but easy to avoid, since they're slow and do
     little damage.  You can plunder the deceased adventurer's possessions;
     however,  they are likely to be cursed.  Beware of whatever killed the
     former player; it is probably still lurking around, gloating over  its
     last victory.

     6.5.  Persistence of Monsters

          Monsters  (a  generic  reference  which  also includes humans and
     pets) are only shown while they can be seen or otherwise sensed.  Mov-
     ing to a location where you can't see or sense a monster any more will
     result in it disappearing from your map, similarly if it  is  the  one
     who moved rather than you.

          However,  if  you  encounter  a  monster  which  you can't see or
     sense--perhaps it is invisible and has just tapped you on the noggin--
     a special "remembered, unseen monster" marker will be displayed at the
     location where you think it is.  That  will  persist  until  you  have
     proven  that  there  is  no  monster there, even if the unseen monster
     moves to another location or you move to a spot where the marker's lo-
     cation ordinarily wouldn't be seen any more.

     7.  Objects

          When  you  find something in the dungeon, it is common to want to
     pick it up.  In NetHack, this is accomplished by using  the  `,'  com-
     mand.   If autopickup option is on, you will automatically pick up the
     object by walking over, unless you move with the `m' prefix.

          If you're carrying too many items, NetHack will tell you  so  and
     you  won't  be  able to pick up anything more.  Otherwise, it will add
     the object(s) to your pack and tell you what you just picked up.

          As you add items to your inventory, you also add  the  weight  of
     that  object  to  your load.  The amount that you can carry depends on
     your strength and your constitution.  The stronger  and  sturdier  you
     are,  the  less  the  additional  load will affect you.  There comes a
     point, though, when the weight of all of that stuff you  are  carrying
     around with you through the dungeon will encumber you.  Your reactions
     will get slower and you'll burn calories faster, requiring  food  more
     frequently  to cope with it.  Eventually, you'll be so overloaded that
     you'll either have to discard some of what you're carrying or collapse


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     under its weight.

          NetHack will tell you how badly you have loaded yourself.  If you
     are encumbered, one of the conditions  Burdened,  Stressed,  Strained,
     Overtaxed,  or Overloaded will be shown on the bottom line status dis-
     play.

          When you pick up an object, it is assigned an  inventory  letter.
     Many  commands  that operate on objects must ask you to find out which
     object you want to use.  When NetHack asks you to choose a  particular
     object  you are carrying, you are usually presented with a list of in-
     ventory letters to choose from (see Commands, above).

          Some objects, such as weapons, are easily  differentiated.   Oth-
     ers,  like  scrolls and potions, are given descriptions which vary ac-
     cording to type.  During a game, any two objects  with  the  same  de-
     scription are the same type.  However, the descriptions will vary from
     game to game.

          When you use one of these objects,  if  its  effect  is  obvious,
     NetHack  will  remember  what  it is for you.  If its effect isn't ex-
     tremely obvious, you will be asked what you want to call this type  of
     object  so  you will recognize it later.  You can also use the "#name"
     command, for the same purpose at any time, to name all  objects  of  a
     particular type or just an individual object.  When you use "#name" on
     an object which has already been named,  specifying  a  space  as  the
     value will remove the prior name instead of assigning a new one.

     7.1.  Curses and Blessings

          Any  object  that  you  find may be cursed, even if the object is
     otherwise helpful.  The most common effect of a curse is  being  stuck
     with  (and  to) the item.  Cursed weapons weld themselves to your hand
     when wielded, so you cannot unwield them.  Any cursed item you wear is
     not  removable  by ordinary means.  In addition, cursed arms and armor
     usually, but not always, bear negative  enchantments  that  make  them
     less  effective  in  combat.   Other  cursed objects may act poorly or
     detrimentally in other ways.

          Objects can also be blessed instead.  Blessed items usually  work
     better  or more beneficially than normal uncursed items.  For example,
     a blessed weapon will do slightly more damage against demons.

          Objects which are neither cursed nor blessed are referred  to  as
     uncursed.  They could just as easily have been described as unblessed,
     but the uncursed designation is what you will see within the game.   A
     "glass half full versus glass half empty" situation; make of that what
     you will.

          There are magical means of bestowing or removing curses upon  ob-
     jects, so even if you are stuck with one, you can still have the curse
     lifted and the item removed.  Priests and Priestesses have  an  innate
     sensitivity  to  this  property in any object, so they can more easily
     avoid cursed objects than other  character  roles.   Dropping  objects


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     onto an altar will reveal their bless or curse state provided that you
     can see them land.

          An item with unknown status will be reported  in  your  inventory
     with  no  prefix.  An item which you know the state of will be distin-
     guished in your inventory by the presence  of  the  word  cursed,  un-
     cursed,  or blessed in the description of the item.  In some cases un-
     cursed will be omitted as being redundant when enough  other  informa-
     tion  is  displayed.  The implicit_uncursed option can be used to con-
     trol this; toggle it off to have uncursed be displayed even when  that
     can be deduced from other attributes.

          Sometimes  the  bless or curse state of objects is referred to as
     their "BUC" attribute, for Blessed,  Uncursed,  or  Cursed  state,  or
     "BUCX" for Blessed, Uncursed, Cursed, or unknown.  (The term beatitude
     is occasionally used as well.)

     7.2.  Weapons (`)')

          Given a chance, most monsters in the Mazes of Menace will  gratu-
     itously  try  to kill you.  You need weapons for self-defense (killing
     them first).  Without a weapon, you do only 1-2 hit points  of  damage
     (plus  bonuses,  if any).  Monk characters are an exception; they nor-
     mally do more damage with bare (or gloved) hands  than  they  do  with
     weapons.

          There  are  wielded  weapons,  like  maces and swords, and thrown
     weapons, like arrows and spears.  To hit monsters with a  weapon,  you
     must  wield  it  and attack them, or throw it at them.  You can simply
     elect to throw a spear.  To shoot an arrow, you should first  wield  a
     bow,  then  throw  the arrow.  Crossbows shoot crossbow bolts.  Slings
     hurl rocks and (other) stones (like gems).

          Enchanted weapons have a "plus" (or "to  hit  enhancement"  which
     can  be  either  positive or negative) that adds to your chance to hit
     and the damage you do to a monster.   The  only  way  to  determine  a
     weapon's enchantment is to have it magically identified somehow.  Most
     weapons are subject to some type of damage like rust.  Such  "erosion"
     damage can be repaired.

          The  chance  that  an attack will successfully hit a monster, and
     the amount of damage such a hit will do, depends  upon  many  factors.
     Among  them are: type of weapon, quality of weapon (enchantment and/or
     erosion), experience level, strength, dexterity, encumbrance, and pro-
     ficiency  (see  below).   The monster's armor class--a general defense
     rating, not necessarily due to wearing  of  armor--is  a  factor  too;
     also,  some  monsters  are particularly vulnerable to certain types of
     weapons.

          Many weapons can be wielded in one hand; some require both hands.
     When wielding a two-handed weapon, you can not wear a shield, and vice
     versa.  When wielding a one-handed weapon, you can have another weapon
     ready  to  use  by  setting  things up with the `x' command, which ex-
     changes your primary (the one being wielded)  and  alternate  weapons.


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     And  if you have proficiency in the "two weapon combat" skill, you may
     wield both weapons simultaneously as primary and  secondary;  use  the
     `X'  command  to engage or disengage that.  Only some types of charac-
     ters (barbarians, for instance) have the  necessary  skill  available.
     Even  with  that  skill, using two weapons at once incurs a penalty in
     the chance to hit your target compared to using just one weapon  at  a
     time.

          There  might  be  times when you'd rather not wield any weapon at
     all.  To accomplish that, wield `-', or else use the `A' command which
     allows  you  to  unwield  the current weapon in addition to taking off
     other worn items.

          Those of you in the audience who are AD&D players, be aware  that
     each weapon which existed in AD&D does roughly the same damage to mon-
     sters in NetHack.  Some of the  more  obscure  weapons  (such  as  the
     aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to
     Unearthed Arcana, an AD&D supplement.

          The commands to use weapons are `w'  (wield),  `t'  (throw),  `f'
     (fire),  `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance"
     (see below).

     7.2.1.  Throwing and shooting

          You can throw just about anything via the `t' command.   It  will
     prompt for the item to throw; picking `?' will list things in your in-
     ventory which are considered likely to be thrown, or picking `*'  will
     list  your  entire  inventory.  After you've chosen what to throw, you
     will be prompted for a direction rather than for  a  specific  target.
     The distance something can be thrown depends mainly on the type of ob-
     ject and your strength.  Arrows can be thrown  by  hand,  but  can  be
     thrown  much  farther and will be more likely to hit when thrown while
     you are wielding a bow.

          Some weapons will return when thrown.  A  boomerang--provided  it
     fails  to  hit  anything--is an obvious example.  If an aklys (thonged
     club) is thrown while it is wielded, it will return even when it  hits
     something.   A sufficiently strong hero can throw the warhammer Mjoll-
     nir; when thrown by a Valkyrie it will return too.   However,  aklyses
     and  Mjollnir  occasionally  fail to return.  Returning thrown objects
     occasionally fail to be caught, sometimes even  hitting  the  thrower,
     but when caught they become re-wielded.

          You  can simplify the throwing operation by using the `Q' command
     to select your preferred "missile", then  using  the  `f'  command  to
     throw  it.  You'll be prompted for a direction as above, but you don't
     have to specify which item to throw each time you use `f'.   There  is
     also  an  option, autoquiver, which has NetHack choose another item to
     automatically fill your quiver (or quiver sack, or have at the  ready)
     when  the  inventory  slot  used  for `Q' runs out.  If your quiver is
     empty, autoquiver is false, and you are wielding a  weapon  which  re-
     turns  when  thrown, you will throw that weapon instead of filling the
     quiver.  The fire command also has extra assistance, if fireassist  is


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     on it will try to wield a launcher matching the ammo in the quiver.

          Some  characters  have  the ability to throw or shoot a volley of
     multiple items (from the same stack) in a single action.  Knowing  how
     to load several rounds of ammunition at once--or hold several missiles
     in your hand--and still hit a target is not an easy task.  Rangers are
     among those who are adept at this task, as are those with a high level
     of proficiency in the relevant weapon skill (in bow  skill  if  you're
     wielding one to shoot arrows, in crossbow skill if you're wielding one
     to shoot bolts, or in sling skill if  you're  wielding  one  to  shoot
     stones).   The number of items that the character has a chance to fire
     varies from turn to turn.  You can  explicitly  limit  the  number  of
     shots  by  using  a numeric prefix before the `t' or `f' command.  For
     example, "2f" (or "n2f" if using number_pad mode) would ensure that at
     most 2 arrows are shot even if you could have fired 3.  If you specify
     a larger number than would have been  shot  ("4f"  in  this  example),
     you'll  just  end up shooting the same number (3, here) as if no limit
     had been specified.  Once the volley is in motion, all  of  the  items
     will  travel  in the same direction; if the first ones kill a monster,
     the others can still continue beyond that spot.

     7.2.2.  Weapon proficiency

          You will have varying degrees of skill in the weapons  available.
     Weapon proficiency, or weapon skills, affect how well you can use par-
     ticular types of weapons, and you'll be able to improve your skills as
     you  progress  through a game, depending on your role, your experience
     level, and use of the weapons.

          For the purposes of proficiency, weapons  have  been  divided  up
     into  various groups such as daggers, broadswords, and polearms.  Each
     role has a limit on what level of proficiency a character can  achieve
     for  each  group.   For instance, wizards can become highly skilled in
     daggers or staves but not in swords or bows.

          The "#enhance" extended command is used to review current weapons
     proficiency  (also  spell proficiency) and to choose which skill(s) to
     improve when you've used one or more skills enough to become  eligible
     to  do  so.  The skill rankings are "none" (sometimes also referred to
     as "restricted", because you won't be able to  advance),  "unskilled",
     "basic",  "skilled",  and "expert".  Restricted skills simply will not
     appear in the list shown by "#enhance".   (Divine  intervention  might
     unrestrict  a  particular  skill,  in  which case it will start at un-
     skilled and be limited to basic.)  Some characters can  enhance  their
     barehanded  combat  or martial arts skill beyond expert to "master" or
     "grand master".

          Use of a weapon in which you're restricted or unskilled will  in-
     cur  a  modest  penalty in the chance to hit a monster and also in the
     amount of damage done when you do hit; at basic  level,  there  is  no
     penalty  or bonus; at skilled level, you receive a modest bonus in the
     chance to hit and amount of damage done; at expert level, the bonus is
     higher.   A successful hit has a chance to boost your training towards
     the next skill level (unless you've already reached the limit for this


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     skill).  Once such training reaches the threshold for that next level,
     you'll be told that you feel more confident in your skills.   At  that
     point  you  can  use  "#enhance" to increase one or more skills.  Such
     skills are not increased automatically because there  is  a  limit  to
     your total overall skills, so you need to actively choose which skills
     to enhance and which to ignore.

     7.2.3.  Two-Weapon combat

          Some characters can use two weapons at once.  Setting  things  up
     to  do  so can seem cumbersome but becomes second nature with use.  To
     wield two weapons, you need to  use  the  "#twoweapon"  command.   But
     first  you  need  to  have a weapon in each hand.  (Note that your two
     weapons are not fully equal; the one in the hand  you  normally  wield
     with  is considered primary and the other one is considered secondary.
     The most noticeable difference is after you stop--or before you begin,
     for  that  matter--wielding  two weapons at once.  The primary is your
     wielded weapon and the secondary is just an  item  in  your  inventory
     that's been designated as alternate weapon.)

          If  your  primary weapon is wielded but your off hand is empty or
     has the wrong weapon, use the sequence `x', `w',  `x'  to  first  swap
     your  primary into your off hand, wield whatever you want as secondary
     weapon, then swap them both back into the  intended  hands.   If  your
     secondary  or alternate weapon is correct but your primary one is not,
     simply use `w' to wield the primary.  Lastly, if  neither  hand  holds
     the correct weapon, use `w', `x', `w' to first wield the intended sec-
     ondary, swap it to off hand, and then wield the primary.

          The whole process can be simplified via use of the pushweapon op-
     tion.   When  it  is enabled, then using `w' to wield something causes
     the currently wielded weapon to become your alternate weapon.  So  the
     sequence  `w', `w' can be used to first wield the weapon you intend to
     be secondary, and then wield the one you want as  primary  which  will
     push the first into secondary position.

          When  in  two-weapon  combat  mode, using the `X' command toggles
     back to single-weapon  mode.   Throwing  or  dropping  either  of  the
     weapons  or  having  one of them be stolen or destroyed will also make
     you revert to single-weapon combat.

     7.3.  Armor (`[')

          Lots of unfriendly things lurk about; you need armor  to  protect
     yourself  from  their blows.  Some types of armor offer better protec-
     tion than others.  Your armor class is a measure of  this  protection.
     Armor  class (AC) is measured as in AD&D, with 10 being the equivalent
     of no armor, and lower numbers meaning better armor.  Each suit of ar-
     mor which exists in AD&D gives the same protection in NetHack.

          Here is a list of the armor class values provided by suits of ar-
     mor:
                   Dragon scale mail                         1



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                   Plate mail, Crystal plate mail            3
                   Bronze plate mail, Splint mail,
                      Banded mail, Dwarvish mithril-coat     4
                   Chain mail, Elven mithril-coat            5
                   Scale mail, Orcish chain mail             6
                   Ring mail, Studded leather armor,
                      Dragon scales                          7
                   Leather armor, Orcish ring mail           8
                   Leather jacket                            9
                   none                                     10

          You can also wear other pieces of armor (cloak over  suit,  shirt
     under  suit,  helmet, gloves, boots, shield) to lower your armor class
     even further.  Most of these provide a one or two point improvement to
     AC  (making the overall value smaller and eventually negative) but can
     also be enchanted.  Shirts are an exception; they  don't  provide  any
     protection  unless  enchanted.  Some cloaks also don't improve AC when
     unenchanted but all cloaks offer some protection against rust or  cor-
     rosion  to  suits  worn  under them and against some monster touch at-
     tacks.

          If a piece of armor is enchanted, its armor  protection  will  be
     better (or worse) than normal, and its "plus" (or minus) will subtract
     from your armor class.  For example, a +1 chain mail  would  give  you
     better  protection  than  normal chain mail, lowering your armor class
     one unit further to 4.  When you put on a piece of armor, you  immedi-
     ately  find out the armor class and any "plusses" it provides.  Cursed
     pieces of armor usually have negative enchantments (minuses) in  addi-
     tion to being unremovable.

          Many types of armor are subject to some kind of damage like rust.
     Such damage can be repaired.  Some types of armor  may  inhibit  spell
     casting.

          The  nudist option can be set (prior to game start) to attempt to
     play the entire game without wearing any armor (a  self-imposed  chal-
     lenge which is extremely difficult to accomplish).

          The commands to use armor are `W' (wear) and `T' (take off).  The
     `A' command can be used to take off armor as well as other worn items.
     Also, `P' (put on) and `R' (remove) which are normally for accessories
     can be used for armor, but pieces of armor won't be  shown  as  likely
     candidates in a prompt for choosing what to put on or remove.

     7.4.  Food (`%')

          Food  is necessary to survive.  If you go too long without eating
     you will faint, and eventually die of starvation.  Some types of  food
     will  spoil,  and  become  unhealthy  to  eat, if not protected.  Food
     stored in ice boxes or tins ("cans") will usually stay fresh, but  ice
     boxes are heavy, and tins take a while to open.

          When you kill monsters, they usually leave corpses which are also
     "food."  Many, but not all, of these are edible; some  also  give  you


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     special  powers  when  you eat them.  A good rule of thumb is "you are
     what you eat."

          Some character roles and some monsters are vegetarian.   Vegetar-
     ian monsters will typically never eat animal corpses, while vegetarian
     players can, but with some rather unpleasant side-effects.

          You can name one food item after something you like to  eat  with
     the fruit option.

          The command to eat food is `e'.

     7.5.  Scrolls (`?')

          Scrolls  are  labeled with various titles, probably chosen by an-
     cient wizards for their amusement value (for  example  "READ  ME,"  or
     "THANX  MAUD"  backwards).  Scrolls disappear after you read them (ex-
     cept for blank ones, without magic spells on them).

          One of the most useful of these is the scroll of identify,  which
     can  be used to determine what another object is, whether it is cursed
     or blessed, and how many uses it has left.  Some objects of subtle en-
     chantment are difficult to identify without these.

          A  mail  daemon may run up and deliver mail to you as a scroll of
     mail (on versions compiled with this feature).  To use this feature on
     versions  where  NetHack mail delivery is triggered by electronic mail
     appearing in your system mailbox, you must let NetHack know  where  to
     look  for  new  mail by setting the "MAIL" environment variable to the
     file name of your mailbox.  You may also want to set the  "MAILREADER"
     environment  variable  to  the  file  name of your favorite reader, so
     NetHack can shell to it when you read  the  scroll.   On  versions  of
     NetHack  where  mail is randomly generated internal to the game, these
     environment variables are ignored.  You can disable the mail daemon by
     turning off the mail option.

          The command to read a scroll is `r'.

     7.6.  Potions (`!')

          Potions  are  distinguished by the color of the liquid inside the
     flask.  They disappear after you quaff them.

          Clear potions are potions of water.  Sometimes these are  blessed
     or  cursed, resulting in holy or unholy water.  Holy water is the bane
     of the undead, so potions of holy water are good things to throw (`t')
     at  them.   It is also sometimes very useful to dip ("#dip") an object
     into a potion.

          The command to drink a potion is `q' (quaff).






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     7.7.  Wands (`/')

          Wands usually have multiple magical charges.  Some types of wands
     require  a  direction  in which to zap them.  You can also zap them at
     yourself (just give a `.' or `s' for the direction).  Be warned,  how-
     ever,  for this is often unwise.  Other types of wands don't require a
     direction.  The number of charges in a wand is random and decreases by
     one whenever you use it.

          When  the number of charges left in a wand becomes zero, attempts
     to use the wand will usually result in nothing  happening.   Occasion-
     ally,  however, it may be possible to squeeze the last few mana points
     from an otherwise spent wand, destroying it in the  process.   A  wand
     may  be  recharged by using suitable magic, but doing so runs the risk
     of causing it to explode.  The chance for such an explosion starts out
     very small and increases each time the wand is recharged.

          In  a truly desperate situation, when your back is up against the
     wall, you might decide to go for broke and break your wand.   This  is
     not  for  the  faint of heart.  Doing so will almost certainly cause a
     catastrophic release of magical energies.

          When you have fully identified a particular wand, inventory  dis-
     play will include additional information in parentheses: the number of
     times it has been recharged followed by a colon and then by  its  cur-
     rent  number  of  charges.   A current charge count of -1 is a special
     case indicating that the wand has been cancelled.

          The command to use a wand is `z' (zap).  To break  one,  use  the
     `a' (apply) command.

     7.8.  Rings (`=')

          Rings  are very useful items, since they are relatively permanent
     magic, unlike the usually fleeting effects of  potions,  scrolls,  and
     wands.

          Putting  on a ring activates its magic.  You can wear at most two
     rings at any time, one on the ring finger of each hand.

          Most worn rings also cause you to grow hungry more  rapidly,  the
     rate varying with the type of ring.

          When  wearing  gloves,  rings are worn underneath.  If the gloves
     are cursed, rings cannot be put on and any already being  worn  cannot
     be  removed.   When worn gloves aren't cursed, you don't have to manu-
     ally take them off before putting on or removing a ring and  then  re-
     wear them after.  That's done implicitly to avoid unnecessary tedium.

          The  commands  to  use  rings  are `P' (put on) and `R' (remove).
     `A', `W', and `T' can also be used; see Amulets.





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     7.9.  Spellbooks (`+')

          Spellbooks are tomes of mighty magic.  When studied with the  `r'
     (read)  command,  they transfer to the reader the knowledge of a spell
     (and therefore eventually become unreadable)--unless the attempt back-
     fires.   Reading  a  cursed  spellbook or one with mystic runes beyond
     your ken can be harmful to your health!

          A spell (even when learned) can also backfire when you  cast  it.
     If you attempt to cast a spell well above your experience level, or if
     you have little skill with the appropriate spell type, or cast it at a
     time  when  your luck is particularly bad, you can end up wasting both
     the energy and the time required in casting.

          Casting a spell calls forth magical  energies  and  focuses  them
     with  your naked mind.  Some of the magical energy released comes from
     within you.  Casting temporarily drains your magical power, which will
     slowly  be recovered, and causes you to need additional food.  Casting
     of spells also requires practice.  With practice, your skill  in  each
     category of spell casting will improve.  Over time, however, your mem-
     ory of each spell will dim, and you will need to relearn it.

          Some spells require a direction in which to cast them, similar to
     wands.  To cast one at yourself, just give a `.' or `s' for the direc-
     tion.  A few spells require you to pick a target location rather  than
     just  specify  a particular direction.  Other spells don't require any
     direction or target.

          Just as weapons are divided into groups in which a character  can
     become  proficient (to varying degrees), spells are similarly grouped.
     Successfully casting a spell exercises  its  skill  group;  using  the
     "#enhance"  command to advance a sufficiently exercised skill will af-
     fect all spells within the group.  Advanced skill may increase the po-
     tency of spells, reduce their risk of failure during casting attempts,
     and improve the accuracy of the estimate for how much longer they will
     be  retained  in  your  memory.   Skill  slots are shared with weapons
     skills.  (See also the section on "Weapon proficiency".)

          Casting a spell also requires flexible movement, and wearing var-
     ious types of armor may interfere with that.

          The  command  to read a spellbook is the same as for scrolls, `r'
     (read).  The `+' command lists each spell  you  know  along  with  its
     level, skill category, chance of failure when casting, and an estimate
     of how strongly it is remembered.  The  `Z'  (cast)  command  casts  a
     spell.

     7.10.  Tools (`(')

          Tools  are  miscellaneous  objects  with  various purposes.  Some
     tools have a limited number of uses, akin to wand charges.  For  exam-
     ple,  lamps burn out after a while.  Other tools are containers, which
     objects can be placed into or taken out of.



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          Some tools (such as a blindfold) can be worn and can  be  put  on
     and  removed  like  other  accessories  (rings, amulets); see Amulets.
     Other tools (such as pick-axe) can be wielded as weapons  in  addition
     to  being  applied  for their usual purpose, and in some cases (again,
     pick-axe) become wielded as a weapon even when applied.

          The blind option can be set (prior to game start) to  attempt  to
     play  the  entire game without being able to see (a self-imposed chal-
     lenge which is very difficult to accomplish).

          The command to use a tool is `a' (apply).

     7.10.1.  Containers

          You may encounter bags, boxes, and chests  in  your  travels.   A
     tool of this sort can be opened with the "#loot" extended command when
     you are standing on top of it (that is, on the same  floor  spot),  or
     with  the  `a'  (apply)  command  when  you are carrying it.  However,
     chests are often locked, and are in any case  unwieldy  objects.   You
     must  set  one down before unlocking it by using a key or lock-picking
     tool with the `a' (apply) command, by kicking it with  the  `^D'  com-
     mand,  or  by  using  a weapon to force the lock with the "#force" ex-
     tended command.

          Some chests are trapped, causing nasty things to happen when  you
     unlock  or  open  them.  You can check for and try to deactivate traps
     with the "#untrap" extended command.

          When the contents of a container are known, that  container  will
     be  described  as something like "a sack containing 3 items".  In this
     example, the 3 refers to number of stacks of compatible items, not  to
     the  total  number  of individual items.  So a sack holding 2 blue po-
     tions, 7 arrows, and 350 gold pieces would be described  as  having  3
     items rather than 10 or 359.

          If a chest or large box is described as "broken", that means that
     it can't be locked rather than that it no longer functions as  a  con-
     tainer.

          The  apply  and loot commands allow you to take out and/or put in
     an arbitrary number of items in a single operation.  If  you  want  to
     take  everything out of a container, you can use the "#tip" command to
     pour the contents onto the floor.  This may be your only  way  to  get
     things  out  if  your  hands  are stuck to a cursed two-handed weapon.
     When your hands aren't stuck, you have another option of  pouring  the
     conteints into another container.  (As of this writing, the other con-
     tainer must be carried rather than on the floor.)

     7.11.  Amulets (`"')

          Amulets are very similar to rings, and often more powerful.  Like
     rings,  amulets have various magical properties, some beneficial, some
     harmful, which are activated by putting them on.



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          Only one amulet may be worn at a time, around  your  neck.   Like
     wearing  rings, wearing an amulet affects your metabolism, causing you
     to grow hungry more rapidly.

          The commands to use amulets are the same as for rings,  `P'  (put
     on)  and  `R'  (remove).  `A' can be used to remove various worn items
     including amulets.  Also, `W' (wear) and `T' (take off) which are nor-
     mally  for  armor can be used for amulets and other accessories (rings
     and eyewear), but accessories won't be shown as likely candidates in a
     prompt for choosing what to wear or take off.

     7.12.  Gems (`*')

          Some  gems are valuable, and can be sold for a lot of gold.  They
     are also a far more efficient way of carrying your  riches.   Valuable
     gems increase your score if you bring them with you when you exit.

          Other small rocks are also categorized as gems, but they are much
     less valuable.  All rocks, however, can be used as projectile  weapons
     (if  you have a sling).  In the most desperate of cases, you can still
     throw them by hand.

     7.13.  Large rocks (``')

          Statues and boulders are not particularly useful, and are  gener-
     ally heavy.  It is rumored that some statues are not what they seem.

          Boulders  occasionally block your path.  You can push one forward
     (by attempting to walk onto its spot) when nothing blocks its path, or
     you  can  smash it into a pile of small rocks with breaking magic or a
     pick-axe.  It is possible to move onto a boulder's location if certain
     conditions are met; ordinarily one of those conditions is that pushing
     it any further be blocked.  Using the  move-without-picking-up  prefix
     (default  key  `m') prior to the direction of movement will attempt to
     move to a boulder's location without pushing it  in  addition  to  the
     prefix's usual action of suppressing auto-pickup at the destination.

          Very  large  humanoids  (giants and their ilk) have been known to
     pick up boulders and use them as missile weapons.

          Unlike boulders, statues can't be pushed, but don't  need  to  be
     because  they  don't  block  movement.  They can be smashed into rocks
     though.

          For some configurations of the program,  statues  are  no  longer
     shown  as  ``'  but by the letter representing the monster they depict
     instead.

     7.14.  Gold (`$')

          Gold adds to your score, and you can buy things in shops with it.
     There  are  a number of monsters in the dungeon that may be influenced
     by the amount of gold you are carrying (shopkeepers aside).



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          Gold pieces are the only type of object where  bless/curse  state
     does  not  apply.   They're always uncursed but never described as un-
     cursed even if you turn off the implicit_uncursed option.  You can set
     the  goldX  option  if  you  prefer  to have gold pieces be treated as
     bless/curse state unknown rather than as known to be  uncursed.   Only
     matters  when  you're using an object selection prompt that can filter
     by "BUCX" state.

     7.15.  Persistence of Objects

          Normally, if you have seen an object at a particular map location
     and  move to another location where you can't directly see that object
     any more, it will continue to be displayed on your map.  That  remains
     the  case even if it is not actually there any more--perhaps a monster
     has picked it up or it has rotted away--until you can see or feel that
     location again.  One notable exception is that if the object gets cov-
     ered by the "remembered, unseen monster" marker.  When that marker  is
     later removed after you've verified that no monster is there, you will
     have forgotten that there was any object there regardless  of  whether
     the  unseen  monster actually took the object.  If the object is still
     there, then once you see or feel that location again you will  re-dis-
     cover the object and resume remembering it.

          The situation is the same for a pile of objects, except that only
     the top item of the pile is displayed.  The hilite_pile option can  be
     enabled in order to show an item differently when it is the top one of
     a pile.

     8.  Conduct

          As if winning NetHack were not difficult enough, certain  players
     seek  to challenge themselves by imposing restrictions on the way they
     play the game.  The game automatically  tracks  some  of  these  chal-
     lenges,  which can be checked at any time with the #conduct command or
     at the end of the game.  When you perform an  action  which  breaks  a
     challenge,  it  will  no  longer  be listed.  This gives players extra
     "bragging rights" for winning the game with  these  challenges.   Note
     that  it  is perfectly acceptable to win the game without resorting to
     these restrictions and that it is unusual for  players  to  adhere  to
     challenges the first time they win the game.

          Several  of  the  challenges are related to eating behavior.  The
     most difficult of these is the foodless challenge.  Although creatures
     can  survive long periods of time without food, there is a physiologi-
     cal need for water; thus there is no restriction  on  drinking  bever-
     ages,  even  if  they  provide some minor food benefits.  Calling upon
     your god for help with starvation does not violate any food challenges
     either.

          A strict vegan diet is one which avoids any food derived from an-
     imals.  The primary source of nutrition is fruits and vegetables.  The
     corpses  and  tins  of blobs (`b'), jellies (`j'), and fungi (`F') are
     also considered to be vegetable matter.  Certain human  food  is  pre-
     pared  without  animal  products; namely, lembas wafers, cram rations,


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     food rations (gunyoki), K-rations, and C-rations.   Metal  or  another
     normally indigestible material eaten while polymorphed into a creature
     that can digest it is also considered vegan food.  Note  however  that
     eating such items still counts against foodless conduct.

          Vegetarians  do not eat animals; however, they are less selective
     about eating animal byproducts than vegans.  In addition to the  vegan
     items  listed above, they may eat any kind of pudding (`P') other than
     the black puddings, eggs and food made from eggs (fortune cookies  and
     pancakes),  food made with milk (cream pies and candy bars), and lumps
     of royal jelly.  Monks are expected to observe a vegetarian diet.

          Eating any kind of meat violates the vegetarian, vegan, and food-
     less  conducts.   This  includes tripe rations, the corpses or tins of
     any monsters not mentioned above, and the various other chunks of meat
     found  in the dungeon.  Swallowing and digesting a monster while poly-
     morphed is treated as  if  you  ate  the  creature's  corpse.   Eating
     leather,  dragon hide, or bone items while polymorphed into a creature
     that can digest it, or eating monster brains while polymorphed into  a
     mind  flayer,  is considered eating an animal, although wax is only an
     animal byproduct.

          Regardless of conduct, there will be some items which  are  indi-
     gestible, and others which are hazardous to eat.  Using a swallow-and-
     digest attack against a monster is equivalent to eating the  monster's
     corpse.   Please  note  that the term "vegan" is used here only in the
     context of diet.  You are still free to choose  not  to  use  or  wear
     items  derived  from  animals (e.g. leather, dragon hide, bone, horns,
     coral), but the game will not keep track of this for you.   Also  note
     that  "milky" potions may be a translucent white, but they do not con-
     tain milk, so they are compatible with a vegan diet.  Slime  molds  or
     player-defined  "fruits",  although they could be anything from "cher-
     ries" to "pork chops", are also assumed to be vegan.

          An atheist is one who rejects religion.  This means that you can-
     not #pray, #offer sacrifices to any god, #turn undead, or #chat with a
     priest.  Particularly selective readers may argue that playing Monk or
     Priest  characters  should violate this conduct; that is a choice left
     to the player.  Offering the Amulet of Yendor to your god is necessary
     to win the game and is not counted against this conduct.  You are also
     not penalized for being spoken to by an  angry  god,  priest(ess),  or
     other religious figure; a true atheist would hear the words but attach
     no special meaning to them.

          Most players fight with a wielded weapon (or tool intended to  be
     wielded  as  a  weapon).  Another challenge is to win the game without
     using such a wielded weapon.  You are still permitted to throw,  fire,
     and  kick  weapons; use a wand, spell, or other type of item; or fight
     with your hands and feet.

          In NetHack, a pacifist refuses to cause the death  of  any  other
     monster  (i.e.  if you would get experience for the death).  This is a
     particularly difficult challenge, although it  is  still  possible  to
     gain experience by other means.


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          An  illiterate  character  does not read or write.  This includes
     reading a scroll, spellbook, fortune cookie message, or t-shirt; writ-
     ing  a  scroll; or making an engraving of anything other than a single
     "X" (the traditional signature of an illiterate person).   Reading  an
     engraving,  or  any item that is absolutely necessary to win the game,
     is not counted against this conduct.   The  identity  of  scrolls  and
     spellbooks (and knowledge of spells) in your starting inventory is as-
     sumed to be learned from your teachers prior to the start of the  game
     and isn't counted.

          There  is  a  side-branch  to  the main dungeon called "Sokoban,"
     briefly described in the earlier section about  Traps.   As  mentioned
     there,  the  goal  is  to push boulders into pits and/or holes to plug
     those in order to both get the boulders out of the way and be able  to
     go  past  the  traps.   There are some special "rules" that are active
     when in that branch of the dungeon.  Some  rules  can't  be  bypassed,
     such  as  being unable to push a boulder diagonally.  Other rules can,
     such as not smashing boulders with magic or tools, but doing so causes
     you  to receive a luck penalty.  No message about that is given at the
     time, but it is tracked as a conduct.  The #conduct command and end of
     game  disclosure  will  report  whether you have abided by the special
     rules of Sokoban, and if not, how many times you violated  them,  pro-
     viding you with a way to discover which actions incur bad luck so that
     you can be better informed about whether or  not  to  avoid  repeating
     those actions in the future.  (Note:  the Sokoban conduct will only be
     displayed if you have entered the Sokoban branch of the dungeon during
     the  current  game.   Once  that has happened, it becomes part of dis-
     closed conduct even if you haven't done  anything  interesting  there.
     Ending  the  game with "never broke the Sokoban rules" conduct is most
     meaningful if you also manage to perform  the  "obtained  the  Sokoban
     prize" achievement (see Achievements below).)

          There  are  several  other challenges tracked by the game.  It is
     possible to eliminate one or more species  of  monsters  by  genocide;
     playing without this feature is considered a challenge.  When the game
     offers you an opportunity to genocide monsters, you may  respond  with
     the  monster  type  "none" if you want to decline.  You can change the
     form of an item into another item of the same type  ("polypiling")  or
     the  form of your own body into another creature ("polyself") by wand,
     spell, or potion of polymorph; avoiding these effects are each consid-
     ered  challenges.   Polymorphing  monsters,  including  pets, does not
     break either of these challenges.  Finally, you may sometimes  receive
     wishes;  a  game  without  an attempt to wish for any items is a chal-
     lenge, as is a game without wishing for an artifact (even if the arti-
     fact immediately disappears).  When the game offers you an opportunity
     to make a wish for an item, you may choose "nothing" if  you  want  to
     decline.

     8.1.  Achievements

          End  of  game  disclosure  will also display various achievements
     representing progress toward ultimate ascension, if any have been  at-
     tained.   They aren't directly related to conduct but are grouped with
     it because they fall into the same category of "bragging  rights"  and


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     to  limit  the  number  of  questions  during disclosure.  Listed here
     roughly in order of difficulty and not necessarily  in  the  order  in
     which you might accomplish them.

     <Rank>     - Attained rank title <Rank>.
     Shop       - Entered a shop.
     Temple     - Entered a temple.
     Mines      - Entered the Gnomish Mines.
     Town       - Entered Mine Town.
     Oracle     - Consulted the Oracle of Delphi.
     Novel      - Read a passage from a Discworld Novel.
     Sokoban    - Entered Sokoban.
     Big Room   - Entered the Big Room.
     Soko-Prize - Explored to the top of Sokoban
                  and found a special item there.
     Mines' End - Explored to the bottom of the Gnomish Mines
                  and found a special item there.
     Medusa     - Defeated Medusa.
     Tune       - Discovered  the  tune  that can be used to open and close
                  the drawbridge on the Castle level.
     Bell       - Acquired the Bell of Opening.
     Gehennom   - Entered Gehennom.
     Candle     - Acquired the Candelabrum of Invocation.
     Book       - Acquired the Book of the Dead.
     Invocation - Gained access to the bottommost level of Gehennom.
     Amulet     - Acquired the fabled Amulet of Yendor.
     Endgame    - Reached the Elemental Planes.
     Astral     - Reached the Astral Plane level.
     Blind      - Blind from birth.
     Deaf       - Deaf from birth.
     Nudist     - Never wore any armor.
     Ascended   - Delivered the Amulet to its final destination.

     Notes:

          Achievements are recorded and subsequently reported in the  order
     in  which  they  happen during your current game rather than the order
     listed here.

          There are nine <Rank> titles for each role, bestowed  at  experi-
     ence  levels 1, 3, 6, 10, 14, 18, 22, 26, and 30.  The one for experi-
     ence level 1 is not recorded as an achievement.  Losing enough  levels
     to revert to lower rank(s) does not discard the corresponding achieve-
     ment(s).

          There's no guaranteed Novel so the achievement to read one  might
     not  always be attainable (except perhaps by wishing).  Similarly, the
     Big Room level is not always present.  Unlike with the Novel,  there's
     no way to wish for this opportunity.

          The  "special  items"  hidden  in  Mines' End and Sokoban are not
     unique but are considered to be prizes or rewards for exploring  those
     levels  since doing so is not necessary to complete the game.  Finding
     other instances of the same objects doesn't record  the  corresponding


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     achievement.

          The  Medusa  achievement  is recorded if she dies for any reason,
     even if you are not directly responsible, and only if she dies.

          The 5-note tune can be learned via trial and error with a musical
     instrument  played  closely  enough--but not too close!--to the Castle
     level's drawbridge or can be given to you via prayer boon.

          Blind, Deaf, and Nudist are also conducts, and they can  only  be
     enabled  by setting the correspondingly named option in NETHACKOPTIONS
     or run-time configuration file prior to game start.  In  the  case  of
     Blind and Deaf, the option also enforces the conduct.  They aren't re-
     ally significant accomplishments  unless/until  you  make  substantial
     progress into the dungeon.

     9.  Options

          Due  to  variations  in  personal  tastes  and conceptions of how
     NetHack should do things, there are options you can set to change  how
     NetHack behaves.

     9.1.  Setting the options

          Options may be set in a number of ways.  Within the game, the `O'
     command allows you to view all options and change most of  them.   You
     can  also set options automatically by placing them in a configuration
     file, or in the NETHACKOPTIONS environment variable.  Some versions of
     NetHack also have front-end programs that allow you to set options be-
     fore starting the game or a global configuration for  system  adminis-
     trators.

     9.2.  Using a configuration file

          The  default  name  of the configuration file varies on different
     operating systems.

          On UNIX, Linux, and macOS it is ".nethackrc" in the  user's  home
     directory.  The file may not exist, but it is a normal ASCII text file
     and can be created with any text editor.

          On Windows, the  name  is  ".nethackrc"  located  in  the  folder
     "%USERPROFILE%\NetHack\".   The file may not exist, but it is a normal
     ASCII text file can can be created with any text editor.   After  run-
     ning  NetHack  for  the first time, you should find a default template
     for   the   configuration   file   named   ".nethackrc.template"    in
     "%USERPROFILE%\NetHack\".   If  you have not created the configuration
     file, NetHack will create one for you using the default template file.

          On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe.

          Any line in the configuration file starting with `#'  is  treated
     as a comment and ignored.  Empty lines are ignored.



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          Any line beginning with `[' and ending in `]' is a section marker
     (the closing `]' can be followed by whitespace and then  an  arbitrary
     comment  beginning with `#').  The text between the square brackets is
     the section name.  Section markers are only valid after a  CHOOSE  di-
     rective  and  their names are case insensitive.  Lines after a section
     marker belong to that section up until another  section  starts  or  a
     marker  without  a name is encountered or the file ends.  Lines within
     sections are ignored unless a CHOOSE directive has selected that  sec-
     tion.

          You  can use different configuration directives in the file, some
     of which can be used multiple times.  In general, the  directives  are
     written  in  capital  letters, followed by an equals sign, followed by
     settings particular to that directive.

          Here is a list of allowed directives:

     OPTIONS
       There are two types of options, boolean and compound options.  Bool-
       ean  options toggle a setting on or off, while compound options take
       more diverse values.  Prefix a boolean option with "no"  or  `!'  to
       turn  it  off.   For compound options, the option name and value are
       separated by a colon.  Some options are persistent, and  apply  only
       to new games.  You can specify multiple OPTIONS directives, and mul-
       tiple options separated by commas in  a  single  OPTIONS  directive.
       (Comma separated options are processed from right to left.)

       Example:

            OPTIONS=dogname:Fido
            OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+

     HACKDIR
       Default location of files NetHack needs. On Windows HACKDIR defaults
       to the location of the NetHack.exe or NetHackw.exe file  so  setting
       HACKDIR to override that is not usually necessary or recommended.

     LEVELDIR
       The  location  that  in-progress level files are stored. Defaults to
       HACKDIR, must be writable.

     SAVEDIR
       The location where saved games are kept. Defaults to  HACKDIR,  must
       be writable.

     BONESDIR
       The location that bones files are kept. Defaults to HACKDIR, must be
       writable.

     LOCKDIR
       The location that file synchronization locks are stored. Defaults to
       HACKDIR, must be writable.




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     TROUBLEDIR
       The  location  that  a record of game aborts and self-diagnosed game
       problems is kept. Defaults to HACKDIR, must be writable.

     AUTOCOMPLETE
       Enable or disable an extended command  autocompletion.   Autocomple-
       tion has no effect for the X11 windowport.  You can specify multiple
       autocompletions.  To enable autocompletion, list the  extended  com-
       mand.  Prefix the command with "!" to disable the autocompletion for
       that command.

       Example:

            AUTOCOMPLETE=zap,!annotate

     AUTOPICKUP_EXCEPTION
       Set exceptions to the pickup_types option.  See the "Configuring Au-
       topickup Exceptions" section.

     BINDINGS
       Change the key bindings of some special keys, menu accelerators, ex-
       tended commands, or mouse buttons.  You can specify  multiple  bind-
       ings.   Format is key followed by the command, separated by a colon.
       See the "Changing Key Bindings" section for more information.

       Example:

            BIND=^X:getpos.autodescribe

     CHOOSE
       Chooses at random one of the comma-separated parameters as an active
       section name.  Lines in other sections are ignored.

       Example:

            OPTIONS=color
            CHOOSE=char A,char B
            [char A]
            OPTIONS=role:arc,race:dwa,align:law,gender:fem
            [char B]
            OPTIONS=role:wiz,race:elf,align:cha,gender:mal
            [] #end of CHOOSE
            OPTIONS=!rest_on_space

       If [] is present, the preceding section is closed and no new section
       begins; whatever follows will be common to all sections.   Otherwise
       the last section extends to the end of the options file.

     MENUCOLOR
       Highlight  menu  lines  with different colors.  See the "Configuring
       Menu Colors" section.

     MSGTYPE
       Change the way messages are shown in the top status line.   See  the


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       "Configuring Message Types" section.

     ROGUESYMBOLS
       Custom  symbols  for  for the rogue level's symbol set.  See SYMBOLS
       below.

     SOUND
       Define a sound mapping.  See the "Configuring User Sounds" section.

     SOUNDDIR
       Define the directory that contains the sound files.  See  the  "Con-
       figuring User Sounds" section.

     SYMBOLS
       Override  one or more symbols in the symbol set used for all dungeon
       levels except for the  special  rogue  level.   See  the  "Modifying
       NetHack Symbols" section.

       Example:

            # replace small punctuation (tick marks) with digits
            SYMBOLS=S_boulder:0,S_golem:7

     WIZKIT
       Debug mode only:  extra items to add to initial inventory.  Value is
       the name of a text file containing a list of  item  names,  one  per
       line,  up  to a maximum of 128 lines.  Each line is processed by the
       function that handles wishing.

       Example:

            WIZKIT=~/wizkit.txt



     Here is an example of configuration file contents:

     # Set your character's role, race, gender, and alignment.
     OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
     #
     # Turn on autopickup, set automatically picked up object types
     OPTIONS=autopickup,pickup_types:$"=/!?+
     #
     # Map customization
     OPTIONS=color           # Display things in color if possible
     OPTIONS=lit_corridor    # Show lit corridors differently
     OPTIONS=hilite_pet,hilite_pile
     # Replace small punctuation (tick marks) with digits
     SYMBOLS=S_boulder:0,S_golem:7
     #
     # No startup splash screen. Windows GUI only.
     OPTIONS=!splash_screen




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     9.3.  Using the NETHACKOPTIONS environment variable

          The NETHACKOPTIONS variable is a comma-separated list of  initial
     values  for  the  various options.  Some can only be turned on or off.
     You turn one of these on by adding the name of the option to the list,
     and  turn it off by typing a `!' or "no" before the name.  Others take
     a character string as a value.  You can set string options  by  typing
     the  option  name,  a  colon or equals sign, and then the value of the
     string.  The value is terminated by the  next  comma  or  the  end  of
     string.

          For  example,  to set up an environment variable so that color is
     on, legacy is off, character name is set to "Blue Meanie",  and  named
     fruit is set to "lime", you would enter the command

     % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"

     in  csh  (note  the  need to escape the `!' since it's special to that
     shell), or the pair of commands

     $ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
     $ export NETHACKOPTIONS

     in sh, ksh, or bash.

          The NETHACKOPTIONS value is effectively the same as a single  OP-
     TIONS directive in a configuration file.  The "OPTIONS=" prefix is im-
     plied and comma separated options are processed from  right  to  left.
     Other  types  of  configuration directives such as BIND or MSGTYPE are
     not allowed.

          Instead of a comma-separated list of options, NETHACKOPTIONS  can
     be  set  to the full name of a configuration file you want to use.  If
     that full name doesn't start with a slash, precede it  with  `@'  (at-
     sign)  to  let  NetHack know that the rest is intended as a file name.
     If it does start with `/', the at-sign is optional.

     9.4.  Customization options

          Here are explanations of what the various options do.   Character
     strings  that  are  too  long  may  be truncated.  Some of the options
     listed may be inactive in your dungeon.

          Some options are persistent, and are  saved  and  reloaded  along
     with the game.  Changing a persistent option in the configuration file
     applies only to new games.

     accessiblemsg
       Add location or direction information to messages (default is off).

     acoustics
       Enable messages about what your character hears (default on).   Note


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       that this has nothing to do with your computer's audio capabilities.
       Persistent.

     alignment
       Your   starting   alignment   (align:lawful,    align:neutral,    or
       align:chaotic).   You may specify just the first letter.  Many roles
       and the non-human races restrict which alignments are allowed.   See
       role for a description of how to use negation to exclude choices.

       Default is random.  Cannot be set with the `O' command.  Persistent.

     autodescribe
       Automatically  describe the terrain under cursor when asked to get a
       location on the map (default true).  The  whatis_coord  option  con-
       trols whether the description includes map coordinates.

     autodig
       Automatically dig if you are wielding a digging tool and moving into
       a place that can be dug (default false).  Persistent.

     autoopen
       Walking into a closed door attempts to open it (default true).  Per-
       sistent.

     autopickup
       Automatically  pick  up  things  onto  which you move (default off).
       Persistent.

       See pickup_types and also autopickup_exception for  ways  to  refine
       the behavior.

       Note: prior to version 3.7.0, the default for autopickup was on.

     autoquiver
       This  option  controls  what happens when you attempt the `f' (fire)
       command when nothing is quivered or readied (default  false).   When
       true,  the  computer  will  fill  your quiver or quiver sack or make
       ready some suitable weapon.  Note that it will not take into account
       the  blessed/cursed  status,  enchantment, damage, or quality of the
       weapon; you are free to manually fill your quiver or quiver sack  or
       make  ready  with the `Q' command instead.  If no weapon is found or
       the option is false, the `t' (throw) command  is  executed  instead.
       Persistent.

     autounlock
       Controls  what  action to take when attempting to walk into a locked
       door or to loot a locked container.   Takes  a  plus-sign  separated
       list of values:

       Untrap    - prompt about whether to attempt to find a trap; it might
                   fail to find one even when present; if it does find one,
                   it  will ask whether you want to try to disarm the trap;
                   if you decline, your character will forget that the door
                   or box is trapped;


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       Apply-Key - if  carrying a key or other unlocking tool, prompt about
                   using it;
       Kick      - kick the door (if you omit untrap or decline to  attempt
                   untrap  and  you omit apply-key or you lack a key or you
                   decline to use the key; has no effect on containers);
       Force     - try to force  a  container's  lid  with  your  currently
                   wielded weapon (if you omit untrap or decline to attempt
                   untrap and you omit apply-key or you lack a key  or  you
                   decline to use the key; has no effect on doors);
       None      - none  of  the  above;  can't  be combined with the other
                   choices.

       Omitting the value is treated as if autounlock:apply-key.  Preceding
       autounlock with `!' or "no" is treated as autounlock:none.

       Applying  a  key  might  set  off a trap if the door or container is
       trapped.  Successfully kicking a door will  break  it  and  wake  up
       nearby  monsters.   Successfully forcing a container open will break
       its lock and might also destroy some of its contents or damage  your
       weapon or both.

       The default is Apply-Key.  Persistent.

     blind
       Start the character permanently blind (default false).  Persistent.

     bones
       Allow saving and loading bones files (default true).  Persistent.

     boulder
       Set  the  character  used to display boulders (default is the "large
       rock" class symbol, ``').

     catname
       Name your starting cat (for example  "catname:Morris").   Cannot  be
       set with the `O' command.

     character
       Synonym  for  "role" to pick the type of your character (for example
       "character:Monk").  See role for more details.

     checkpoint
       Save game state after each level change, for possible recovery after
       program crash (default on).  Persistent.

     cmdassist
       Have  the  game  provide  some additional command assistance for new
       players if it detects some anticipated mistakes (default on).

     confirm
       Have user confirm attacks on pets, shopkeepers, and other  peaceable
       creatures (default on).  Persistent.




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     dark_room
       Show out-of-sight areas of lit rooms (default on).  Persistent.

     deaf
       Start the character permanently deaf (default false).  Persistent.

     dropped_nopick
       If  this  option  is on, items you dropped will not be automatically
       picked  up,  even  if  autopickup  is  also  on  and  they  are   in
       pickup_types  or match a positive autopickup exception (defualt on).
       Persistent.

     disclose
       Controls what information the program reveals when  the  game  ends.
       Value is a space separated list of prompting/category pairs (default
       is "ni na nv ng nc no", prompt with default response of `n' for each
       candidate).  Persistent.  The possibilities are:

            i - disclose your inventory;
            a - disclose your attributes;
            v - summarize monsters that have been vanquished;
            g - list monster species that have been genocided;
            c - display your conduct; also achievements, if any;
            o - display dungeon overview.

       Each  disclosure  possibility can optionally be preceded by a prefix
       which lets you refine how it behaves.  Here are the valid prefixes:

            y - prompt you and default to yes on the prompt;
            n - prompt you and default to no on the prompt;
            + - disclose it without prompting;
            - - do not disclose it and do not prompt.

       The listings of vanquished monsters and of genocided  types  can  be
       sorted, so there are two additional choices for `v' and `g':

            ? - prompt you and default to ask on the prompt;
            # - disclose it without prompting, ask for sort order.

       Asking  refers to picking one of the orderings from a menu.  The `+'
       disclose without prompting choice, or being prompted  and  answering
       `y'  rather  than `a', will default to showing monsters in the order
       specified by the sortvanquished option.

       Omitted categories are implicitly added with `n' prefix.   Specified
       categories  with omitted prefix implicitly use `+' prefix.  Order of
       the disclosure categories does not matter, program display for  end-
       of-game disclosure follows a set sequence.

       (for example "disclose:yi na +v -g o") The example sets inventory to
       prompt and default to yes, attributes to prompt and default  to  no,
       vanquished  to disclose without prompting, genocided to not disclose
       and not prompt, conduct to implicitly prompt and default to no,  and
       overview to disclose without prompting.


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       Note  that the vanquished monsters list includes all monsters killed
       by traps and each other as well as by you.  And the dungeon overview
       shows  all  levels  you had visited but does not reveal things about
       them that you hadn't discovered.

     dogname
       Name your starting dog (for example "dogname:Fang").  Cannot be  set
       with the `O' command.

     extmenu
       Changes  the  extended commands interface to pop-up a menu of avail-
       able commands.  It is keystroke compatible with the traditional  in-
       terface  except  that it does not require that you hit Enter.  It is
       implemented for the tty interface (default off).

       For the X11 interface, which always uses a menu for choosing an  ex-
       tended  command,  it  controls  whether the menu shows all available
       commands (on) or just the subset of commands which  have  tradition-
       ally been considered extended ones (off).

     female
       An obsolete synonym for "gender:female".  Cannot be set with the `O'
       command.

     fireassist
       This option controls what happens when you attempt  the  `f'  (fire)
       and  don't  have  an appropriate launcher, such as a bow or a sling,
       wielded.  If on, you will automatically wield the launcher.  Default
       is on.

     fixinv
       An object's inventory letter sticks to it when it's dropped (default
       on).  If this is off, dropping an object shifts  all  the  remaining
       inventory letters.  Persistent.

     force_invmenu
       Commands  asking for an inventory item show a menu instead of a text
       query with possible menu letters. Default is off.

     fruit
       Name  a  fruit  after  something  you  enjoy  eating  (for   example
       "fruit:mango") (default "slime mold").  Basically a nostalgic whimsy
       that NetHack uses from time to time.  You should set this  to  some-
       thing  you  find  more appetizing than slime mold.  Apples, oranges,
       pears, bananas, and melons already exist in NetHack,  so  don't  use
       those.

     gender
       Your  starting gender (gender:male or gender:female).  You may spec-
       ify just the first letter.  Although you can still denote your  gen-
       der  using  either of the deprecated male and female options, if the
       gender option is also present it will take precedence.  See role for
       a description of how to use negation to exclude choices.



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       Default is random.  Cannot be set with the `O' command.  Persistent.

     goldX
       When filtering objects based on bless/curse state (BUCX), whether to
       treat gold pieces as X (unknown bless/curse state, when "on")  or  U
       (known  to  be  uncursed,  when  "off", the default).  Gold is never
       blessed or cursed, but it is not described as "uncursed"  even  when
       the implicit_uncursed option is "off".

     help
       If  more  information  is available for an object looked at with the
       `/' command, ask if you want to see it (default on).   Turning  help
       off  makes  just  looking  at things faster, since you aren't inter-
       rupted with the "More info?" prompt, but  it  also  means  that  you
       might  miss  some interesting and/or important information.  Persis-
       tent.

     herecmd_menu
       When using a windowport that supports mouse and clicking on yourself
       or  next  to  you, show a menu of possible actions for the location.
       Same as "#herecmdmenu" and "#therecmdmenu" commands.

     hilite_pet
       Visually distinguish pets from similar animals (default  off).   The
       behavior  of  this  option depends on the type of windowing you use.
       In text windowing, text highlighting or inverse video is often used;
       with tiles, generally displays a heart symbol near pets.

       With  the curses interface, the petattr option controls how to high-
       light pets and setting it will turn the hilite_pet option on or  off
       as warranted.

     hilite_pile
       Visually  distinguish  piles of objects from individual objects (de-
       fault off).  The behavior of this option depends on the type of win-
       dowing  you  use.   In  text windowing, text highlighting or inverse
       video is often used; with tiles, generally displays  a  small  plus-
       symbol beside the object on the top of the pile.

     hitpointbar
       Show  a hit point bar graph behind your name and title.  Only avail-
       able for TTY and Windows GUI, and only when statushilites is on.

     horsename
       Name your starting horse (for example "horsename:Trigger").   Cannot
       be set with the `O' command.

     ignintr
       Ignore  interrupt  signals, including breaks (default off).  Persis-
       tent.

     implicit_uncursed
       Omit "uncursed" from object descriptions when it can be deduced from
       other aspects of the description (default on).  Persistent.


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       If you use menu coloring, you may want to turn this off.

     legacy
       Display an introductory message when starting the game (default on).
       Persistent.

     lit_corridor
       Show corridor squares seen by night vision or a light source held by
       your character as lit (default off).  Persistent.

     lootabc
       When  using  a  menu  to interact with a container, use the old `a',
       `b', and `c' keyboard shortcuts rather than the mnemonics `o',  `i',
       and `b' (default off).  Persistent.

     mail
       Enable mail delivery during the game (default on).  Persistent.

     male
       An  obsolete  synonym for "gender:male".  Cannot be set with the `O'
       command.

     mention_decor
       Give feedback when walking onto various  dungeon  features  such  as
       stairs,  fountains,  or  altars  which are ordinarily only described
       when covered by one or more objects (default off).   Cannot  be  set
       with the `O' command.  Persistent.

     mention_walls
       Give  feedback  when  walking against a wall (default off).  Persis-
       tent.

     menucolors
       Enable coloring menu lines (default  off).   See  "Configuring  Menu
       Colors" on how to configure the colors.

     menustyle
       Controls the method used when you need to choose various objects (in
       response to the Drop (aka droptype)  command,  for  instance).   The
       value  specified should be the first letter of one of the following:
       traditional, combination, full, or partial.  Default is full.   Per-
       sistent.

       Traditional  was  the only method available for very early versions;
       it consists of a prompt for object class characters, followed by  an
       object-by-object  prompt  for all items matching the selected object
       class(es).  Combination starts with a prompt for object class(es) of
       interest,  but  then displays a menu of matching objects rather than
       prompting one-by-one.  Full displays a menu of object classes rather
       than a character prompt, and then a menu of matching objects for se-
       lection.  (Choosing its `A' (Autoselect-All) choice skips the second
       menu.   To avoid choosing that by accident, set paranoid_confirm:Au-
       toAll to require confirmation.)  Partial skips the object class fil-
       tering and immediately displays a menu of all objects.


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     menu_deselect_all
       Key to deselect all items in a menu.  Default `-'.

     menu_deselect_page
       Key to deselect all items on this page of a menu.  Default `\'.

     menu_first_page
       Key to jump to the first page in a menu.  Default `^'.

     menu_headings
       Controls  how  the headings in a menu are highlighted.  Takes a text
       attribute, or text color and attribute separated by ampersand.   For
       allowed  attributes  and colors, see "Configuring Menu Colors".  Not
       all ports can actually display all types.

     menu_invert_all
       Key to invert all items in a menu.  Default `@'.

     menu_invert_page
       Key to invert all items on this page of a menu.  Default `~'.

     menu_last_page
       Key to jump to the last page in a menu.  Default `|'.

     menu_next_page
       Key to go to the next menu page.  Default `>'.

     menu_objsyms
       Show object symbols in menu headings in menus where the object  sym-
       bols act as menu accelerators (default off).

     menu_overlay
       Do not clear the screen before drawing menus, and align menus to the
       right edge of the screen. Only for the tty port.  (default on)

     menu_previous_page
       Key to go to the previous menu page.  Default `<'.

     menu_search
       Key to search for some text and toggle selection state  of  matching
       menu items.  Default `:'.

     menu_select_all
       Key to select all items in a menu.  Default `.'.

     menu_select_page
       Key to select all items on this page of a menu.  Default `,'.

     menu_shift_left
       Key to scroll a menu--one which has been scrolled right--back to the
       left.  Implemented for perm_invent only by curses and X11.   Default
       `{'.




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     menu_shift_right
       Key  to  scroll  a  menu which has text beyond the right edge to the
       right.  Implemented for perm_invent only by curses and X11.  Default
       `}'.

     monpolycontrol
       Prompt  for  new  form  whenever  any monster changes shape (default
       off).  Debug mode only.

     montelecontrol
       Prompt for destination whenever any monster gets teleported (default
       off).  Debug mode only.

     mouse_support
       Allow use of the mouse for input and travel.  Valid settings are:

            0 - disabled
            1 - enabled and make OS adjustments to support mouse use
            2 - like 1 but does not make any OS adjustments

       Omitting a value is the same as specifying 1 and negating mouse_sup-
       port is the same as specifying 0.

     msghistory
       The number of top line messages to keep (and be able to recall  with
       `^P') (default 20).  Cannot be set with the `O' command.

     msg_window
       Allows  you to change the way recalled messages are displayed.  Cur-
       rently it is only supported for  tty  (all  four  choices)  and  for
       curses (`f' and `r' choices, default `r').  The possible values are:

            s - single message (default; only choice prior to 3.4.0);
            c - combination, two messages as "single", then as "full";
            f - full window, oldest message first;
            r - full window reversed, newest message first.

       For  backward  compatibility,  no value needs to be specified (which
       defaults to "full"), or it can be negated (which defaults  to  "sin-
       gle").

     name
       Set  your  character's  name  (defaults to your user name).  You can
       also set your character's role by appending a dash and one  or  more
       letters  of the role (that is, by suffixing one of -A -B -C -H -K -M
       -P -Ra -Ro -S -T -V -W).  If -@ is used for the role, then a  random
       one  will  be automatically chosen.  Cannot be set with the `O' com-
       mand.

     news
       Read the NetHack news file, if present (default on).  Since the news
       is  shown  at the beginning of the game, there's no point in setting
       this with the `O' command.



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     nudist
       Start the character with no armor (default false).  Persistent.

     null
       Send padding nulls to the terminal (default on).  Persistent.

     number_pad
       Use digit keys instead of letters to move (default 0 or off).  Valid
       settings are:

        0 - move by letters; "yuhjklbn"
        1 - move by numbers; digit `5' acts as `G' movement prefix
        2 - like 1 but `5' works as `g' prefix instead of as `G'
        3 - by numbers using phone key layout; 123 above, 789 below
        4 - combines 3 with 2; phone layout plus MS-DOS compatibility
       -1 - by letters but use `z' to go northwest, `y' to zap wands

       For backward compatibility, omitting a value is the same as specify-
       ing 1 and negating number_pad is the same as  specifying  0.   (Set-
       tings  2  and 4 are for compatibility with MS-DOS or old PC Hack; in
       addition to the different behavior for `5', `Alt-5' acts as `G'  and
       `Alt-0'  acts as `I'.  Setting -1 is to accommodate some QWERTZ key-
       boards which have the location of the `y'  and  `z'  keys  swapped.)
       When  moving  by numbers, to enter a count prefix for those commands
       which accept one (such as "12s" to search twelve times), precede  it
       with the letter `n' ("n12s").

     packorder
       Specify    the    order   to   list   object   types   in   (default
       "")[%?+!=/(*`0_").  The value of this option should be a string con-
       taining the symbols for the various object types.  Any omitted types
       are filled in at the end from the previous order.

     paranoid_confirmation
       A space  separated  list  of  specific  situations  where  alternate
       prompting  is  desired.   The default is "paranoid_confirmation:pray
       swim".

       Confirm     - for any prompts which are set to require "yes"  rather
                     than  `y',  also require "no" to reject instead of ac-
                     cepting any non-yes response as no; changes  pray  and
                     AutoAll to require "yes" or `no' too;
       quit        - require  "yes" rather than `y' to confirm quitting the
                     game or switching into non-scoring explore mode;
       die         - require "yes" rather than `y' to  confirm  dying  (not
                     useful in normal play; applies to explore mode);
       bones       - require  "yes" rather than `y' to confirm saving bones
                     data when dying in debug mode;
       attack      - require "yes" rather than `y' to confirm  attacking  a
                     peaceful monster;
       wand-break  - require  "yes"  rather  than `y' to confirm breaking a
                     wand with the apply command;
       eating      - require "yes" rather than `y' to  confirm  whether  to
                     continue eating;


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       Were-change - require "yes" rather than `y' to confirm changing form
                     due to lycanthropy when hero has polymorph control;
       pray        - require `y' to confirm an attempt to pray rather  than
                     immediately  praying; on by default; (to require "yes"
                     rather than just `y', set Confirm too);
       trap        - require `y' to confirm an attempt to move into or onto
                     a  known  trap,  unless  doing  so is considered to be
                     harmless; (to require "yes" rather than just `y',  set
                     Confirm too); confirmation can be skipped by using the
                     `m' movement prefix;
       swim        - prevent walking into water or lava; on by default; (to
                     deliberately  step onto/into such terrain when this is
                     set, use the `m' movement prefix when adjacent);
       AutoAll     - require confirmation  when  the  `A'  (Autoselect-All)
                     choice is selected in object class filtering menus for
                     menustyle:Full; (to require  "yes"  rather  than  just
                     `y', set Confirm too);
       Remove      - require  selection from inventory for `R' and `T' com-
                     mands even when wearing just one applicable item;
       all         - turn on all of the above.

       By default, the pray and swim choices are enabled, the  others  dis-
       abled.   To  disable  them without setting any of the other choices,
       use paranoid_confirmation:none.  To keep them enabled while  setting
       any  of  the  others,  you can include them in the new list, such as
       paranoid_confirmation:attack pray swim Remove or you can precede the
       first entry in the list with a plus sign, paranoid_confirmation:+at-
       tack Remove.  To remove an entry that has been previously set  with-
       out  removing others, precede the first entry in the list with a mi-
       nus sign, paranoid_confirmation:-swim.  To both add some new entries
       and remove some old ones, you can use mulitple paranoid_confirmation
       option settings, or you can use the `+' form and list entries to  be
       added  by their name and entries to be removed by `!' and name.  The
       positive (no `!') and negative (with `!') entries can be intermixed.

     perm_invent
       If true, always display your current inventory in a window  (default
       false).

       This only makes sense for windowing system interfaces that implement
       this feature.  For those that do, the  perminv_mode  option  can  be
       used to refine what gets displayed for perm_invent.  Setting that to
       a value other than none while perm_invent is false will change it to
       true.

     perminv_mode
       Augments the perm_invent option.  Value is one of

       none   - behave as if perm_invent is false;
       all    - show all inventory except for gold;
       full   - show full inventory including gold;
       in-use - only show items which are in use (worn, wielded, lit lamp).

       Default is none but if perm_invent gets set to true while it is none


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       it will be changed to all.

       Note: if gold has been equipped in quiver/ammo-pouch then it will be
       included for all despite that mode normally omitting gold.

     petattr
       Specifies one or more text highlighting attributes to use when show-
       ing pets on the map.  Effectively a superset of the hilite_pet bool-
       ean option.  Curses interface only; value is one or more of the fol-
       lowing letters.

            n - Normal text (no highlighting)
            i - Inverse video (default)
            b - Bold text
            u - Underlined text
            k - blinKing text
            d - Dim text
            t - iTalic text
            l - Left line indicator
            r - Right line indicator

       Some of those choices might not work, particularly the final  three,
       depending upon terminal hardware or terminal emulation software.

       Currently multiple highlight-style letters can be combined by simply
       stringing them together (for example, "bk"), but in the future  they
       might  require  being  separated by plus signs (such as "b+k", which
       works already).  When using the `n' choice, it should  be  specified
       on its own, not in combination with any of the other letters.

     pettype
       Specify the type of your initial pet, if you are playing a character
       class that uses multiple types of pets; or choose to have no initial
       pet  at all.  Possible values are "cat", "dog", "horse", and "none".
       If the choice is not allowed for the role you are currently playing,
       it will be silently ignored.  For example, "horse" will only be hon-
       ored when playing a knight.  Cannot be set with the `O' command.

     pickup_burden
       When you pick up an item that would exceed  this  encumbrance  level
       (Unencumbered,  Burdened,  streSsed,  straiNed,  overTaxed, or over-
       Loaded), you will be asked if you want to continue.  (Default  `S').
       Persistent.

     pickup_stolen
       If  this  option  is  on  and  autopickup is also on, try to pick up
       things that a monster  stole  from  you,  even  if  they  aren't  in
       pickup_types or match an autopickup exception.  Default is on.  Per-
       sistent.

     pickup_thrown
       If this option is on and autopickup is  also  on,  try  to  pick  up
       things  that you threw, even if they aren't in pickup_types or match
       an autopickup exception.  Default is on.  Persistent.


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     pickup_types
       Specify the object types to be picked up when autopickup is on.  De-
       fault is all types.  Persistent.

       The  value  is a list of object symbols, such as pickup_types:$?! to
       pick up gold, scrolls, and potions.  You can  use  autopickup_excep-
       tion configuration file lines to further refine autopickup behavior.

       There  is  no  way to set pickup_types to "none".  (Setting it to an
       empty value reverts to "all".)  If you want to  avoid  automatically
       picking  up  any types of items but do want to have autopickup on in
       order to have autopickup_exception settings control what you do  and
       don't  pick  up,  you can set pickup_types to `.'.  That is the type
       symbol for venom and you won't come across any venom items so  won't
       unintentionally pick such up.

     pile_limit
       When  walking  across  a  pile of objects on the floor, threshold at
       which the message "there are few/several/many objects here" is given
       instead  of  showing  a  popup  list of those objects.  A value of 0
       means "no limit" (always list the objects); a value of 1 effectively
       means "never show the objects" since the pile size will always be at
       least that big; default value is 5.  Persistent.

     playmode
       Values are "normal", "explore", or "debug".  Allows selection of ex-
       plore  mode (also known as discovery mode) or debug mode (also known
       as wizard mode) instead of normal play.  Debug mode  might  only  be
       allowed  for  someone  logged  in  under  a particular user name (on
       multi-user systems) or specifying a particular  character  name  (on
       single-user  systems)  or it might be disabled entirely.  Requesting
       it when not allowed or not possible results in explore mode instead.
       Default is normal play.

     pushweapon
       Using the `w' (wield) command when already wielding something pushes
       the old item into your alternate weapon slot (default  off).   Like-
       wise  for  the  `a' (apply) command if it causes the applied item to
       become wielded.  Persistent.

     quick_farsight
       When set, usually prevents the "you sense your surroundings" message
       where  play pauses to allow you to browse the map whenever clairvoy-
       ance randomly activates.  Some situations, such as being  underwater
       or  engulfed,  ignore this option.  It does not affect the clairvoy-
       ance spell where pausing to examine revealed objects or monsters  is
       less intrusive.  Default is off.  Persistent.

     race
       Selects  your  race  (for  example, race:human).  Choices are human,
       dwarf, elf, gnome, and orc but most roles restrict which of the non-
       human  races  are allowed.  See role for a description of how to use
       negation to exclude choices.



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       Default is random.  Cannot be set with the `O' command.  Persistent.

     rest_on_space
       Make the space bar a synonym for the `.'  (#wait)  command  (default
       off).  Persistent.

     role
       Pick your type of character (for example, role:Samurai); synonym for
       character.  See name for an  alternate  method  of  specifying  your
       role.

       This  option can also be used to limit selection when role is chosen
       randomly.  Use a space-separated list of  roles  and  either  negate
       each  one  or  negate the option itself instead.  Negation is accom-
       plished in the same manner as with boolean options, by prefixing the
       option or its value(s) with `!' or "no".
       Examples:

            OPTIONS=role:!arc !bar !kni
            OPTIONS=!role:arc bar kni

       There  can  be  multiple instances of the role option if they're all
       negations.

       Default is random.  Cannot be set with the `O' command.  Persistent.

     roguesymset
       This option may be used to select one of the named symbol sets found
       within "symbols" to alter the symbols displayed on the screen on the
       rogue level.

     rlecomp
       When writing out a save file, perform run length compression of  the
       map.  Not all ports support run length compression. It has no effect
       on reading an existing save file.

     runmode
       Controls the amount of screen updating for the map window  when  en-
       gaged  in  multi-turn  movement (running via shift+direction or con-
       trol+direction and so forth, or via  the  travel  command  or  mouse
       click).  The possible values are:

       teleport - update the map after movement has finished;
       run      - update the map after every seven or so steps;
       walk     - update the map after each step;
       crawl    - like walk, but pause briefly after each step.

       This  option  only affects the game's screen display, not the actual
       results of moving.  The default is "run"; versions  prior  to  3.4.1
       used  "teleport" only.  Whether or not the effect is noticeable will
       depend upon the window port used or on the type of  terminal.   Per-
       sistent.




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     safe_pet
       Prevent you from (knowingly) attacking your pets (default on).  Per-
       sistent.

     safe_wait
       Prevents you from waiting or searching when next to a  hostile  mon-
       ster (default on). Persistent.

     sanity_check
       Evaluate  monsters,  objects,  and  map  prior to each turn (default
       off).  Debug mode only.

     scores
       Control what parts of the score list you are shown at the  end  (for
       example  "scores:5  top scores/4 around my score/own scores").  Only
       the first letter of each category (`t', `a', or `o')  is  necessary.
       Persistent.

     showexp
       Show  your  accumulated  experience  points  on bottom line (default
       off).  Persistent.

     showrace
       Display yourself as the glyph for your race, rather than  the  glyph
       for  your  role  (default off).  Note that this setting affects only
       the appearance of the display, not the  way  the  game  treats  you.
       Persistent.

     showscore
       Show  your  approximate  accumulated  score  on bottom line (default
       off).  Persistent.

     silent
       Suppress terminal beeps (default on).  Persistent.

     sortdiscoveries
       Controls the sorting behavior for the output of the `\' and ``' com-
       mands.  Persistent.

       The possible values are:

       o - list  object  types  by  class,  in  discovery order within each
           class; default;
       s - list object types by sortloot classification: by class, by  sub-
           class  within class for classes which have substantial groupings
           (like helmets, boots, gloves, and so forth for armor), with  ob-
           ject  types  partly-discovered  via  assigned name coming before
           fully identified types;
       c - list by class, alphabetically within each class;
       a - list alphabetically across all classes.

       Can be interactively set via the `O' command or via  using  the  `m'
       prefix before the `\' or ``' command.



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     sortloot
       Controls  the sorting behavior of the pickup lists for inventory and
       #loot commands and some others.  Persistent.

       The possible values are:

       full - always sort the lists;
       loot - only sort the lists that don't use  inventory  letters,  like
              with the #loot and pickup commands;
       none - show lists the traditional way without sorting; default.

     sortpack
       Sort  the  pack  contents by type when displaying inventory (default
       on).  Persistent.

     sortvanquished
       Controls the sorting behavior for the output of the #vanquished com-
       mand and also for the #genocided command.  Persistent.

       The possible values are:

       t - traditional--order by monster level; ties are broken by internal
           monster index; default;
       d - order by monster difficulty rating; ties broken by internal  in-
           dex;
       a - order  alphabetically,  first  any  unique monsters then all the
           others;
       c - order by monster class, by low to high level within each class;
       n - order by count, high to low; ties are broken by internal monster
           index;
       z - order by count, low to high; ties broken by internal index.

       Can  be interactively set via the `m O' command or via using the `m'
       prefix before either the #vanquished command or the #genocided  com-
       mand.

     sounds
       Allow sounds to be emitted from an integrated sound library (default
       on).

     sparkle
       Display a sparkly effect when a monster (including yourself) is  hit
       by an attack to which it is resistant (default on).  Persistent.

     spot_monsters
       Show a message when hero notices a monster (default is off).

     standout
       Boldface monsters and "--More--" (default off).  Persistent.

     statushilites
       Controls how many turns status hilite behaviors highlight the field.
       If negated or set to zero, disables status hiliting.  See "Configur-
       ing Status Hilites" for further information.


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     status_updates
       Allow  updates  to the status lines at the bottom of the screen (de-
       fault true).

     suppress_alert
       This option may be set to a NetHack version level to suppress  alert
       notification  messages about feature changes for that and prior ver-
       sions (for example "suppress_alert:3.3.1").

     symset
       This option may be used to select one of the named symbol sets found
       within  "symbols" to alter the symbols displayed on the screen.  Use
       "symset:default" to explicitly select the default symbols.

     time
       Show the elapsed game time in turns on bottom  line  (default  off).
       Persistent.

     timed_delay
       When pausing momentarily for display effect, such as with explosions
       and moving objects, use a timer rather than sending extra characters
       to  the  screen.   (Applies  to  "tty" and "curses" interfaces only;
       "X11" interface always uses a timer-based delay.  The default is  on
       if configured into the program.)  Persistent.

     tips
       Show some helpful tips during gameplay (default on).  Persistent.

     tombstone
       Draw a tombstone graphic upon your death (default on).  Persistent.

     toptenwin
       Put the ending display in a NetHack window instead of on stdout (de-
       fault off).  Setting this option makes the score list visible when a
       windowing version of NetHack is started without a parent window, but
       it no longer leaves the score list around after game end on a termi-
       nal or emulating window.

     travel
       Allow the travel command via mouse click (default on).  Turning this
       option off will prevent the game from attempting unintended moves if
       you  make  inadvertent mouse clicks on the map window.  Does not af-
       fect traveling via the `_' ("#travel") command.  Persistent.

     tutorial
       Play a tutorial level at the start of the game.  Setting this option
       on or off in the config file will skip the query.

     verbose
       Provide more commentary during the game (default on).  Persistent.

     whatis_coord
       When  using  the  `/' or `;' commands to look around on the map with
       autodescribe on, display coordinates after  the  description.   Also


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       works in other situations where you are asked to pick a location.

       The possible settings are:

            c - compass ("east" or "3s" or "2n,4w");
            f - full compass ("east" or "3south" or "2north,4west");
            m - map <x,y> (map column x=0 is not used);
            s - screen [row,column] (row is offset to match tty usage);
            n - none (no coordinates shown) [default].

       The  whatis_coord option is also used with the "/m", "/M", "/o", and
       "/O" sub-commands of `/', where the  "none"  setting  is  overridden
       with "map".

     whatis_filter
       When  getting  a  location  on  the map, and using the keys to cycle
       through next and previous targets,  allows  filtering  the  possible
       targets.

            n - no filtering [default]
            v - in view only
            a - in same area only

       The  area-filter tries to be slightly predictive--if you're standing
       on a doorway, it will consider the area on the side of the door  you
       were last moving towards.

       Filtering can also be changed when getting a location with the "get-
       pos.filter" key.

     whatis_menu
       When getting a location on the map, and using a key to cycle through
       next  and  previous  targets,  use  a menu instead to pick a target.
       (default off)

     whatis_moveskip
       When getting a location on the map, and using shifted movement  keys
       or  meta-digit  keys  to  fast-move,  instead of moving 8 units at a
       time, move by skipping the same glyphs.  (default off)

     windowtype
       When the program has been built to support multiple interfaces,  se-
       lect  which  one  to use, such as "tty" or "X11" (default depends on
       build-time settings; use "#version" to check).  Cannot be  set  with
       the `O' command.

       When  used,  it should be the first option set since its value might
       enable or disable the availability of various  other  options.   For
       multiple lines in a configuration file, that would be the first non-
       comment line.  For a comma-separated list in  NETHACKOPTIONS  or  an
       OPTIONS  line  in  a configuration file, that would be the rightmost
       option in the list.




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     wizweight
       Augment object descriptions  with  their  objects'  weight  (default
       off).  Debug mode only.

     zerocomp
       When  writing  out a save file, perform zero-comp compression of the
       contents. Not all ports support zero-comp compression. It has no ef-
       fect on reading an existing save file.

     9.5.  Window Port Customization options

          Here  are  explanations  of  the various options that are used to
     customize and change the characteristics of the  windowtype  that  you
     have  chosen.   Character  strings that are too long may be truncated.
     Not all window ports will adjust for all settings  listed  here.   You
     can safely add any of these options to your configuration file, and if
     the window port is capable of adjusting to suit your  preferences,  it
     will  attempt  to  do so. If it can't it will silently ignore it.  You
     can find out if an option is supported by the window port that you are
     currently using by checking to see if it shows up in the Options list.
     Some options are dynamic and can be specified during the game with the
     `O' command.

     align_message
       Where  to  align  or place the message window (top, bottom, left, or
       right)

     align_status
       Where to align or place the status window  (top,  bottom,  left,  or
       right).

     ascii_map
       If  NetHack  can,  it should display the map using simple characters
       (letters and punctuation)  rather  than  tiles  graphics.   In  some
       cases,  characters  can  be augmented with line-drawing symbols; use
       the symset option to select a symbol  set  such  as  DECgraphics  or
       IBMgraphics  if  your  display  supports them.  Setting ascii_map to
       True forces tiled_map to be False.

     color
       If NetHack can, it should display color if it can for different mon-
       sters, objects, and dungeon features (default on).

     eight_bit_tty
       If NetHack can, it should pass eight-bit character values (for exam-
       ple, specified with the traps option) straight through to your  ter-
       minal (default off).

     font_map
       if  NetHack can, it should use a font by the chosen name for the map
       window.

     font_menu
       If NetHack can, it should use a font by the  chosen  name  for  menu


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       windows.

     font_message
       If NetHack can, it should use a font by the chosen name for the mes-
       sage window.

     font_status
       If NetHack can, it should use a font by the chosen name for the sta-
       tus window.

     font_text
       If  NetHack  can,  it  should use a font by the chosen name for text
       windows.

     font_size_map
       If NetHack can, it should use this size font for the map window.

     font_size_menu
       If NetHack can, it should use this size font for menu windows.

     font_size_message
       If NetHack can, it should use this size font for the message window.

     font_size_status
       If NetHack can, it should use this size font for the status window.

     font_size_text
       If NetHack can, it should use this size font for text windows.

     fullscreen
       If NetHack can, it should try  and  display  on  the  entire  screen
       rather than in a window.

     guicolor
       Use  color  text and/or highlighting attributes when displaying some
       non-map data (such as  menu  selector  letters).   Curses  interface
       only; default is on.

     large_font
       If NetHack can, it should use a large font.

     map_mode
       If NetHack can, it should display the map in the manner specified.

     player_selection
       If  NetHack  can,  it should pop up dialog boxes, or use prompts for
       character selection.

     popup_dialog
       If NetHack can, it should pop up dialog boxes for input.

     preload_tiles
       If NetHack can, it should preload tiles into memory.   For  example,
       in the protected mode MS-DOS version, control whether tiles get pre-


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       loaded into RAM at the start of the game.  Doing so enhances perfor-
       mance  of  the  tile  graphics,  but uses more memory. (default on).
       Cannot be set with the `O' command.

     scroll_amount
       If NetHack can, it should scroll the display by this number of cells
       when the hero reaches the scroll_margin.

     scroll_margin
       If NetHack can, it should scroll the display when the hero or cursor
       is this number of cells away from the edge of the window.

     selectsaved
       If NetHack can, it should display a menu of existing saved games for
       the player to choose from at game startup, if it can.  Not all ports
       support this option.

     softkeyboard
       Display an onscreen keyboard.  Handhelds are most likely to  support
       this option.

     splash_screen
       If  NetHack  can, it should display an opening splash screen when it
       starts up (default yes).

     statuslines
       Number of lines for traditional below-the-map status  display.   Ac-
       ceptable values are 2 and 3 (default is 2).

       When set to 3, the tty interface moves some fields around and mainly
       shows status conditions on their own line.   A  display  capable  of
       showing  at least 25 lines is recommended.  The value can be toggled
       back and forth during the game with the `O' command.

       The curses interface does likewise if the align_status option is set
       to top or bottom but ignores statuslines when set to left or right.

       The  Qt  interface  already displays more than 3 lines for status so
       uses the statuslines value differently.  A value of 3 renders status
       in the Qt interface's original format, with the status window spread
       out vertically.  A value of 2 makes status  be  slightly  condensed,
       moving  some  fields to different lines to eliminate one whole line,
       reducing the height needed.  (If NetHack has been built using a ver-
       sion  of  Qt  older  than qt-5.9, statuslines can only be set in the
       run-time configuration file or via NETHACKOPTIONS, not  during  play
       with the `O' command.)

     term_cols  and

     term_rows
       Curses  interface  only.   Number of columns and rows to use for the
       display.  Curses will attempt to resize to the values specified  but
       will  settle  for smaller sizes if they are too big.  Default is the
       current window size.


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     tile_file
       Specify the name of an alternative tile file  to  override  the  de-
       fault.

       Note:  the  X11 interface uses X resources rather than NetHack's op-
       tions to select an alternate tile file.  See NetHack.ad, the  sample
       X "application defaults" file.

     tile_height
       Specify the preferred height of each tile in a tile capable port.

     tile_width
       Specify the preferred width of each tile in a tile capable port

     tiled_map
       If  NetHack  can,  it  should  display  the map using tiles graphics
       rather than simple characters  (letters  and  punctuation,  possibly
       augmented  by  line-drawing  symbols).   Setting  tiled_map  to True
       forces ascii_map to be False.

     use_darkgray
       Use bold black instead of blue for black glyphs (TTY only).

     use_inverse
       If NetHack can, it should display inverse when  the  game  specifies
       it.

     vary_msgcount
       If  NetHack can, it should display this number of messages at a time
       in the message window.

     windowborders
       Whether to draw boxes around the map, status area, message area, and
       persistent inventory window if enabled.  Curses interface only.  Ac-
       ceptable values are

            0 - off, never show borders
            1 - on, always show borders
            2 - auto, on if display is at least (24+2)x(80+2) [default]
            3 - on, except forced off for perm_invent
            4 - auto, except forced off for perm_invent

       (The 26x82 size threshold for `2' refers to number of rows and  col-
       umns of the display.  A width of at least 110 columns (80+2+26+2) is
       needed to show borders if align_status is set to left or right.)

       The persistent inventory window, when enabled, can grow until it  is
       too big to fit on most displays, resulting in truncation of its con-
       tents.  If borders are forced on (1) or the display is big enough to
       show them (2), setting the value to 3 or 4 instead will keep borders
       for the map, message, and status windows but have room for two addi-
       tional lines of inventory plus widen each inventory line by two col-
       umns.



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     windowcolors
       If NetHack can, it should display windows with the  specified  fore-
       ground/background colors.  Windows GUI only.  The format is

          OPTION=windowcolors:wintype foreground/background

          where  wintype  is one of "menu", "message", "status", or "text",
     and  foreground  and  background  are  colors,  either  a  hexadecimal
     \'#rrggbb',  one  of the named colors (black, red, green, brown, blue,
     magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta,
     brightcyan,  white,  trueblack, gray, purple, silver, maroon, fuchsia,
     lime, olive, navy, teal, aqua), or one of Windows UI  colors  (active-
     border,  activecaption,  appworkspace, background, btnface, btnshadow,
     btntext, captiontext, graytext,  greytext,  highlight,  highlighttext,
     inactiveborder,  inactivecaption,  menu,  menutext, scrollbar, window,
     windowframe, windowtext).

     wraptext
       If NetHack can, it should wrap long lines of text if they don't  fit
       in the visible area of the window.

     9.6.  Platform-specific Customization options

          Here  are explanations of options that are used by specific plat-
     forms or ports to customize and change the port behavior.

     altkeyhandling
       Select an alternate way to  handle  keystrokes  (Win32  tty  NetHack
       only).   The  name  of the handling type is one of "default", "ray",
       "340".

     altmeta
       On systems where this option is available, it can  be  set  to  tell
       NetHack  to convert a two character sequence beginning with ESC into
       a meta-shifted version of the second character (default off).

       This conversion is only done  for  commands,  not  for  other  input
       prompts.   Note  that  typing  one  or more digits as a count prefix
       prior to a command--preceded by n if the number_pad option is  set--
       is also subject to this conversion, so attempting to abort the count
       by typing ESC will leave NetHack waiting for  another  character  to
       complete  the  two  character sequence.  Type a second ESC to finish
       cancelling such a count.  At other prompts a single ESC suffices.

     BIOS
       Use BIOS calls to update the screen display quickly and to read  the
       keyboard  (allowing  the use of arrow keys to move) on machines with
       an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack
       only).

     rawio
       Force  raw  (non-cbreak) mode for faster output and more bulletproof
       input (MS-DOS sometimes treats `^P' as a printer toggle without  it)
       (default  off,  OS/2, PC, and ST NetHack only).  Note:  DEC Rainbows


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       hang if this is turned on.  Cannot be set with the `O' command.

     subkeyvalue
       (Win32 tty NetHack only).  May be used to alter the  value  of  key-
       strokes that the operating system returns to NetHack to help compen-
       sate for international keyboard issues.   OPTIONS=subkeyvalue:171/92
       will  return  92  to  NetHack, if 171 was originally going to be re-
       turned.  You can use multiple subkeyvalue assignments in the config-
       uration file if needed.  Cannot be set with the `O' command.

     video
       Set the video mode used (PC NetHack only).  Values are "autodetect",
       "default", "vga", or "vesa".  Setting "vesa" will cause the game  to
       display  tiles, using the full capability of the VGA hardware.  Set-
       ting "vga" will cause the game to display tiles, fixed at 640x480 in
       16  colors,  a  mode that is compatible with all VGA hardware. Third
       party tilesets will probably not  work.   Setting  "autodetect"  at-
       tempts  "vesa", then "vga", and finally sets "default" if neither of
       those modes works.  Cannot be set with the `O' command.

     video_height
       Set the VGA mode resolution height (MS-DOS only, with video:vesa)

     video_width
       Set the VGA mode resolution width (MS-DOS only, with video:vesa)

     videocolors
       Set the  color  palette  for  PC  systems  using  NO_TERMS  (default
       4-2-6-1-5-3-15-12-10-14-9-13-11,  (PC  NetHack  only).  The order of
       colors is red, green,  brown,  blue,  magenta,  cyan,  bright.white,
       bright.red,  bright.green,  yellow, bright.blue, bright.magenta, and
       bright.cyan.  Cannot be set with the `O' command.

     videoshades
       Set the intensity level of the three gray scales available  (default
       dark  normal light, PC NetHack only).  If the game display is diffi-
       cult to read, try adjusting these scales; if this does  not  correct
       the problem, try !color.  Cannot be set with the `O' command.

     9.7.  Regular Expressions

          Regular  expressions  are normally POSIX extended regular expres-
     sions. It is possible to compile NetHack  without  regular  expression
     support  on  a  platform where there is no regular expression library.
     While this is not true of any modern platform,  if  your  NetHack  was
     built  this  way,  patterns are instead glob patterns. This applies to
     Autopickup exceptions, Message types, Menu colors, and User sounds.

     9.8.  Configuring Autopickup Exceptions

          You can further refine the behavior of the autopickup option  be-
     yond what is available through the pickup_types option.




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          By placing autopickup_exception lines in your configuration file,
     you can define patterns to be checked when the game is  about  to  au-
     topickup something.

     autopickup_exception
       Sets an exception to the pickup_types option.  The autopickup_excep-
       tion option should be followed by a regular expression to be used as
       a  pattern  to match against the singular form of the description of
       an object at your location.

       In addition, some characters are treated specially if they occur  as
       the first character in the pattern, specifically:

            < - always pickup an object that matches rest of pattern;
            > - never pickup an object that matches rest of pattern.

       The  autopickup_exception  rules are processed in the order in which
       they appear in your configuration file, thus allowing a  later  rule
       to override an earlier rule.

       Exceptions can be set with the `O' command, but because they are not
       included in your configuration file, they won't be in effect if  you
       save and then restore your game.  autopickup_exception rules and not
       saved with the game.

     Here are some examples:

            autopickup_exception="<*arrow"
            autopickup_exception=">*corpse"
            autopickup_exception=">* cursed*"

          The first example above will result in autopickup of any type  of
     arrow.  The second example results in the exclusion of any corpse from
     autopickup.  The last example results in the exclusion of items  known
     to be cursed from autopickup.

     9.9.  Changing Key Bindings

          It is possible to change the default key bindings of some special
     commands, menu accelerator keys, and extended commands, by using  BIND
     stanzas  in  the  configuration  file.  Format is key, followed by the
     command to bind to, separated by a colon.  The key  can  be  a  single
     character  ("x"),  a  control key ("^X", "C-x"), a meta key ("M-x"), a
     mouse button, or a three-digit decimal ASCII code.

          For example:

          BIND=^X:getpos.autodescribe
          BIND=\:menu_first_page
          BIND=v:loot

     Extended command keys
       You can bind multiple keys to the same extended command.   Unbind  a
       key  by using "nothing" as the extended command to bind to.  You can


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       also bind the "<esc>", "<enter>", and "<space>" keys.

     Menu accelerator keys
       The menu control or accelerator keys can also be rebound via OPTIONS
       lines  in the configuration file.  You cannot bind object symbols or
       selection letters into menu accelerators.  Some interfaces only sup-
       port some of the menu accelerators.

     Mouse buttons
       You  can  bind  "mouse1"  or  "mouse2" to "nothing", "therecmdmenu",
       "clicklook", or "mouseaction".

     Special command keys
       Below are the special commands you can rebind.  Some of them can  be
       bound  to  same  keys with no problems, others are in the same "con-
       text", and if bound to same keys, only one of those commands will be
       available.  Special command can only be bound to a single key.

     count
       Prefix  key  to  start a count, to repeat a command this many times.
       With number_pad only.  Default is `n'.

     getdir.help
       When asked for a direction, the key to show the  help.   Default  is
       `?'.

     getdir.mouse
       When  asked  for  a direction, the key to initiate a simulated mouse
       click.  You will be asked to pick a  location.   Use  movement  key-
       strokes  to  move  the  cursor  around  the  map, then type the get-
       pos.pick.once key (default `,') or the getpos.pick key (default `.')
       to  finish as if performing a left or right click.  Only useful when
       using the #therecmdmenu command.  Default is `_'.

     getdir.self
       When asked for a direction, the key to target yourself.  Default  is
       `.'.

     getdir.self2
       When  asked  for  a  direction, an alternate key to target yourself.
       Default is `s'.

     getpos.autodescribe
       When asked for a location, the key to toggle autodescribe.   Default
       is `#'.

     getpos.all.next
       When asked for a location, the key to go to next closest interesting
       thing.  Default is `a'.

     getpos.all.prev
       When asked for a location, the key to go to previous closest  inter-
       esting thing.  Default is `A'.



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     getpos.door.next
       When  asked  for  a  location, the key to go to next closest door or
       doorway.  Default is `d'.

     getpos.door.prev
       When asked for a location, the key to go to previous closest door or
       doorway.  Default is `D'.

     getpos.help
       When asked for a location, the key to show help.  Default is `?'.

     getpos.mon.next
       When  asked  for  a location, the key to go to next closest monster.
       Default is `m'.

     getpos.mon.prev
       When asked for a location, the key to go to  previous  closest  mon-
       ster.  Default is `M'.

     getpos.obj.next
       When  asked  for  a  location, the key to go to next closest object.
       Default is `o'.

     getpos.obj.prev
       When asked for a location, the key to go to previous closest object.
       Default is `O'.

     getpos.menu
       When  asked  for  a  location, and using one of the next or previous
       keys to cycle through targets, toggle showing a menu  instead.   De-
       fault is `!'.

     getpos.moveskip
       When  asked  for  a location, and using the shifted movement keys or
       meta-digit keys to fast-move  around,  move  by  skipping  the  same
       glyphs instead of by 8 units.  Default is `*'.

     getpos.filter
       When  asked for a location, change the filtering mode when using one
       of the next or previous keys to cycle through targets.  Toggles  be-
       tween  no  filtering,  in view only, and in the same area only.  De-
       fault is `"'.

     getpos.pick
       When asked for a location, the key to choose the location, and  pos-
       sibly  ask for more info.  When simulating a mouse click after being
       asked for a direction (see getdir.mouse above), the key  to  use  to
       respond as right click.  Default is `.'.

     getpos.pick.once
       When  asked for a location, the key to choose the location, and skip
       asking for more info.  When simulating a  mouse  click  after  being
       asked for a direction, the key to respond as left click.  Default is
       `,'.


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     getpos.pick.quick
       When asked for a location, the key to choose the location, skip ask-
       ing  for  more  info, and exit the location asking loop.  Default is
       `;'.

     getpos.pick.verbose
       When asked for a location, the key to choose the location, and  show
       more info without asking.  Default is `:'.

     getpos.self
       When  asked for a location, the key to go to your location.  Default
       is `@'.

     getpos.unexplored.next
       When asked for a location, the key to go to next closest  unexplored
       location.  Default is `x'.

     getpos.unexplored.prev
       When  asked  for a location, the key to go to previous closest unex-
       plored location.  Default is `X'.

     getpos.valid
       When asked for a location, the key to go to show valid target  loca-
       tions.  Default is `$'.

     getpos.valid.next
       When asked for a location, the key to go to next closest valid loca-
       tion.  Default is `z'.

     getpos.valid.prev
       When asked for a location, the key to go to previous  closest  valid
       location.  Default is `Z'.

     9.10.  Configuring Message Types

          You  can  change  the  way  the messages are shown in the message
     area, when the message matches a user-defined pattern.

          In general, the configuration file entries to describe  the  mes-
     sage types look like this: MSGTYPE=type "pattern"

     type    - how the message should be shown;
     pattern - the pattern to match.

       The pattern should be a regular expression.

       Allowed types are:

       show  - show message normally;
       hide  - never show the message;
       stop  - wait for user with more-prompt;
       norep - show  the message once, but not again if no other message is
               shown in between.



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       Here's an example of message types using NetHack's internal  pattern
       matching facility:

            MSGTYPE=stop "You feel hungry."
            MSGTYPE=hide "You displaced *."

       specifies  that  whenever  a message "You feel hungry" is shown, the
       user is prompted with more-prompt, and a message matching "You  dis-
       placed <something>." is not shown at all.

       The order of the defined MSGTYPE lines is important; the last match-
       ing rule is used. Put the general case first, exceptions below them.

     9.11.  Configuring Menu Colors

          Some platforms allow you to define colors used in menu lines when
     the  line  matches  a  user-defined  pattern.   At  this time the tty,
     curses, win32tty and win32gui interfaces support this.

          In general, the configuration file entries to describe  the  menu
     color mappings look like this:

          MENUCOLOR="pattern"=color&attribute

            pattern    - the pattern to match;
            color      - the color to use for lines matching the pattern;
            attribute  - the  attribute  to use for lines matching the pat-
                         tern. The attribute is optional, and if left  out,
                         you  must  also leave out the preceding ampersand.
                         If no attribute is defined, no attribute is used.

       The pattern should be a regular expression.

       Allowed colors are black, red, green, brown,  blue,  magenta,  cyan,
       gray, orange, light-green, yellow, light-blue, light-magenta, light-
       cyan, and white.  And no-color, the default foreground color,  which
       isn't necessarily the same as any of the other colors.

       Allowed  attributes  are  none, bold, dim, italic, underline, blink,
       and inverse.  "Normal" is a synonym for "none".  Note that the plat-
       form used may interpret the attributes any way it wants.

       Here's  an  example  of menu colors using NetHack's internal pattern
       matching facility:

            MENUCOLOR="* blessed *"=green
            MENUCOLOR="* cursed *"=red
            MENUCOLOR="* cursed *(being worn)"=red&underline

       specifies that any menu line with " blessed " contained in  it  will
       be shown in green color, lines with " cursed " will be shown in red,
       and lines with " cursed " followed by "(being  worn)"  on  the  same
       line will be shown in red color and underlined.  You can have multi-
       ple MENUCOLOR entries in  your  configuration  file,  and  the  last


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       MENUCOLOR line that matches a menu line will be used for the line.

          Note  that if you intend to have one or more color specifications
     match " uncursed ", you will probably want to  turn  the  implicit_un-
     cursed  option off so that all items known to be uncursed are actually
     displayed with the "uncursed" description.

     9.12.  Configuring User Sounds

          Some platforms allow you to define sound files to be played  when
     a message that matches a user-defined pattern is delivered to the mes-
     sage window.  At this time the Qt port and the win32tty  and  win32gui
     ports support the use of user sounds.

          The  following configuration file entries are relevant to mapping
     user sounds to messages:

     SOUNDDIR
       The directory that houses the sound files to be played.

     SOUND
       An entry that maps a sound file to a user-specified message pattern.
       Each SOUND entry is broken down into the following parts:

       MESG        - message  window  mapping  (the  only  one supported in
                     3.7.0);
       msgtype     - optional; message type to use, see  "Configuring  Mes-
                     sage Types"
       pattern     - the pattern to match;
       sound file  - the sound file to play;
       volume      - the volume to be set while playing the sound file;
       sound index - optional; the index corresponding to a sound file.

       The pattern should be a POSIX extended regular expression.

          For example:

          SOUNDDIR=C:\nethack\sounds
          SOUND=MESG "This door is locked" "lock.wav" 100
          SOUND=MESG hide "^You miss the " "swing.wav" 75



     9.13.  Configuring Status Hilites

          Your  copy  of  NetHack  may  have been compiled with support for
     "Status Hilites".  If so, you can customize your game display by  set-
     ting  thresholds  to  change  the color or appearance of fields in the
     status display.

          The format for defining status colors is:

     OPTION=hilite_status:field-name/behavior/color&attributes



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          For example, the following line in your configuration  file  will
     cause  the  hitpoints  field  to display in the color red if your hit-
     points drop to or below a threshold of 30%:

     OPTION=hilite_status:hitpoints/<=30%/red/normal

     (That example is actually specifying  red&normal  for  <=30%  and  no-
     color&normal for >30%.)

          For  another  example,  the  following line in your configuration
     file will cause wisdom to be displayed red if it drops and green if it
     rises:

     OPTION=hilite_status:wisdom/down/red/up/green

          Allowed colors are black, red, green, brown, blue, magenta, cyan,
     gray, orange, light-green, yellow, light-blue,  light-magenta,  light-
     cyan,  and white.  And "no-color", the default foreground color on the
     display, which is not necessarily the same as black or white or any of
     the other colors.

          Allowed attributes are none, bold, dim, underline, blink, and in-
     verse.  "Normal" is a synonym for "none"; they should not be  used  in
     combination with any of the other attributes.

          To  specify  both  a  color  and an attribute, use `&' to combine
     them.  To specify multiple attributes, use `+' to combine those.   For
     example: "magenta&inverse+dim".

          Note  that  the  display  may substitute or ignore particular at-
     tributes depending upon its capabilities, and in general may interpret
     the attributes any way it wants.  For example, on some display systems
     a request for bold might yield blink or vice versa.  On others,  issu-
     ing  an attribute request while another is already set up will replace
     the earlier attribute rather than combine with it.  Since NetHack  is-
     sues attribute requests sequentially (at least with the tty interface)
     rather than all at once, the only way a situation  like  that  can  be
     controlled is to specify just one attribute.

          You can adjust the appearance of the following status fields:
                   title       dungeon-level   experience-level
                  strength         gold           experience
                 dexterity       hitpoints            HD
                constitution   hitpoints-max         time
                intelligence       power            hunger
                   wisdom        power-max     carrying-capacity
                  charisma      armor-class        condition
                 alignment                           score

       The  pseudo-field  "characteristics"  can  be used to set all six of
       Str, Dex, Con, Int, Wis, and Cha at once.  "HD" is  "hit  dice",  an
       approximation  of experience level displayed when polymorphed.  "ex-
       perience", "time", and "score" are conditionally displayed depending
       upon your other option settings.


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       Instead  of  a  behavior,  "condition" takes the following condition
       flags: stone, slime, strngl, foodpois, termill, blind,  deaf,  stun,
       conf, hallu, lev, fly, and ride.  You can use "major_troubles" as an
       alias for stone through termill, "minor_troubles" for blind  through
       hallu, "movement" for lev, fly, and ride, and "all" for every condi-
       tion.

       Allowed behaviors are "always", "up", "down", "changed", a  percent-
       age or absolute number threshold, or text to match against.  For the
       hitpoints field, the additional behavior "criticalhp" is  available.
       It  overrides other behavior rules if hit points are at or below the
       major problem threshold (which varies  depending  upon  maximum  hit
       points and experience level).

          * "always" will set the default attributes for that field.

          * "up",  "down" set the field attributes for when the field value
            changes upwards or downwards.  This attribute times  out  after
            statushilites turns.

          * "changed"  sets  the  field  attribute for when the field value
            changes.  This attribute times out after  statushilites  turns.
            (If  a  field  has  both a "changed" rule and an "up" or "down"
            rule which matches a change in the field's value, the  "up"  or
            "down" one takes precedence.)

          * percentage  sets  the  field  attribute  when  the  field value
            matches the percentage.  It is specified as a number between  0
            and  100, followed by `%' (percent sign).  If the percentage is
            prefixed with `<=' or `>=', it also matches when value is below
            or  above  the percentage.  Use prefix `<' or `>' to match when
            strictly  below  or  above.   (The  numeric  limit  is  relaxed
            slightly  for  those:  >-1%  and <101% are allowed.)  Only four
            fields support percentage rules.  Percentages  for  "hitpoints"
            and  "power"  are  straightforward; they're based on the corre-
            sponding maximum field.  Percentage highlight  rules  are  also
            allowed  for  "experience level" and "experience points" (valid
            when the showexp option is enabled).  For those, the percentage
            is  based on the progress from the start of the current experi-
            ence level to the start of the  next  level.   So  if  level  2
            starts  at 20 points and level 3 starts at 40 points, having 30
            points is 50% and 35 points is 75%.  100% is  unattainable  for
            experience  because  you'll  gain  a level and the calculations
            will be reset for that new level, but a rule for =100%  is  al-
            lowed  and  matches the special case of being exactly 1 experi-
            ence point short of the next level.

          * absolute value sets the attribute when the field value  matches
            that  number.   The number must be 0 or higher, except for "ar-
            mor-class' which allows negative values, and may optionally  be
            preceded by `='.  If the number is preceded by `<=' or `>=' in-
            stead, it also matches when value is below or  above.   If  the
            prefix is `<' or `>', only match when strictly above or below.



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          * criticalhp  only  applies  to the hitpoints field and only when
            current hit points are below a threshold (which varies by maxi-
            mum  hit  points  and experience level).  When the threshold is
            met, a criticalhp rule takes precedence  over  all  other  hit-
            points rules.

          * text  match sets the attribute when the field value matches the
            text.  Text matches can only be used for  "alignment",  "carry-
            ing-capacity", "hunger", "dungeon-level", and "title".  For ti-
            tle, only the role's rank title is tested; the character's name
            is ignored.

          The  in-game options menu can help you determine the correct syn-
     tax for a configuration file.

          The whole feature can be disabled by setting option statushilites
     to 0.

          Example hilites:

          OPTION=hilite_status: gold/up/yellow/down/brown
          OPTION=hilite_status: characteristics/up/green/down/red
          OPTION=hilite_status: hitpoints/100%/gray&normal
          OPTION=hilite_status: hitpoints/<100%/green&normal
          OPTION=hilite_status: hitpoints/<66%/yellow&normal
          OPTION=hilite_status: hitpoints/<50%/orange&normal
          OPTION=hilite_status: hitpoints/<33%/red&bold
          OPTION=hilite_status: hitpoints/<15%/red&inverse
          OPTION=hilite_status: condition/major/orange&inverse
          OPTION=hilite_status: condition/lev+fly/red&inverse



     9.14.  Modifying NetHack Symbols

          NetHack can load entire symbol sets from the symbol file.

          The  options that are used to select a particular symbol set from
     the symbol file are:

     symset
       Set the name of the symbol set that you want to load.

     roguesymset
       Set the name of the symbol set that you want to load for display  on
       the rogue level.

          You  can  also override one or more symbols using the SYMBOLS and
     ROGUESYMBOLS configuration file options.   Symbols  are  specified  as
     name:value pairs.  Note that NetHack escape-processes the value string
     in conventional C fashion.  This means that \ is a prefix to take  the
     following  character literally.  Thus \ needs to be represented as \\.
     The special prefix form \m switches on the  meta  bit  in  the  symbol
     value,  and  the ^ prefix causes the following character to be treated


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     as a control character.

        NetHack Symbols
           Symbol Name            Description
        -----------------------------------------------------------------
           S_air                  (air)
        _  S_altar                (altar)
        "  S_amulet               (amulet)
        A  S_angel                (angelic being)
        a  S_ant                  (ant or other insect)
        ^  S_anti_magic_trap      (anti-magic field)
        [  S_armor                (suit or piece of armor)
        [  S_armour               (suit or piece of armor)
        ^  S_arrow_trap           (arrow trap)
        0  S_ball                 (iron ball)
        #  S_bars                 (iron bars)
        B  S_bat                  (bat or bird)
        ^  S_bear_trap            (bear trap)
        -  S_blcorn               (bottom left corner)
        b  S_blob                 (blob)
        +  S_book                 (spellbook)
        )  S_boomleft             (boomerang open left)
        (  S_boomright            (boomerang open right)
        `  S_boulder              (boulder)
        -  S_brcorn               (bottom right corner)
        >  S_brdnladder           (branch ladder down)
        >  S_brdnstair            (branch staircase down)
        <  S_brupladder           (branch ladder up)
        <  S_brupstair            (branch staircase up)
        C  S_centaur              (centaur)
        _  S_chain                (iron chain)
        #  S_cloud                (cloud)
        c  S_cockatrice           (cockatrice)
        $  S_coin                 (pile of coins)
        #  S_corr                 (corridor)
        -  S_crwall               (wall)
        #  S_darkroom             (dark room)
        ^  S_dart_trap            (dart trap)
        &  S_demon                (major demon)
        *  S_digbeam              (dig beam)
        >  S_dnladder             (ladder down)
        >  S_dnstair              (staircase down)
        d  S_dog                  (dog or other canine)
        D  S_dragon               (dragon)
        ;  S_eel                  (sea monster)
        E  S_elemental            (elemental)
        /  S_expl_tl              (explosion top left)
        -  S_expl_tc              (explosion top center)
        \  S_expl_tr              (explosion top right)
        |  S_expl_ml              (explosion middle left)
           S_expl_mc              (explosion middle center)
        |  S_expl_mr              (explosion middle right)
        \  S_expl_bl              (explosion bottom left)



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        -  S_expl_bc              (explosion bottom center)
        /  S_expl_br              (explosion bottom right)
        e  S_eye                  (eye or sphere)
        ^  S_falling_rock_trap    (falling rock trap)
        f  S_feline               (cat or other feline)
        ^  S_fire_trap            (fire trap)
        !  S_flashbeam            (flash beam)
        %  S_food                 (piece of food)
        {  S_fountain             (fountain)
        F  S_fungus               (fungus or mold)
        *  S_gem                  (gem or rock)
           S_ghost                (ghost)
        H  S_giant                (giant humanoid)
        G  S_gnome                (gnome)
        '  S_golem                (golem)
        |  S_grave                (grave)
        g  S_gremlin              (gremlin)
        -  S_hbeam                (horizontal beam [zap animation])
        #  S_hcdbridge            (horizontal raised drawbridge)
        +  S_hcdoor               (closed door in horizontal wall)
        .  S_hodbridge            (horizontal lowered drawbridge)
        |  S_hodoor               (open door in horizontal wall)
        ^  S_hole                 (hole)
        @  S_human                (human or elf)
        h  S_humanoid             (humanoid)
        -  S_hwall                (horizontal wall)
        .  S_ice                  (ice)
        i  S_imp                  (imp or minor demon)
        I  S_invisible            (invisible monster)
        J  S_jabberwock           (jabberwock)
        j  S_jelly                (jelly)
        k  S_kobold               (kobold)
        K  S_kop                  (Keystone Kop)
        ^  S_land_mine            (land mine)
        }  S_lava                 (molten lava)
        }  S_lavawall             (wall of lava)
        l  S_leprechaun           (leprechaun)
        ^  S_level_teleporter     (level teleporter)
        L  S_lich                 (lich)
        y  S_light                (light)
        #  S_litcorr              (lit corridor)
        :  S_lizard               (lizard)
        \  S_lslant               (diagonal beam [zap animation])
        ^  S_magic_portal         (magic portal)
        ^  S_magic_trap           (magic trap)
        m  S_mimic                (mimic)
        ]  S_mimic_def            (mimic)
        M  S_mummy                (mummy)
        N  S_naga                 (naga)
        .  S_ndoor                (doorway without door)
        n  S_nymph                (nymph)
        O  S_ogre                 (ogre)
        o  S_orc                  (orc)



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        p  S_piercer              (piercer)
        ^  S_pit                  (pit)
        #  S_poisoncloud          (poison cloud)
        ^  S_polymorph_trap       (polymorph trap)
        }  S_pool                 (water)
        !  S_potion               (potion)
        P  S_pudding              (pudding or ooze)
        q  S_quadruped            (quadruped)
        Q  S_quantmech            (quantum mechanic)
        =  S_ring                 (ring)
        `  S_rock                 (boulder or statue)
        r  S_rodent               (rodent)
        ^  S_rolling_boulder_trap (rolling boulder trap)
        .  S_room                 (floor of a room)
        /  S_rslant               (diagonal beam [zap animation])
        ^  S_rust_trap            (rust trap)
        R  S_rustmonst            (rust monster or disenchanter)
        ?  S_scroll               (scroll)
        #  S_sink                 (sink)
        ^  S_sleeping_gas_trap    (sleeping gas trap)
        S  S_snake                (snake)
        s  S_spider               (arachnid or centipede)
        ^  S_spiked_pit           (spiked pit)
        ^  S_squeaky_board        (squeaky board)
        0  S_ss1                  (magic shield 1 of 4)
        #  S_ss2                  (magic shield 2 of 4)
        @  S_ss3                  (magic shield 3 of 4)
        *  S_ss4                  (magic shield 4 of 4)
        ^  S_statue_trap          (statue trap)
           S_stone                (solid rock)
        ]  S_strange_obj          (strange object)
        -  S_sw_bc                (swallow bottom center)
        \  S_sw_bl                (swallow bottom left)
        /  S_sw_br                (swallow bottom right)
        |  S_sw_ml                (swallow middle left)
        |  S_sw_mr                (swallow middle right)
        -  S_sw_tc                (swallow top center)
        /  S_sw_tl                (swallow top left)
        \  S_sw_tr                (swallow top right)
        -  S_tdwall               (wall)
        ^  S_teleportation_trap   (teleportation trap)
        \  S_throne               (opulent throne)
        -  S_tlcorn               (top left corner)
        |  S_tlwall               (wall)
        (  S_tool                 (useful item (pick-axe, key, lamp...))
        ^  S_trap_door            (trap door)
        t  S_trapper              (trapper or lurker above)
        -  S_trcorn               (top right corner)
        #  S_tree                 (tree)
        T  S_troll                (troll)
        |  S_trwall               (wall)
        -  S_tuwall               (wall)
        U  S_umber                (umber hulk)



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           S_unexplored           (unexplored terrain)
        u  S_unicorn              (unicorn or horse)
        <  S_upladder             (ladder up)
        <  S_upstair              (staircase up)
        V  S_vampire              (vampire)
        |  S_vbeam                (vertical beam [zap animation])
        #  S_vcdbridge            (vertical raised drawbridge)
        +  S_vcdoor               (closed door in vertical wall)
        .  S_venom                (splash of venom)
        ^  S_vibrating_square     (vibrating square)
        .  S_vodbridge            (vertical lowered drawbridge)
        -  S_vodoor               (open door in vertical wall)
        v  S_vortex               (vortex)
        |  S_vwall                (vertical wall)
        /  S_wand                 (wand)
        }  S_water                (water)
        )  S_weapon               (weapon)
        "  S_web                  (web)
        w  S_worm                 (worm)
        ~  S_worm_tail            (long worm tail)
        W  S_wraith               (wraith)
        x  S_xan                  (xan or other extraordinary insect)
        X  S_xorn                 (xorn)
        Y  S_yeti                 (apelike creature)
        Z  S_zombie               (zombie)
        z  S_zruty                (zruty)
           S_pet_override         (any pet if ACCESSIBILITY=1 is set)
           S_hero_override        (hero if ACCESSIBILITY=1 is set)

     Notes:

     * Several symbols in this table appear to  be  blank.   They  are  the
       space character, except for S_pet_override and S_hero_override which
       don't have any default value and can only be used if enabled in  the
       "sysconf" file.

     * S_rock  is  misleadingly named; rocks and stones use S_gem.  Statues
       and boulders are the rock  being  referred  to,  but  since  version
       3.6.0,  statues are displayed as the monster they depict.  So S_rock
       is only used for boulders and not used at all if overridden  by  the
       more specific S_boulder.

     9.15.  Customizing Map Glyph Representations Using Unicode

          If  your platform or terminal supports the display of UTF-8 char-
     acter sequences, you can customize your game display by assigning Uni-
     code  codepoint  values and red-green-blue colors to glyph representa-
     tions. The customizations can be specified for use with a symset  that
     has  a UTF8 handler within the symbols file such as the enhanced1 set,
     or individually within your nethack.rc file.

          The format for defining a glyph representation is:

     OPTIONS=glyph:glyphid/U+nnnn/R-G-B


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          The window port that is active needs to provide support for  dis-
     playing  UTF-8  character sequences and explicit red-green-blue colors
     in order for the glyph representation to be visible.  For example, the
     following  line in your configuration file will cause the glyph repre-
     sentation for glyphid G_pool to use Unicode codepoint U+224B  and  the
     color represented by R-G-B value 0-0-160:

     OPTIONS=glyph:G_pool/U+224B/0-0-160

     The  list  of acceptable glyphid's can be produced by nethack --dumpg-
     lyphids.  Individual NetHack glyphs can be specified using the G_ pre-
     fix,  or  you  can use an S_ symbol for a glyphid and store the custom
     representation for all NetHack glyphs that would map to that  particu-
     lar symbol.

          You  will  need  to select a symset with a UTF8 handler to enable
     the display of the customizations, such as the Enhanced symset.

     9.16.  Configuring NetHack for Play by the Blind

          NetHack can be set up to use only standard ASCII  characters  for
     making  maps  of  the dungeons. This makes even the MS-DOS versions of
     NetHack (which use special line-drawing characters  by  default)  com-
     pletely  accessible  to the blind who use speech and/or Braille access
     technologies.  Players will require a good working knowledge of  their
     screen-reader's review features, and will have to know how to navigate
     horizontally and vertically character by  character.  They  will  also
     find the search capabilities of their screen-readers to be quite valu-
     able. Be certain to examine this Guidebook before playing so you  have
     an idea what the screen layout is like. You'll also need to be able to
     locate the PC cursor. It is always where your  character  is  located.
     Merely  searching  for  an  @-sign will not always find your character
     since there are other humanoids represented by  the  same  sign.  Your
     screen-reader  should also have a function which gives you the row and
     column of your review cursor and the PC  cursor.   These  co-ordinates
     are often useful in giving players a better sense of the overall loca-
     tion of items on the screen.

          NetHack can also be compiled with support for  sending  the  game
     messages to an external program, such as a text-to-speech synthesizer.
     If the "#version" extended command shows "external program as  a  mes-
     sage  handler",  your  NetHack  has been compiled with the capability.
     When compiling NetHack from source on Linux and other  POSIX  systems,
     define  MSGHANDLER to enable it.  To use the capability, set the envi-
     ronment variable NETHACK_MSGHANDLER to an executable,  which  will  be
     executed with the game message as the program's only parameter.

          The most crucial settings to make the game more accessible are:

     symset:plain
       Load a symbol set appropriate for use by blind players.

     menustyle:traditional
       This will assist in the interface to speech synthesizers.


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     nomenu_overlay
       Show menus on a cleared screen and aligned to the left edge.

     number_pad
       A  lot  of  speech  access programs use the number-pad to review the
       screen.  If this is the case, disable the number_pad option and  use
       the traditional Rogue-like commands.

     paranoid_confirmation:swim
       Prevent walking into water or lava.

     accessiblemsg
       Adds direction or location information to messages.

     spot_monsters
       Shows  a  message when hero notices a monster; combine with accessi-
       blemsg.

     autodescribe
       Automatically describe the terrain under the cursor when targeting.

     mention_walls
       Give feedback messages when walking towards a wall  or  when  travel
       command was interrupted.

     whatis_coord:compass
       When  targeting with cursor, describe the cursor position with coor-
       dinates relative to your character.

     whatis_filter:area
       When targeting with cursor, filter possible locations so only  those
       in the same area (eg. same room, or same corridor) are considered.

     whatis_moveskip
       When targeting with cursor and using fast-move, skip the same glyphs
       instead of moving 8 units at a time.

     nostatus_updates
       Prevent updates to the status lines at the bottom of the screen,  if
       your  screen-reader  reads  those lines. The same information can be
       seen via the "#attributes" command.

     9.17.  Global Configuration for System Administrators

          If NetHack is compiled with the SYSCF option, a  system  adminis-
     trator  should  set  up  a global configuration; this is a file in the
     same format  as  the  traditional  per-user  configuration  file  (see
     above).   This file should be named sysconf and placed in the same di-
     rectory as the other NetHack support files.  The options recognized in
     this file are listed below.  Any option not set uses a compiled-in de-
     fault (which may not be appropriate for your system).

       WIZARDS = A space-separated list of user names who  are  allowed  to
       play  in  debug mode (commonly referred to as wizard mode).  A value


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       of a single asterisk (*) allows anyone to  start  a  game  in  debug
       mode.

       SHELLERS = A  list  of users who are allowed to use the shell escape
       command (!).  The syntax is the same as WIZARDS.

       EXPLORERS = A list of users who are allowed to use the explore mode.
       The syntax is the same as WIZARDS.

       MAXPLAYERS = Limit  the  maximum number of games that can be running
       at the same time.

       SAVEFORMAT = A list of up to two  save  file  formats  separated  by
       space.   The  first format in the list will written as well as read.
       The second format will be read only if no save  file  in  the  first
       format exists.  Valid choices are "historical" for binary writing of
       entire structs, "lendian" for binary writing of each field  in  lit-
       tle-endian order, "ascii" for writing the save file content in ascii
       text.

       BONESFORMAT = A list of up to two bones file  formats  separated  by
       space.   The  first format in the list will written as well as read.
       The second format will be read only if no bones files in  the  first
       format  exist.  Valid choices are "historical" for binary writing of
       entire structs, "lendian" for binary writing of each field  in  lit-
       tle-endian  order,  "ascii"  for  writing  the bones file content in
       ascii text.

       SUPPORT = A string explaining how to get local support  (no  default
       value).

       RECOVER = A  string  explaining how to recover a game on this system
       (no default value).

       SEDUCE = 0 or 1 to disable or enable, respectively, the  SEDUCE  op-
       tion.  When disabled, incubi and succubi behave like nymphs.

       CHECK_PLNAME = Setting  this  to 1 will make the EXPLORERS, WIZARDS,
       and SHELLERS check for the player name instead of the  user's  login
       name.

       CHECK_SAVE_UID = 0  or 1 to disable or enable, respectively, the UID
       (used identification number) checking for save files (to verify that
       the user who is restoring is the same one who saved).

          The following four options affect the score file:

       PERSMAX = Maximum number of entries for one person.

       ENTRYMAX = Maximum number of entries in the score file.

       POINTSMIN = Minimum  number  of  points to get an entry in the score
       file.



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       PERS_IS_UID = 0 or 1 to use user names or numeric  userids,  respec-
       tively, to identify unique people for the score file.

       HIDEUSAGE = 0  or  1 to control whether the help menu entry for com-
       mand line usage is shown or suppressed.

       MAX_STATUENAME_RANK = Maximum number of score file  entries  to  use
       for random statue names (default is 10).

       ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil-
       ity for players to set S_pet_override and S_hero_override symbols in
       their configuration file.

       PORTABLE_DEVICE_PATHS = 0  or  1 Windows OS only, the game will look
       for all of its external files, and write to all of its output  files
       in one place rather than at the standard locations.

       DUMPLOGFILE = A  filename  where  the  end-of-game dumplog is saved.
       Not defining this will prevent dumplog  from  being  created.   Only
       available if your game is compiled with DUMPLOG.  Allows the follow-
       ing placeholders:

           %% - literal `%'
           %v - version (eg. "3.7.0-0")
           %u - game UID
           %t - game start time, UNIX timestamp format
           %T - current time, UNIX timestamp format
           %d - game start time, YYYYMMDDhhmmss format
           %D - current time, YYYYMMDDhhmmss format
           %n - player name
           %N - first character of player name

       LIVELOG = A bit-mask of types of events that should  be  written  to
       the  livelog file if one is present.  The sample sysconf file accom-
       panying the program contains a comment which lists  the  meaning  of
       the  various  bits used.  Intended for server systems supporting si-
       multaneous play by multiple players (to be clear, each one running a
       separate  single player game), for displaying their game progress to
       observers.  Only relevant if the program was built with LIVELOG  en-
       abled.   When  available,  it should be left commented out on single
       player installations because over time the file could grow to be ex-
       tremely large unless it is actively maintained.

       CRASHREPORTURL = If   set   to   https://www.nethack.org/common/con-
       tact.html and support is compiled in, brings  up  a  browser  window
       populated  with  the  information  needed to report a problem if the
       game panics or ends up in an internally inconsistent state.

     10.  Scoring

          NetHack maintains a list of the top scores or scorers on your ma-
     chine,  depending  on  how it is set up.  In the latter case, each ac-
     count on the machine can post only one non-winning score on this list.
     If  you  score  higher  than someone else on this list, or better your


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     previous score, you will be inserted in the proper  place  under  your
     current  name.   How  many  scores  are  kept  can also be set up when
     NetHack is compiled.

          Your score is chiefly based upon how much experience you  gained,
     how much loot you accumulated, how deep you explored, and how the game
     ended.  If you quit the game, you escape with all of your gold intact.
     If,  however,  you  get  killed in the Mazes of Menace, the guild will
     only hear about 90% of your gold when your corpse is  discovered  (ad-
     venturers  have  been  known  to collect finder's fees).  So, consider
     whether you want to take one last hit at  that  monster  and  possibly
     live,  or quit and stop with whatever you have.  If you quit, you keep
     all your gold, but if you swing and live, you might find more.

          If you just want to see what the current top  players/games  list
     is, you can type nethack -s all on most versions.

     11.  Explore mode

          NetHack is an intricate and difficult game.  Novices might falter
     in fear, aware of their ignorance of the means to survive.  Well, fear
     not.   Your  dungeon  comes  equipped with an "explore" or "discovery"
     mode that enables you to keep old save files and cheat death,  at  the
     paltry cost of not getting on the high score list.

          There are two ways of enabling explore mode.  One is to start the
     game with the -X command-line switch or with the playmode:explore  op-
     tion.  The other is to issue the "#exploremode" extended command while
     already playing the game.  Starting a new game in  explore  mode  pro-
     vides  your  character  with  a  wand of wishing in initial inventory;
     switching during play does not.  The other benefits  of  explore  mode
     are left for the trepid reader to discover.

     11.1.  Debug mode

          Debug mode, also known as wizard mode, is undocumented aside from
     this brief description and the  various  "debug  mode  only"  commands
     listed  among  the  command descriptions.  It is intended for tracking
     down problems within the program rather than to provide god-like  pow-
     ers  to your character, and players who attempt debugging are expected
     to figure out how to use it themselves.  It is initiated  by  starting
     the  game  with  the -D command-line switch or with the playmode:debug
     option.

          For some systems, the player must be logged in under a particular
     user  name  to be allowed to use debug mode; for others, the hero must
     be given a particular character name (but may be any role; there's  no
     connection  between "wizard mode" and the Wizard role).  Attempting to
     start a game in debug mode when not allowed or not available will  re-
     sult in falling back to explore mode instead.






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     12.  Credits

          The  original  hack  game  was modeled on the Berkeley UNIX rogue
     game.  Large portions of this document were shamelessly cribbed from A
     Guide  to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C.
     Arnold.  Small portions were adapted from Further Exploration  of  the
     Dungeons of Doom, by Ken Arromdee.

          NetHack  is  the  product  of  literally scores of people's work.
     Main events in the course of the game development are described below:

          Jay Fenlason wrote the original Hack, with help from Kenny  Wood-
     land, Mike Thome, and Jon Payne.

          Andries  Brouwer did a major re-write while at Stichting Mathema-
     tisch Centrum (now Centrum Wiskunde & Informatica), transforming  Hack
     into a very different game.  He published the Hack source code for use
     on UNIX systems by posting that to Usenet newsgroup net.sources (later
     renamed  comp.sources) releasing version 1.0 in December of 1984, then
     versions 1.0.1, 1.0.2, and finally 1.0.3  in  July  of  1985.   Usenet
     newsgroup net.games.hack (later renamed rec.games.hack, eventually re-
     placed by rec.games.roguelike.nethack) was created for discussing it.

          Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,  pro-
     ducing  PC  HACK 1.01e, added support for DEC Rainbow graphics in ver-
     sion 1.03g, and went on to produce at least four more  versions  (3.0,
     3.2,  3.51, and 3.6; note that these are old Hack version numbers, not
     contemporary NetHack ones).

          R. Black  ported  PC  HACK  3.51  to  Lattice  C  and  the  Atari
     520/1040ST, producing ST Hack 1.03.

          Mike  Stephenson merged these various versions back together, in-
     corporating many of the added features, and produced  NetHack  version
     1.4 in 1987.  He then coordinated a cast of thousands in enhancing and
     debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.  Like
     Hack,  they were released by posting their source code to Usenet where
     they remained available in various archives  accessible  via  ftp  and
     uucp after expiring from the newsgroup.

          Later,  Mike  coordinated a major re-write of the game, heading a
     team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps,
     Eric  Hendrickson,  Izchak  Miller, Eric S. Raymond, John Rupley, Mike
     Threepoint, and Janet Walz, to produce NetHack 3.0c.

          NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2  by
     Timo  Hakulinen,  and  to VMS by David Gentzel.  The three of them and
     Kevin Darcy later joined the main NetHack Development Team to  produce
     subsequent revisions of 3.0.

          Olaf  Seibert  ported  NetHack  2.3  and  3.0 to the Amiga.  Norm
     Meluch, Stephen Spackman and Pierre Martineau  designed  overlay  code
     for  PC  NetHack 3.0.  Johnny Lee ported NetHack 3.0 to the Macintosh.
     Along with various other Dungeoneers, they continued  to  enhance  the


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     PC, Macintosh, and Amiga ports through the later revisions of 3.0.

          Version  3.0 went through ten relatively rapidly released "patch-
     level" revisions.  Versions at the time were known as 3.0 for the base
     release  and  variously  as  "3.0a" through "3.0j", "3.0 patchlevel 1"
     through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than
     3.0.0  and  3.0.1 through 3.0.10; the three component numbering scheme
     began to be used with 3.1.0.

          Headed by Mike Stephenson and coordinated by  Izchak  Miller  and
     Janet  Walz,  the  NetHack Development Team which now included Ken Ar-
     romdee, David Cohrs, Jean-Christophe Collet, Kevin  Darcy,  Matt  Day,
     Timo  Hakulinen,  Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond,
     and Eric Smith undertook a radical revision of  3.0.   They  re-struc-
     tured  the  game's design, and re-wrote major parts of the code.  They
     added multiple dungeons, a new display, special  individual  character
     quests,  a  new  endgame  and  many  other  new features, and produced
     NetHack 3.1.  Version 3.1.0 was released in January of 1993.

          Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard
     Addison,  Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for
     the Amiga.

          Norm Meluch and Kevin Smolkowski, with help  from  Carl  Schelin,
     Stephen  Spackman,  Steve VanDevender, and Paul Winner, ported NetHack
     3.1 to the PC.

          Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng-
     ber,  David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim
     Lennan, Rob Menke, and Andy Swanson, developed  NetHack  3.1  for  the
     Macintosh,  porting  it  for MPW.  Building on their development, Bart
     House added a Think C port.

          Timo Hakulinen ported NetHack 3.1 to  OS/2.   Eric  Smith  ported
     NetHack  3.1  to  the  Atari.   Pat  Rankin, with help from Joshua De-
     lahunty, was responsible for the VMS version of NetHack 3.1.   Michael
     Allison ported NetHack 3.1 to Windows NT.

          Dean Luick, with help from David Cohrs, developed NetHack 3.1 for
     X11.  It drew the map as text rather  than  graphically  but  included
     nh10.bdf,  an optionally used custom X11 font which has tiny images in
     place of letters and punctuation, a precursor of tiles.  Those  images
     don't extend to individual monster and object types, just replacements
     for monster and object classes (so one custom image for  all  "a"  in-
     sects  and another for all "[" armor and so forth, not separate images
     for beetles and ants or for cloaks and boots).

          Warwick Allison wrote a graphically displayed version of  NetHack
     for  the  Atari  where the tiny pictures were described as "icons" and
     were distinct for specific types of monsters and objects  rather  than
     just  their  classes.   He contributed them to the NetHack Development
     Team which rechristened them "tiles", original usage which has  subse-
     quently  been  picked up by various other games.  NetHack's tiles sup-
     port was then implemented on other  platforms  (initially  MS-DOS  but


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     eventually Windows, Qt, and X11 too).

          The  3.2  NetHack Development Team, comprised of Michael Allison,
     Ken Arromdee, David Cohrs, Jessie Collet, Steve  Creps,  Kevin  Darcy,
     Timo  Hakulinen,  Steve  Linhart,  Dean Luick, Pat Rankin, Eric Smith,
     Mike Stephenson, Janet Walz, and Paul Winner, released  version  3.2.0
     in April of 1996.

          Version  3.2 marked the tenth anniversary of the formation of the
     development team.  In a testament to their dedication to the game, all
     thirteen  members of the original NetHack Development Team remained on
     the team at the start of work on that release.   During  the  interval
     between the release of 3.1.3 and 3.2.0, one of the founding members of
     the NetHack Development Team, Dr. Izchak Miller,  was  diagnosed  with
     cancer and passed away.  That release of the game was dedicated to him
     by the development and porting teams.

          Version 3.2 proved to be  more  stable  than  previous  versions.
     Many  bugs  were fixed, abuses eliminated, and game features tuned for
     better game play.

          During the lifespan of NetHack 3.1 and 3.2,  several  enthusiasts
     of  the  game added their own modifications to the game and made these
     "variants" publicly available:

          Tom Proudfoot and Yuval Oren created NetHack++, which was quickly
     renamed  NetHack--  when some people incorrectly assumed that it was a
     conversion of the  C  source  code  to  C++.   Working  independently,
     Stephen  White wrote NetHack Plus.  Tom Proudfoot later merged NetHack
     Plus and his own NetHack-- to produce SLASH.  Larry Stewart-Zerba  and
     Warwick  Allison  improved  the  spell  casting system with the Wizard
     Patch.  Warwick Allison also ported NetHack to use the Qt interface.

          Warren Cheung combined SLASH with the  Wizard  Patch  to  produce
     Slash'EM, and with the help of Kevin Hugo, added more features.  Kevin
     later joined the NetHack Development Team and incorporated the best of
     these ideas into NetHack 3.3.

          The  final update to 3.2 was the bug fix release 3.2.3, which was
     released simultaneously with 3.3.0 in December 1999 just in  time  for
     the  Year 2000.  Because of the newer version, 3.2.3 was released as a
     source code patch only, without  any  ready-to-play  distribution  for
     systems that usually had such.

          (To anyone considering resurrecting an old version:  all versions
     before 3.2.3 had a Y2K bug.  The high scores file  and  the  log  file
     contained  dates  which  were  formatted  using  a two-digit year, and
     1999's year 99 was followed by 2000's year 100.  That got written  out
     successfully  but it unintentionally introduced an extra column in the
     file layout which prevented score entries from being read back in cor-
     rectly,  interfering  with  insertion  of new high scores and with re-
     trieval of old character names to use  for  random  ghost  and  statue
     names in the current game.)



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          The  3.3 NetHack Development Team, consisting of Michael Allison,
     Ken Arromdee, David Cohrs, Jessie Collet, Steve  Creps,  Kevin  Darcy,
     Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat
     Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner,  re-
     leased 3.3.0 in December 1999 and 3.3.1 in August of 2000.

          Version 3.3 offered many firsts. It was the first version to sep-
     arate race and profession. The Elf class was removed in preference  to
     an  elf  race,  and  the races of dwarves, gnomes, and orcs made their
     first appearance in the game alongside the familiar human race.   Monk
     and  Ranger  roles joined Archeologists, Barbarians, Cavemen, Healers,
     Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of  course,
     Wizards.   It was also the first version to allow you to ride a steed,
     and was the first version to have a publicly available web-site  list-
     ing  all  the  bugs that had been discovered.  Despite that constantly
     growing bug list, 3.3 proved stable enough to last  for  more  than  a
     year and a half.

          The  3.4  NetHack Development Team initially consisted of Michael
     Allison, Ken Arromdee, David Cohrs, Jessie  Collet,  Kevin  Hugo,  Ken
     Lorber,  Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul
     Winner, with  Warwick Allison  joining  just  before  the  release  of
     NetHack 3.4.0 in March 2002.

          As  with version 3.3, various people contributed to the game as a
     whole as well as supporting ports  on  the  different  platforms  that
     NetHack runs on:

          Pat Rankin maintained 3.4 for VMS.

          Michael  Allison  maintained NetHack 3.4 for the MS-DOS platform.
     Paul Winner and Yitzhak Sapir provided encouragement.

          Dean Luick, Mark Modrall, and Kevin Hugo maintained and  enhanced
     the Macintosh port of 3.4.

          Michael  Allison,  David  Cohrs,  Alex Kompel, Dion Nicolaas, and
     Yitzhak Sapir maintained and enhanced 3.4 for  the  Microsoft  Windows
     platform.   Alex  Kompel contributed a new graphical interface for the
     Windows port.  Alex Kompel also contributed  a  Windows  CE  port  for
     3.4.1.

          Ron  Van Iwaarden was the sole maintainer of NetHack for OS/2 the
     past several releases. Unfortunately Ron's last OS/2  machine  stopped
     working  in early 2006. A great many thanks to Ron for keeping NetHack
     alive on OS/2 all these years.

          Janne Salmijarvi and Teemu Suikki  maintained  and  enhanced  the
     Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.

          Christian "Marvin" Bressler maintained 3.4 for the Atari after he
     resurrected it for 3.3.1.




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          The release of NetHack 3.4.3 in December 2003 marked  the  begin-
     ning  of a long release hiatus. 3.4.3 proved to be a remarkably stable
     version that provided continued enjoyment by the  community  for  more
     than a decade. The NetHack Development Team slowly and quietly contin-
     ued to work on the game behind the scenes during the tenure of  3.4.3.
     It  was  during  that  same  period  that several new variants emerged
     within the NetHack community. Notably sporkhack by Derek S.  Ray,  un-
     nethack  by Patric Mueller, nitrohack and its successors originally by
     Daniel Thaler and then by Alex Smith, and  Dynahack  by  Tung  Nguyen.
     Some  of  those variants continue to be developed, maintained, and en-
     joyed by the community to this day.

          In September 2014, an interim snapshot of the code under develop-
     ment  was  released  publicly by other parties.  Since that code was a
     work-in-progress and had not gone through the process of debugging  it
     as a suitable release, it was decided that the version numbers present
     on that code snapshot would be retired and never used in  an  official
     NetHack  release.   An announcement was posted on the NetHack Develop-
     ment Team's official nethack.org website to that effect, stating  that
     there would never be a 3.4.4, 3.5, or 3.5.0 official release version.

          In  January  2015,  preparation  began for the release of NetHack
     3.6.

          At the beginning of development for what would eventually get re-
     leased as 3.6.0, the NetHack Development Team consisted of Warwick Al-
     lison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet,  Ken
     Lorber,  Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul
     Winner.  In early 2015, ahead of the release  of  3.6.0,  new  members
     Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Develop-
     ment Team.

          Near the end of the development of 3.6.0, one of the  significant
     inspirations  for  many  of the humorous and fun features found in the
     game, author Terry Pratchett, passed away.  NetHack 3.6.0 introduced a
     tribute to him.

          3.6.0  was released in December 2015, and merged work done by the
     development team since the release of 3.4.3 with some of  the  beloved
     community  patches.  Many  bugs  were fixed and some code was restruc-
     tured.

          The NetHack Development Team, as well as  Steve  VanDevender  and
     Kevin  Smolkowski,  ensured  that  NetHack 3.6 continued to operate on
     various UNIX flavors and maintained the X11 interface.

          Ken Lorber, Haoyang Wang, Pat Rankin, and Dean  Luick  maintained
     the port of NetHack 3.6 for MacOS.

          Michael  Allison,  David  Cohrs,  Bart House, Pasi Kallinen, Alex
     Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir  maintained  the
     port of NetHack 3.6 for Microsoft Windows.




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          Pat  Rankin  attempted  to  keep the VMS port running for NetHack
     3.6, hindered by limited access.  Kevin  Smolkowski  has  updated  and
     tested  it  for  the  most  recent version of OpenVMS (V8.4 as of this
     writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.

          Ray Chason resurrected the MS-DOS port for  3.6  and  contributed
     the necessary updates to the community at large.

          In  late April 2018, several hundred bug fixes for 3.6.0 and some
     new features were  assembled  and  released  as  NetHack  3.6.1.   The
     NetHack  Development Team at the time of release of 3.6.1 consisted of
     Warwick Allison, Michael Allison, Ken Arromdee,  David  Cohrs,  Jessie
     Collet,  Pasi  Kallinen,  Ken  Lorber, Dean Luick, Patric Mueller, Pat
     Rankin, Derek S. Ray, Alex Smith, Mike  Stephenson,  Janet  Walz,  and
     Paul Winner.

          In early May 2019, another 320 bug fixes along with some enhance-
     ments and the adopted curses window port, were released as 3.6.2.

          Bart House, who had contributed to the game  as  a  porting  team
     participant  for  decades, joined the NetHack Development Team in late
     May 2019.

          NetHack 3.6.3 was released on December 5,  2019  containing  over
     190 bug fixes to NetHack 3.6.2.

          NetHack  3.6.4 was released on December 18, 2019 containing a se-
     curity fix and a few bug fixes.

          NetHack 3.6.5 was released on January 27,  2020  containing  some
     security fixes and a small number of bug fixes.

          NetHack 3.6.6 was released on March 8, 2020 containing a security
     fix and some bug fixes.

          NetHack 3.6.7 was released on February 16, 2023 containing a  se-
     curity fix and some bug fixes.

          The  official  NetHack  web  site  is maintained by Ken Lorber at
     https://www.nethack.org/.


     12.1.  Special Thanks

          On behalf of the NetHack community,  thank  you  very  much  once
     again  to  M.  Drew  Streib  and  Pasi Kallinen for providing a public
     NetHack server at nethack.alt.org. Thanks to Keith  Simpson  and  Andy
     Thomson  for  hardfought.org.  Thanks to all those unnamed dungeoneers
     who invest their time and effort into annual NetHack tournaments  such
     as  Junethack,  The November NetHack Tournament, and in days past, de-
     vnull.net (gone for now, but not forgotten).





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     12.2.  Dungeoneers

          From time to time, some depraved individual out there in  netland
     sends  a  particularly  intriguing  modification  to help out with the
     game.  The NetHack Development Team sometimes makes note of the  names
     of the worst of these miscreants in this, the list of Dungeoneers:

            Adam Aronow           J. Ali Harlow          Mikko Juola
            Alex Kompel             Janet Walz           Nathan Eady
            Alex Smith           Janne Salmijarvi        Norm Meluch
           Andreas Dorn       Jean-Christophe Collet     Olaf Seibert
            Andy Church            Jeff Bailey          Pasi Kallinen
           Andy Swanson           Jochen Erwied           Pat Rankin
           Andy Thomson            John Kallen          Patric Mueller
           Ari Huttunen            John Rupley           Paul Winner
            Bart House             John S. Bien        Pierre Martineau
        Benson I. Margulies         Johnny Lee            Ralf Brown
             Bill Dyer              Jon W{tte             Ray Chason
         Boudewijn Waijers       Jonathan Handler      Richard Addison
             Bruce Cox           Joshua Delahunty       Richard Beigel
          Bruce Holloway          Karl Garrison       Richard P. Hughey
          Bruce Mewborne          Keizo Yamamoto          Rob Menke
           Carl Schelin           Keith Simpson          Robin Bandy
            Chris Russo             Ken Arnold          Robin Johnson
            David Cohrs            Ken Arromdee       Roderick Schertler
          David Damerell            Ken Lorber          Roland McGrath
           David Gentzel          Ken Washikita        Ron Van Iwaarden
          David Hairston           Kevin Darcy          Ronnen Miller
            Dean Luick              Kevin Hugo            Ross Brown
             Del Lamb              Kevin Sitze         Sascha Wostmann
           Derek S. Ray          Kevin Smolkowski        Scott Bigham
           Deron Meranda           Kevin Sweet         Scott R. Turner
           Dion Nicolaas           Lars Huttar            Sean Hunt
          Dylan O'Donnell          Leon Arnott         Stephen Spackman
            Eric Backus           M. Drew Streib      Stefan Thielscher
         Eric Hendrickson          Malcolm Ryan         Stephen White
           Eric R. Smith          Mark Gooderum          Steve Creps
          Eric S. Raymond          Mark Modrall         Steve Linhart
           Erik Andersen         Marvin Bressler      Steve VanDevender
         Fredrik Ljungdahl         Matthew Day           Teemu Suikki
         Frederick Roeber          Merlyn LeRoy           Tim Lennan
            Gil Neiger           Michael Allison        Timo Hakulinen
            Greg Laskin            Michael Feir            Tom Almy
            Greg Olson            Michael Hamel            Tom West
          Gregg Wonderly         Michael Sokolov        Warren Cheung
           Hao-yang Wang           Mike Engber         Warwick Allison
           Helge Hafting           Mike Gallop          Yitzhak Sapir
       Irina Rempt-Drijfhout     Mike Passaretti
           Izchak Miller         Mike Stephenson



          Brand  and  product names are trademarks or registered trademarks
     of their respective holders.


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