From 4507323a42aa5beae459703274299e196cb4196a Mon Sep 17 00:00:00 2001 From: nhmall Date: Tue, 24 Dec 2024 13:41:17 -0500 Subject: [PATCH] more doc updates --- doc/Guidebook.txt | 3814 ++++++++++++++++++++++----------------------- doc/dlb.txt | 33 +- doc/makedefs.txt | 75 +- doc/mn.txt | 18 +- doc/nethack.txt | 201 +-- doc/recover.txt | 81 +- 6 files changed, 2117 insertions(+), 2105 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 22a706fac..480c55893 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,7 +15,7 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - September 13, 2024 + November 16, 2024 @@ -81,8 +81,8 @@ 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: + Your abilities and strengths for dealing with the hazards of + adventure 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 @@ -97,12 +97,13 @@ 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. + neutralize poisons; and with their instruments, they can divine a + being's state of health or sickness. Their medical practice earns + them quite reasonable amounts of money, with which they enter the dun- + geon. - Knights are distinguished from the common skirmisher by their de- - votion to the ideals of chivalry and by the surpassing excellence of + Knights are distinguished from the common skirmisher by their + devotion to the ideals of chivalry and by the surpassing excellence of their armor. Monks are ascetics, who by rigorous practice of physical and men- @@ -111,22 +112,21 @@ 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- + 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 + 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. + Rogues are agile and stealthy thieves, with knowledge of locks, + traps, and poisons. Their advantage lies in surprise, which they + employ to great advantage. - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -136,63 +136,63 @@ - Samurai are the elite warriors of feudal Nippon. They are - lightly armored and quick, and wear the dai-sho, two swords of the + 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- + 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. + Northlands makes them strong, inures them to extremes of cold, and + instills 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 + 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; + 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 + 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 + 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- + 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 + 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 + 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. + sion unequalled, and will go out of their way to kill one at any + opportunity. The armor and weapons fashioned by the Orcs are typi- + cally 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 + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -202,38 +202,38 @@ - 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 + that accept commands in pseudo-English sentences and explain the + results 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 + 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 + 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- + 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 + of your hardware and software, and whether various compile-time + options were enabled when your executable was created. The three pos- + sible 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. + ASCII characters to represent everything. There is no difference + between 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 char- + acters 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 + 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. @@ -258,7 +258,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -324,7 +324,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -342,15 +342,15 @@ 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 + 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 + (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: @@ -360,37 +360,37 @@ 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- + A measure of your character's strength; one of your six basic + attributes. A human character's attributes can range from 3 to + 18 inclusive; non-humans may exceed these limits (occasionally + you may get super-strengths of the form 18/xx, and magic can also + cause attributes to exceed the normal limits). The higher your + strength, the stronger you are. 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, + 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- + 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- + Intelligence affects your ability to cast spells and read spell- books. Wisdom - Wisdom comes from your practical experience (especially when + Wisdom comes from your practical experience (especially when dealing with magic). It affects your magical energy. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -405,58 +405,58 @@ 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 + 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 + 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 + 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 + 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 + 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 + 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. + A measure of how effectively your armor stops blows from + unfriendly creatures. The lower this number is, the more effec- + tive 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 + 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 + 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 + 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 + The number of turns elapsed so far, displayed if you have the - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -469,60 +469,60 @@ time option set. Status - Hunger: your current hunger status. Values are Satiated, Not - Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when + 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 + 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 + (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 + 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- + 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 + 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, + 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, + 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. + The rest of the screen is the map of the level as you have + explored 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 + game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean: - - The horizontal or corner walls of a room, or an open east/west + - The horizontal or corner walls of a room, or an open east/west door. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -532,13 +532,13 @@ - | The vertical walls of a room, or an open north/south door, or a + | The vertical walls of a room, or an open north/south door, or a grave. - . The floor of a room, or ice, or a doorless doorway, or the span + . The floor of a room, or ice, or a doorless doorway, or the span of an open drawbridge. - # A corridor, or iron bars, or a tree, or the portcullis of a + # A corridor, or iron bars, or a tree, or the portcullis of a closed drawbridge. Note: engravings in corridors also appear as # but are shown in a @@ -548,7 +548,7 @@ < Stairs up: a way to the previous level. - + A closed door, or a spellbook containing a spell you may be able + + A closed door, or a spellbook containing a spell you may be able to learn. @ Your character or a human or an elf. @@ -579,8 +579,8 @@ ` A boulder or statue or an engraving on the floor of a room. - Note: statues are displayed as if they were the monsters they de- - pict so won't appear as a grave accent (aka back-tick). + Note: statues are displayed as if they were the monsters they + depict so won't appear as a grave accent (aka back-tick). 0 An iron ball. @@ -588,7 +588,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -610,51 +610,51 @@ A-HJ-Z and @&':; - Letters and certain other symbols represent the various inhabi- - tants of the Mazes of Menace. Watch out, they can be nasty and + 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. I Rather than a specific type of monster, this marks the last known - location of an invisible or otherwise unseen monster. Note that + location of an invisible or otherwise unseen monster. Note that the monster could have moved. The `s', `F', and `m' commands may be useful here. - 1-5 The digits 1 through 5 may be displayed, marking unseen monsters - sensed via the Warning attribute. Less dangerous monsters are + 1-5 The digits 1 through 5 may be displayed, marking unseen monsters + sensed via the Warning attribute. Less dangerous monsters are indicated by lower values, more dangerous by higher values. - You need not memorize all these symbols; you can ask the game - what any symbol represents with the `/' command (see the next section + 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- + Commands can be initiated by typing one or two characters to + which the command is bound to, or typing the command name in the + extended 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. + 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 `*' + indicating that you may choose an object not on the list, if you + wanted to use something unexpected. Typing a `*' lists your entire + inventory, so you can see the inventory letters of every object you're + carrying. 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 + command. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -664,63 +664,63 @@ - You can put a number before some commands to repeat them that + 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. + number_pad option set, you must type `n' to prefix a count, so the + example above would be typed "n10s" instead. Commands for which + counts make no sense ignore them. In addition, movement commands can + be prefixed 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 + 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 + / 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 + 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 addi- - tional information, then let you pick another location; `;' will - skip additional info and also not bother asking you to choose an- - other location to examine; `:' will show additional info, if any, - without asking for confirmation. When picking a location, press- - ing the ESC key will terminate this command, or pressing `?' will - give a brief reminder about how it works. + another location; `,' will explain the symbol but skip any addi- + tional 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. + while picking a location will toggle that option on or off. The + whatis_coord option controls whether the short description + includes map coordinates. - Specifying a name rather than a location always gives any addi- + 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 + 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- + < 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 + Go one step in the direction indicated (see Figure 3). If you + sense or remember a monster there, you will fight the monster + instead. Only these one-step movement commands cause you to - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -730,7 +730,7 @@ - monsters; the others (below) are "safe." + fight monsters; the others (below) are "safe." +----------------------------------------------------------------+ | y k u 7 8 9 | | \ | / \ | / | @@ -748,27 +748,27 @@ 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 + 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 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 + 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 + list of discovered objects in a particular class) commands to + offer 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 + 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 + In debug mode (aka "wizard mode"), the `m' prefix may also be used with the "#teleport" and "#wizlevelport" commands. F[yuhjklbn] @@ -778,15 +778,15 @@ Prefix: move until something interesting is found. G[yuhjklbn] or +[yuhjklbn] - Prefix: similar to `g', but forking of corridors is not consid- + Prefix: similar to `g', but forking of corridors is not consid- ered interesting. - Note: + means holding the or key - down like while typing and releasing , then releas- - ing . ^ is used as shorthand elsewhere in the + Note: + means holding the or key + down like while typing and releasing , then releas- + ing . ^ is used as shorthand elsewhere in the - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -796,39 +796,39 @@ - Guidebook to mean the same thing. Control characters are case- + 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 +. That is no longer + Old versions supported `M' as a movement prefix which combined + the effect of `m' with +. That is no longer supported as a prefix but similar effect can be achieved by using - `m' and G in combination. m can also be used in com- + `m' and G in combination. m can also be used in com- bination with g, +, or +. _ 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 + 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 + implicitly 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. . 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 + 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 + 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' + 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. @@ -852,7 +852,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -864,8 +864,8 @@ "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 + 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. @@ -879,22 +879,22 @@ 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 + 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 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 + If you specify more than one value in a category (such as "!?" + for potions and scrolls or "BU" for blessed and uncursed), an + inventory 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- + 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). @@ -903,14 +903,14 @@ 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- + 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. + 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 + instead of just y. E Engrave a message on the floor. @@ -918,7 +918,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -928,29 +928,29 @@ - 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); + Engraving the word "Elbereth" will cause most monsters to not + attack 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 + 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 + instead of filling the quiver. This will also automatically use + a polearm if wielded. If fireassist is true, firing will auto- + matically 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). - I List selected parts of your inventory, usually be specifying the - character for a particular set of objects, like `[' for armor or + 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; @@ -967,24 +967,24 @@ O Set options. - A menu showing the current option values will be displayed. You + 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 + given option (ie, by typing its letter or clicking upon it, + depending on your user interface). For the non-boolean choices, + a further menu or prompt will appear once you've closed this + menu. The available options are listed later in this Guidebook. + Options 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- + Shortcut for "#overview": list interesting dungeon levels vis- ited. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -994,33 +994,33 @@ - (Prior to 3.6.0, `^O' was a debug mode command which listed the - placement of all special levels. Use "#wizwhere" to run that + (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 + 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 + 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, + 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). - When there is a fountain or sink present, it asks whether to + 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 + 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 + 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. @@ -1033,24 +1033,24 @@ 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 + 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 + 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 + Can also be used to figure out whether there is still a monster at an adjacent "remembered, unseen monster" marker. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1060,26 +1060,26 @@ - S Save the game (which suspends play and exits the program). The - saved game will be restored automatically the next time you play + 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 + 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 + 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 gen- + 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 gen- erally be less effective than when shot. See also `f' (fire) for throwing or shooting an item pre-selected @@ -1087,17 +1087,17 @@ T Take off armor. - If you're wearing more than one piece, you'll be prompted for + 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 + 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 + 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 + 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. @@ -1110,13 +1110,13 @@ w- - wield nothing, use your bare (or gloved) hands. - Some characters can wield two weapons at once; use the `X' com- + Some characters can wield two weapons at once; use the `X' com- mand (or the "#twoweapon" extended command) to do so. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1128,38 +1128,38 @@ 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 + 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.) + attempt to put it on. (See the `P' command above. It lists + accessories as the inventory choices but will accept an item of + armor and attempt to wear it.) - x Exchange your wielded weapon with the item in your alternate + 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. + weapon combat. Note that if one of these slots is empty, the + exchange still takes place. - X Toggle two-weapon combat, if your character can do it. Also + 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 + (In versions prior to 3.6 this keystroke ran the command to switch from normal play to "explore mode", also known as "discov- ery 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 + 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, + 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. @@ -1171,7 +1171,7 @@ Z. - to cast at yourself, use `.' for the direction. - ^Z Suspend the game (UNIX(R) versions with job control only). See + ^Z Suspend the game (UNIX(R) versions with job control only). See "#suspend" below for more details. : Look at what is here. @@ -1182,7 +1182,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1221,15 +1221,15 @@ + 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 + 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. @@ -1240,15 +1240,15 @@ 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 + | 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 + Allows scrolling with the menu_first_page, menu_previous_page, + menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1259,7 +1259,7 @@ default). Some interfaces also support menu_shift_left and - menu_shift_right keys (`{' and `}' by default). Use the Return + 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. @@ -1268,53 +1268,53 @@ of the current level's map without monsters; without monsters and objects; or without monsters, objects, and traps. - The key is also shown as on some keyboards or - on others. It is sometimes displayed as ^? even though + The key is also shown as on some keyboards or + on others. It is sometimes displayed as ^? even though that is not an actual control character. - Many terminals have an option to swap the and - keys, so typing the key might not execute this - command. If that happens, you can use the extended command + Many terminals have an option to swap the and + keys, so typing the key might not execute this + command. If that happens, you can use the extended command "#terrain" instead. # Perform an extended command. - As you can see, the authors of NetHack used up all the letters, + 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 + extended commands are available depends on what features the game was compiled with. #adjust - Adjust inventory letters (most useful when the fixinv option is + 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; + This command allows you to move an item from one particular + inventory 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 + 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 + inventory 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 + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1324,13 +1324,13 @@ - given) will ignore the source stack's name when deciding whether + 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', + the "#overview" command. Autocompletes. Default key is `M-A', and also `^N' if number_pad is on. #apply @@ -1340,7 +1340,7 @@ 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 + If used on a wand, that wand will be broken, releasing its magic in the process. Confirmation is required. #attributes @@ -1350,14 +1350,14 @@ Toggle the autopickup option on/off. Default key is `@'. #bugreport - Bring up a browser window to submit a report to the NetHack De- - velopment Team. Can be disabled at the time the program is - built; when enabled, CRASHREPORTURL must be set in the system + Bring up a browser window to submit a report to the NetHack + Development Team. Can be disabled at the time the program is + built; when enabled, CRASHREPORTURL must be set in the system configuration file. #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 + 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 @@ -1373,14 +1373,14 @@ Close a door. Default key is `c'. #conduct - List voluntary challenges you have maintained. Autocompletes. + List voluntary challenges you have maintained. Autocompletes. Default key is `M-C'. See the section below entitled "Conduct" for details. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1397,7 +1397,7 @@ Dip an object into something. Autocompletes. Default key is `M- d'. - The `m' prefix skips dipping into a fountain or pool if there is + The `m' prefix skips dipping into a fountain or pool if there is one at your location. #down @@ -1410,24 +1410,24 @@ Drop specific item types. Default key is `D'. #eat - Eat something. Default key is `e'. The `m' prefix skips eating + 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'. #enhance - Advance or check weapon and spell skills. Autocompletes. De- - fault key is `M-e'. + Advance or check weapon and spell skills. Autocompletes. + Default 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. + 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 + instead. #fight Prefix key to force fight a direction, even if you see nothing to @@ -1441,12 +1441,12 @@ 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. + List any monster types which have been genocided. In explore + mode and debug mode it also shows types which have become + extinct. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1457,14 +1457,14 @@ 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 + 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. + If the sorting order is "count high to low" or "count low to + high" (which are applicable for #vanquished), that will be + ignored for #genocided and alphabetical will be used instead. + The menu omits those two choices when used for #genocide. Autocompletes. Default key is `M-g'. @@ -1473,16 +1473,16 @@ is `;'. #help - Show the help menu. Default key is `?', and also `h' if num- + 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, + 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. - If mouse support is enabled and the herecmd_menu option is On, - clicking on the hero (or steed when mounted) will execute this + 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 @@ -1495,15 +1495,15 @@ Inventory specific item types. Default key is `I'. #invoke - Invoke an object's special powers. Autocompletes. Default key + Invoke an object's special powers. Autocompletes. Default key is `M-i'. #jump - Jump to another location. Autocompletes. Default key is `M-j', + 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 + Kick something. Default key is `^D', and `k' if number_pad is on. #known @@ -1512,7 +1512,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1522,12 +1522,12 @@ - The `m' prefix allows assigning a new value to the sortdiscover- + 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 + Show discovered types for one class of objects. Default key is ``'. The `m' prefix operates the same as for "#known". @@ -1545,26 +1545,26 @@ Describe what you can see, or remember, of your surroundings. #loot - Loot a box or bag on the floor beneath you, or the saddle from a + 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- + prefix to skip containers at your location and go directly to + removing a saddle. Default key is `M-l', and also `l' if num- ber_pad is on. #monster - Use a monster's special ability (when polymorphed into 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 + 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 + 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. + 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. @@ -1573,12 +1573,12 @@ Open a door. Default key is `o'. #options - Show and change option settings. Default key is `O'. Precede + Show and change option settings. Default key is `O'. Precede with the `m' prefix to show advanced options. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1589,32 +1589,32 @@ #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' + 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 + 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 + 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- + Test the panic routine. Terminates the current game. Autocom- pletes. Debug mode only. - Asks for confirmation; default is n (no); continue playing. To + 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. @@ -1622,11 +1622,11 @@ 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 `|'. + 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. + Default key is `|'. #pickup Pick up things at the current location. Default key is `,'. The @@ -1638,13 +1638,13 @@ #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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1654,8 +1654,8 @@ - trouble, there is an option to make you confirm your intent be- - fore praying. It is enabled by default, and you can reset the + trouble, there is an option to make you confirm your intent + before praying. It is enabled by default, and you can reset the paranoid_confirmation option to disable it. #prevmsg @@ -1674,20 +1674,20 @@ 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. + game, you are asked to confirm your intent before quitting. + Default response is n (no); continue playing. To really quit, + respond 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 + Read a scroll, a spellbook, or something else. Default key is `r'. #redraw - Redraw the screen. Default key is `^R', and also `^L' if num- + Redraw the screen. Default key is `^R', and also `^L' if num- ber_pad is on. #remove @@ -1697,20 +1697,20 @@ 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. + 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 + 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'. + Ride (or stop riding) a saddled creature. Autocompletes. + Default key is `M-R'. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1724,8 +1724,8 @@ 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- + 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 @@ -1737,12 +1737,12 @@ 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 + 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 + Search for traps and secret doors around you. Default key is `s'. #seeall @@ -1759,24 +1759,24 @@ #seearmor Show the armor currently worn. Default key is `['. - Will display worn armor in a menu even when there is only thing + 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 + 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 + 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), - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1792,32 +1792,32 @@ #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 + 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 + 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 `!'. + Do a shell escape, switching from NetHack to a subprocess. Can + be disabled at the time the program is built. When enabled, + access for specific users can be controlled by the system config- + uration 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 + 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 `+'. #showtrap - Describe an adjacent trap, possibly covered by objects or a mon- + 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- + sters temporarily removed, making it possible to see all discov- ered traps.) Default key is `^'. #sit @@ -1827,10 +1827,10 @@ 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 + 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 @@ -1842,7 +1842,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1859,25 +1859,25 @@ 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 + 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. If there are visible clouds of gas in view, they are treated like - traps when deciding whether to show them or the floor underneath + traps when deciding whether to show them or the floor underneath them. - In explore mode, you can choose to view the full map rather than - just its explored portion. In debug mode there are additional + 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 `' or `' (see Del + Autocompletes. Default key is `' or `' (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, + 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 @@ -1888,27 +1888,27 @@ #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- + 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 + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1924,17 +1924,17 @@ Turn undead away. Autocompletes. Default key is `M-t'. #twoweapon - Toggle two-weapon combat on or off. Autocompletes. Default key + 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, + 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', + 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- + In some circumstances it can also be used to rescue trapped mon- sters. #up @@ -1943,21 +1943,21 @@ #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) + 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. - 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 + 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 + option 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 + 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'. @@ -1965,16 +1965,16 @@ #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 + The second paragraph lists the user interface(s) that are + included. 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'. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -1985,15 +1985,15 @@ #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'. + Show the program's version number, plus the date and time that + the running copy was built from sources (not the version's + release 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 + Rest one move while doing nothing. Default key is `.', and also ` ' if rest_on_space is on. #wear @@ -2003,7 +2003,7 @@ Tell what a key does. Default key is `&'. #whatis - Show what type of thing a symbol corresponds to. Default key is + Show what type of thing a symbol corresponds to. Default key is `/'. #wield @@ -2013,19 +2013,19 @@ Wipe off your face. Autocompletes. Default key is `M-w'. #wizborn - Show monster birth, death, genocide, and extinct statistics. De- - bug mode only. + Show monster birth, death, genocide, and extinct statistics. + Debug mode only. #wizbury - Bury objects under and around you. Autocompletes. Debug mode + 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 + 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 @@ -2033,14 +2033,14 @@ one. Autocompletes. Debug mode only. Default key is `^G'. #wizidentify - Identify all items in inventory. Autocompletes. Debug mode + Identify all items in inventory. Autocompletes. Debug mode only. Default key is `^I'. #wizintrinsic Set one or more intrinsic attributes. Autocompletes. Debug mode - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2053,41 +2053,41 @@ 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- + 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'. + Teleport to another level. Autocompletes. Debug mode only. + Default key is `^V'. #wizmap - Map the level. Autocompletes. Debug mode only. Default key is + Map the level. Autocompletes. Debug mode only. Default key is `^F'. #wizrumorcheck - Verify rumor boundaries by displaying first and last true rumors + 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- + 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 + Show map locations' seen vectors. Autocompletes. Debug mode only. #wizsmell Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Debug mode + Show locations of special levels. Autocompletes. Debug mode only. #wizwish - Wish for something. Autocompletes. Debug mode only. Default + Wish for something. Autocompletes. Debug mode only. Default key is `^W'. #wmode @@ -2101,12 +2101,12 @@ - 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2119,17 +2119,17 @@ 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+. (This combining action only takes place when NetHack is + 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+. (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 + 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+ is needed. @@ -2172,7 +2172,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2238,7 +2238,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2252,7 +2252,7 @@ - If the number_pad option is on, some additional letter commands + If the number_pad option is on, some additional letter commands are available: h #help @@ -2304,7 +2304,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2316,61 +2316,61 @@ 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- + 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. + ple search attempts may be needed. When searching is successful, + secret corridors become ordinary open corridor locations. Mapping + magic reveals secret corridors, so converts them into ordinary corri- + dors 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 + 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"). + 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 + (described 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 + Unlocking magic exists but usually won't be available early on. + You can get through a locked door without magic by first using an + unlocking 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. - (If you decline, you effectively forget that a trap was found there.) + Some closed doors are booby-trapped and will explode if an + attempt 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. (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 + sters cannot open closed doors, although a few don't need to (for + example, 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. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2380,63 +2380,63 @@ - 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. + And some (giants) can smash doors. + + Secret doors are hidden and appear to be ordinary wall (from + inside a room) or solid rock (from outside). You can find them with + the `s' (search) command but it might take multiple tries (possibly + many tries if your luck is poor). Once found they are in all ways + equivalent 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 + There are traps throughout the dungeon to snare the unwary + intruder. 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 + 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 + 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 + 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 + 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 + 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. + Unlike (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 + ation. Some portals are two-way and their remote destination is + always 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. - 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 + 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 + obstacles 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 + been nullified, giving access to whatever is beyond them. In the - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2446,63 +2446,63 @@ - (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 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 + 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 + 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 + 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 + 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 + "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 - or other monster will arrive on the staircase and you will end up - nearby. + corresponding staircase at your destination. However, pets (see + below) and some other monsters will follow along if they're close + enough when you travel up or down stairs, and occasionally one of + these creatures will displace you during the climb. When that occurs, + the pet 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 + Ladders serve the same purpose as staircases, and the two types + of inter-level connections are nearly indistinguishable during game play. - - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2514,36 +2514,36 @@ 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 @@ -2552,23 +2552,23 @@ * 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 + * 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- + * While the shopkeeper watches you like a hawk, he or she will gener- ally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its own ac- - cord. + * If a shop is "closed for inventory," it will not open of its own + accord. - * Shops do not get restocked with new items, regardless of inventory + * Shops do not get restocked with new items, regardless of inventory depletion. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2580,61 +2580,61 @@ 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 + 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 + 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 + 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 + 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 + 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 + 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, + 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 + 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. - The "nopickup" command prefix (default `m') is also the move- + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2646,61 +2646,61 @@ 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, + 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 + 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. + It is usually displayed differently from other levels: possibly + in characters instead of tiles, or without line-drawing symbols if + already in characters; also, gold is shown as * rather than $ and + stairs are shown as % rather than < and >. There are some minor dif- + ferences 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 radius 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 + 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, + 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. + monsters are present. Assigning a name which is just a space will + remove 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. + The extended command "#chat" can be used to interact with an + adjacent 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. + walk into it. Many monsters you find will mind their own business + unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. 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. + ster by moving into its location, you'll be asked to confirm your + intent. 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" - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2710,6 +2710,8 @@ + instead. + 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 @@ -2747,8 +2749,8 @@ 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 + has had to resort to magic and wizardry in order to forge the + alliance. 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 @@ -2761,12 +2763,10 @@ 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. - NetHack 3.7.0 September 13, 2024 + + NetHack 3.7.0 November 16, 2024 @@ -2776,6 +2776,10 @@ + 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 @@ -2799,8 +2803,8 @@ 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. + moves to another location or you move to a spot where the marker's + location ordinarily wouldn't be seen any more. 7. Objects @@ -2826,13 +2830,9 @@ 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. - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2842,63 +2842,63 @@ + 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). + object you are carrying, you are usually presented with a list of + inventory 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. + ers, like scrolls and potions, are given descriptions which vary + according to type. During a game, any two objects with the same + description 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. + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this 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 + 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 + 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, + 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 + 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 + 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 - 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 + There are magical means of bestowing or removing curses upon + objects, 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 onto an altar will reveal their bless or curse state provided + that you can see them land. - NetHack 3.7.0 September 13, 2024 + + NetHack 3.7.0 November 16, 2024 @@ -2908,63 +2908,63 @@ + 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, + uncursed, or blessed in the description of the item. In some cases uncursed 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 + 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 + 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 + 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 + 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 + 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" + 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 + 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 + 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. - 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. + ready to use by setting things up with the `x' command, which + exchanges your primary (the one being wielded) and alternate weapons. + 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- - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -2974,63 +2974,63 @@ - There might be times when you'd rather not wield any weapon at + 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 + 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 + 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 + 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" + 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 can throw just about anything via the `t' command. It will + prompt for the item to throw; picking `?' will list things in your + inventory 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 tar- + get. The distance something can be thrown depends mainly on the type + of object 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, + 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 + 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 + returns when thrown, you will throw that weapon instead of filling the + quiver. The fire command also has extra assistance, if fireassist is 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 - NetHack 3.7.0 September 13, 2024 + + NetHack 3.7.0 November 16, 2024 @@ -3040,63 +3040,63 @@ + 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 + 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, + 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. + 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 + 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 + 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 + 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 + unskilled 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 + Use of a weapon in which you're restricted or unskilled will + incur 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 + 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 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. + you'll be told that you feel more confident in your skills. At that - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3106,63 +3106,63 @@ + 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. + 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 + 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 + 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 + The whole process can be simplified via use of the pushweapon + option. 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 weap- - ons or having one of them be stolen or destroyed will also make you + When in two-weapon combat mode, using the `X' command toggles + back to single-weapon mode. Throwing or dropping either of the weap- + ons 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. + 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 + armor 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: + Here is a list of the armor class values provided by suits of + armor: Dragon scale mail 1 Plate mail, Crystal plate mail 3 Bronze plate mail, Splint mail, - Banded mail, Dwarvish mithril-coat 4 - Chain mail, Elven mithril-coat 5 - Scale mail, Orcish chain mail 6 - Ring mail, Studded leather armor, - Dragon scales 7 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3172,63 +3172,63 @@ + 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 + 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. + 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 + attacks. - If a piece of armor is enchanted, its armor protection will be + 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- + 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 + 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- + 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 + 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 + 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 - special powers when you eat them. A good rule of thumb is "you are + "food." Many, but not all, of these are edible; some also give you + special powers when you eat them. A good rule of thumb is "you are what you eat." - Some character roles and some monsters are vegetarian. Vegetar- - ian monsters will typically never eat animal corpses, while vegetarian - players can, but with some rather unpleasant side-effects. - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3238,32 +3238,36 @@ - You can name one food item after something you like to eat with + 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). + Scrolls are labeled with various titles, probably chosen by + ancient wizards for their amusement value (for example "READ ME," or + "THANX MAUD" backwards). Scrolls disappear after you read them + (except for blank ones, without magic spells on them). - One of the most useful of these is the scroll of identify, which - can be used to determine what another object is, whether it is cursed - or blessed, and how many uses it has left. Some objects of subtle en- - chantment are difficult to identify without these. + 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 + enchantment are difficult to identify without these. - A mail daemon may run up and deliver mail to you as a scroll of + 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 + 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. @@ -3271,13 +3275,13 @@ 7.6. Potions (`!') - Potions are distinguished by the color of the liquid inside the + 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 + 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 + 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). @@ -3285,16 +3289,12 @@ 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. + 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 - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3304,63 +3304,63 @@ - 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 + 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 + 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- + 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 + 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 + 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 + 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 + 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 + 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- + 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). + The commands to use rings are `P' (put on) and `R' (remove). `A', `W', and `T' can also be used; see Amulets. 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 + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3370,63 +3370,63 @@ - time when your luck is particularly bad, you can end up wasting both + 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 + 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 + 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 + 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".) + 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 + affect all spells within the group. Advanced skill may increase the + potency of spells, reduce their risk of failure during casting + attempts, and improve the accuracy of the estimate for how much longer + they will be retained in your memory. Skill slots are shared with + weapons skills. (See also the section on "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 + 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 + 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 + 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. - 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, + 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 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- - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3436,63 +3436,63 @@ + 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 + 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. + 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" + extended command. - Some chests are trapped, causing nasty things to happen when you - unlock or open them. You can check for and try to deactivate traps + 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 sky blue - potions, 7 arrows, and 350 gold pieces would be described as having 3 - items rather than 10 or 359. And you would need to have 3 unused in- - ventory slots available in order to take everything out (for the case - where the items you remove don't combine into bigger stacks with + 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 sky blue + potions, 7 arrows, and 350 gold pieces would be described as having 3 + items rather than 10 or 359. And you would need to have 3 unused + inventory slots available in order to take everything out (for the + case where the items you remove don't combine into bigger stacks with things you're already carrying). 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- + 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 the potential to pour the con- - tents into another container. (As of this writing, the other con- + 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 the potential to pour the con- + tents 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 + rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on. - Only one amulet may be worn at a time, around your neck. Like - wearing rings, wearing an amulet affects your metabolism, causing you + 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 - NetHack 3.7.0 September 13, 2024 + + NetHack 3.7.0 November 16, 2024 @@ -3502,63 +3502,63 @@ - normally for armor can be used for amulets and other accessories - (rings and eyewear), but accessories won't be shown as likely candi- - dates in a prompt for choosing what to wear or take off. + 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 + 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 + 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- + 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 + 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 + 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 + 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 + 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 + 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 + 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 + There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). - Gold pieces are the only type of object where bless/curse state - does not apply. They're always uncursed but never 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. + Gold pieces are the only type of object where bless/curse state + does not apply. They're always uncursed but never described as + uncursed even if you turn off the implicit_uncursed option. You can + set the goldX option if you prefer to have gold pieces be treated as - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3568,63 +3568,63 @@ + 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 + 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 + 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- + 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 + 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 + 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 + 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 + 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, - food rations (gunyoki), K-rations, and C-rations. Metal or another + A strict vegan diet is one which avoids any food derived from + animals. 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 + prepared without animal products; namely, lembas wafers, cram rations, + food rations (gunyoki), K-rations, and C-rations. Metal or another normally indigestible material eaten while polymorphed into a creature - that can digest it is also considered vegan food. Note however that + 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 - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3634,63 +3634,63 @@ - the black puddings, eggs and food made from eggs (fortune cookies and - pancakes), food made with milk (cream pies and candy bars), and lumps + 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 + 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 + 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- + 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- + 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 + 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 + 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 + 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 + In NetHack, a pacifist refuses to cause the death of any other + monster (i.e. if you would get experience for the death). This is a + particularly difficult challenge, although it is still possible to gain experience by other means. - An illiterate character does not read or write. This includes + 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 + ing a scroll; or making an engraving of anything other than a single + "X" (the traditional signature of an illiterate person). Reading an - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3700,63 +3700,63 @@ - assumed to be learned from your teachers prior to the start of the + engraving, or any item that is absolutely necessary to win the game, + is not counted against this conduct. The identity of scrolls and + spellbooks (and knowledge of spells) in your starting inventory is + assumed to be learned from your teachers 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, + 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 + 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- + 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 + 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 + 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; + 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, + 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- + 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 + 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 - to limit the number of questions during disclosure. Listed here - roughly in order of difficulty and not necessarily in the order in + End of game disclosure will also display various achievements + representing progress toward ultimate ascension, if any have been + attained. They aren't directly related to conduct but are grouped + with it because they fall into the same category of "bragging rights" + and to limit the number of questions during disclosure. Listed 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. - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3766,6 +3766,8 @@ + Rank - Attained rank title Rank. + Shop - Entered a shop. Temple - Entered a temple. Mines - Entered the Gnomish Mines. Town - Entered Mine Town. @@ -3773,12 +3775,12 @@ 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 + Soko-Prize - Explored to the top of Sokoban and found a special item there. - Mines' End - Explored to the bottom of the Gnomish Mines + 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 + 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. @@ -3798,31 +3800,29 @@ Notes: - Achievements are recorded and subsequently reported in the order - in which they happen during your current game rather than the order + 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 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 + There are nine 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 + 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 + 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 achievement. - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3832,63 +3832,63 @@ - The Medusa achievement is recorded if she dies for any reason, + 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 + 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, Nudist, and Pauper are also conducts, and they can - only be enabled by setting the correspondingly named option in + Blind, Deaf, Nudist, and Pauper 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 really significant accomplishments unless/until you make + the case of Blind and Deaf, the option also enforces the conduct. + They aren't really 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 + 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 + 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- + NetHack also have front-end programs that allow you to set options + before 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 + 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 + 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 + 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 + Any line in the configuration file starting with `#' is treated as a comment and ignored. Empty lines are ignored. Any line beginning with `[' and ending in `]' is a section marker - (the closing `]' can be followed by whitespace and then an arbitrary + (the closing `]' can be followed by whitespace and then an arbitrary - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3898,29 +3898,29 @@ - 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- + comment beginning with `#'). The text between the square brackets is + the section name. Section markers are only valid after a CHOOSE + directive 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 + 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 + 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. + tiple options separated by commas in a single OPTIONS directive. (Comma separated options are processed from right to left.) Example: @@ -3930,15 +3930,15 @@ HACKDIR Default location of files NetHack needs. On Windows HACKDIR defaults - to the location of the NetHack.exe or NetHackw.exe file so setting + 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 + 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 + The location where saved games are kept. Defaults to HACKDIR, must be writable. BONESDIR @@ -3950,11 +3950,11 @@ HACKDIR, must be writable. TROUBLEDIR - The location that a record of game aborts and self-diagnosed game + The location that a record of game aborts and self-diagnosed game problems is kept. Defaults to HACKDIR, must be writable. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -3965,9 +3965,9 @@ AUTOCOMPLETE - Enable or disable an extended command autocompletion. Autocomple- + 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- + autocompletions. To enable autocompletion, list the extended com- mand. Prefix the command with "!" to disable the autocompletion for that command. @@ -3976,13 +3976,13 @@ AUTOCOMPLETE=zap,!annotate AUTOPICKUP_EXCEPTION - Set exceptions to the pickup_types option. See the "Configuring Au- - topickup Exceptions" section. + Set exceptions to the pickup_types option. See the "Configuring + Autopickup 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. + Change the key bindings of some special keys, menu accelerators, + extended 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: @@ -4005,22 +4005,22 @@ 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 + 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 + 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 + Change the way messages are shown in the top status line. See the "Configuring Message Types" section. ROGUESYMBOLS Custom symbols for the rogue level's symbol set. See SYMBOLS below. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4034,12 +4034,12 @@ Define a sound mapping. See the "Configuring User Sounds" section. SOUNDDIR - Define the directory that contains the sound files. See the "Con- + 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 + 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: @@ -4049,8 +4049,8 @@ 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 + 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: @@ -4081,12 +4081,12 @@ 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. + 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, - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4096,19 +4096,19 @@ - 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 + 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 + 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 + 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" @@ -4116,25 +4116,25 @@ 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 + The NETHACKOPTIONS value is effectively the same as a single + OPTIONS directive in a configuration file. The "OPTIONS=" prefix is + implied 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. + 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 + 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 + 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. @@ -4142,17 +4142,17 @@ Add location or direction information to messages (default is off). acoustics - Enable messages about what your character hears (default on). Note + Enable messages about what your character hears (default on). Note 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4167,8 +4167,8 @@ 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- + 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 @@ -4180,45 +4180,45 @@ sistent. autopickup - Automatically pick up things onto which you move (default off). + Automatically pick up things onto which you move (default off). Persistent. - See pickup_types and also autopickup_exception for ways to refine + 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 + 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. + 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 + 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; + 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; - Apply-Key - if carrying a key or other unlocking tool, prompt about + 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 + 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 + Force - try to force a container's lid with your currently wielded weapon (if you omit untrap or decline to attempt - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4228,18 +4228,18 @@ - untrap and you omit apply-key or you lack a key or you + 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 + 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 + 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. @@ -4251,15 +4251,15 @@ Allow saving and loading bones files (default true). Persistent. boulder - Set the character used to display boulders (default is the "large + 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 + 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 + Synonym for "role" to pick the type of your character (for example "character:Monk"). See role for more details. checkpoint @@ -4267,11 +4267,11 @@ program crash (default on). Persistent. cmdassist - Have the game provide some additional command assistance for new + 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 + Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). Persistent. dark_room @@ -4281,10 +4281,10 @@ Start the character permanently deaf (default false). Persistent. dropped_nopick - If this option is on, items you dropped will not be automatically + If this option is on, items you dropped will not be automatically - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4294,12 +4294,12 @@ - picked up, even if autopickup is also on and they are in - pickup_types or match a positive autopickup exception (default on). + picked up, even if autopickup is also on and they are in + pickup_types or match a positive autopickup exception (default on). Persistent. disclose - Controls what information the program reveals when the game ends. + 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: @@ -4311,7 +4311,7 @@ c - display your conduct; also achievements, if any; o - display dungeon overview. - Each disclosure possibility can optionally be preceded by a prefix + 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; @@ -4319,38 +4319,38 @@ + - disclose it without prompting; - - do not disclose it and do not prompt. - The listings of vanquished monsters and of genocided types can be + 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 + 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- + 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 + 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. - Note that the vanquished monsters list includes all monsters killed + 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 + 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 + Name your starting dog (for example "dogname:Fang"). Cannot be set - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4363,14 +4363,14 @@ 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 + Changes the extended commands interface to pop-up a menu of avail- + able commands. It is keystroke compatible with the traditional + interface except that it does not require that you hit Enter. It is implemented for the tty interface (default off). - For the X11 interface, which always uses a menu for choosing an ex- - tended command, it controls whether the menu shows all available - commands (on) or just the subset of commands which have tradition- + For the X11 interface, which always uses a menu for choosing an + extended 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 @@ -4378,32 +4378,32 @@ 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 + 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 + 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 + 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 + 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 + 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 + 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. @@ -4411,12 +4411,12 @@ 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4429,60 +4429,60 @@ 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- + 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. + 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. + 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 tty or curses interface, the petattr option controls how to - highlight pets and setting it will turn the hilite_pet option on or + highlight pets and setting it will turn the hilite_pet option on or off as warranted. hilite_pile - Visually distinguish piles of objects from individual objects (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- + Visually distinguish piles of objects from individual objects + (default off). The behavior of this option depends on the type of + windowing you use. In text windowing, text highlighting or inverse + video is often used; with tiles, generally displays a small plus- symbol beside the object on the top of the pile. hitpointbar - Show a hit point bar graph behind your name and title in the status + Show a hit point bar graph behind your name and title in the status display (default off). - The "curses" interface supports it even if the status highlighting - feature has been disabled when building the program. The "tty" and - "mswin" (aka "Windows GUI") interfaces support it only if status - highlighting is left enabled when building. You don't need to set - up any highlighting rules in order to display the bar. If there is - one for hitpoints in effect and it specifies color, that color will + The "curses" interface supports it even if the status highlighting + feature has been disabled when building the program. The "tty" and + "mswin" (aka "Windows GUI") interfaces support it only if status + highlighting is left enabled when building. You don't need to set + up any highlighting rules in order to display the bar. If there is + one for hitpoints in effect and it specifies color, that color will be used for the bar. However if it specifies video attributes, they will be ignored in favor of inverse. For tty and curses, blink will also be used if the current hitpoint value is at or below the criti- cal HP threshold. The "Qt" interface also supports hitpointbar, by drawing a solid bar - above the name and title with a hard-coded color scheme. (As of + above the name and title with a hard-coded color scheme. (As of this writing, having the bar enabled unintentionally inhibits resiz- - ing the status panel. To resize that, use the #optionsfull command - to toggle the hitpointbar option off, perform the resize while it's + ing the status panel. To resize that, use the #optionsfull command + to toggle the hitpointbar option off, perform the resize while it's off, then use the same command to toggle it back on.) - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4493,11 +4493,11 @@ horsename - Name your starting horse (for example "horsename:Trigger"). Cannot + Name your starting horse (for example "horsename:Trigger"). Cannot be set with the `O' command. ignintr - Ignore interrupt signals, including breaks (default off). Persis- + Ignore interrupt signals, including breaks (default off). Persis- tent. implicit_uncursed @@ -4515,40 +4515,40 @@ 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', + 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' + 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 + 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_map Give feedback when interesting map locations change (default off). mention_walls - Give feedback when walking against a wall (default off). Persis- + Give feedback when walking against a wall (default off). Persis- tent. menucolors - Enable coloring menu lines (default off). See "Configuring Menu + 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 + response to the Drop (aka droptype) command, for instance). The - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4558,21 +4558,21 @@ - value specified should be the first letter of one of the following: - traditional, combination, full, or partial. Default is full. Per- + 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 + 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 + 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. + than a character prompt, and then a menu of matching objects for + selection. (Choosing its `A' (Autoselect-All) choice skips the sec- + ond menu. To avoid choosing that by accident, set paranoid_con- + firm:AutoAll to require confirmation.) Partial skips the object + class filtering and immediately displays a menu of all objects. menu_deselect_all Key to deselect all items in a menu. Default `-'. @@ -4584,9 +4584,9 @@ 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 + 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 @@ -4602,7 +4602,7 @@ Key to go to the next menu page. Default `>'. menu_objsyms - Show object symbols in menu headings in menus where the object sym- + Show object symbols in menu headings in menus where the object sym- bols act as menu accelerators (default off). menu_overlay @@ -4614,7 +4614,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4625,7 +4625,7 @@ menu_search - Key to search for some text and toggle selection state of matching + Key to search for some text and toggle selection state of matching menu items. Default `:'. menu_select_all @@ -4636,20 +4636,20 @@ 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 + left. Implemented for perm_invent only by curses and X11. Default `{'. menu_shift_right - Key to scroll a menu which has text beyond the right edge to the + 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 `}'. mon_movement - Show a message when hero notices a monster movement (default is + Show a message when hero notices a monster movement (default is off). monpolycontrol - Prompt for new form whenever any monster changes shape (default + Prompt for new form whenever any monster changes shape (default off). Debug mode only. montelecontrol @@ -4667,12 +4667,12 @@ port is the same as specifying 0. msghistory - The number of top line messages to keep (and be able to recall with + 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 + 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: @@ -4680,7 +4680,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4695,21 +4695,21 @@ 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- + 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- + 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 + is shown at the beginning of the game, there's no point in setting this with the `O' command. nudist @@ -4730,23 +4730,23 @@ -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 + 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 + 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. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4757,62 +4757,62 @@ paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is "paranoid_confirmation:pray + A space separated list of specific situations where alternate + prompting is desired. The default is "paranoid_confirmation:pray swim trap". - 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 + Confirm - for any prompts which are set to require "yes" rather + than `y', also require "no" to reject instead of + accepting 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 + 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 + 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 + 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 + attack - require "yes" rather than `y' to confirm attacking a peaceful monster; - wand-break - require "yes" rather than `y' to confirm breaking a + 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 + eating - require "yes" rather than `y' to confirm whether to continue eating; Were-change - require "yes" rather than `y' to confirm changing form due to lycanthropy when hero has polymorph control; - pray - require `y' to confirm an attempt to pray rather than - immediately praying; on by default; (to require "yes" + 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 + a known trap, unless doing so is considered to be harmless; when enabled, this confirmation is also used for moving into visible gas cloud regions; (to require - "yes" rather than just `y', set Confirm too); confir- - mation can be skipped by using the `m' movement pre- + "yes" rather than just `y', set Confirm too); confir- + mation can be skipped by using the `m' movement pre- fix; swim - prevent walking into water or lava; on by default; (to - deliberately step onto/into such terrain when this is + 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) + 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 + menustyle:Full; (to require "yes" rather than just `y', set Confirm too); - Remove - require selection from inventory for `R' and `T' com- + 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, swim, and trap choices are enabled, the others disabled. 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 + 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 multiple paranoid_confirmation + first entry in the list with a plus sign, paranoid_confirma- + tion:+attack Remove. To remove an entry that has been previously + set without removing others, precede the first entry in the list + with a minus sign, paranoid_confirmation:-swim. To both add some + new entries and remove some old ones, you can use multiple para- - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4822,9 +4822,10 @@ - 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. + noid_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. pauper Start the character with no possessions (default false). Persis- @@ -4877,8 +4878,7 @@ Persistent. - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -4900,8 +4900,8 @@ an autopickup exception. Default is on. Persistent. pickup_types - Specify the object types to be picked up when autopickup is on. De- - fault is all types. Persistent. + Specify the object types to be picked up when autopickup is on. + Default 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- @@ -4924,10 +4924,10 @@ 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 + Values are "normal", "explore", or "debug". Allows selection of + explore mode (also known as discovery mode) or debug mode (also + known as wizard mode) instead of normal play. Debug mode might only + be allowed for someone logged in under a particular user name (on multi-user systems) or specifying a particular 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. @@ -4944,7 +4944,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5005,12 +5005,12 @@ 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- + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or con- trol+direction and so forth, or via the travel command or mouse - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5076,7 +5076,7 @@ ants, or you are making screenshots or streaming video. Using the - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5104,8 +5104,8 @@ 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 + (like helmets, boots, gloves, and so forth for armor), with + object 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. @@ -5136,13 +5136,13 @@ 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; + d - order by monster difficulty rating; ties broken by internal + index; a - order alphabetically, first any unique monsters then all the others; - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5181,8 +5181,8 @@ ing Status Hilites" for further information. status_updates - Allow updates to the status lines at the bottom of the screen (de- - fault true). + Allow updates to the status lines at the bottom of the screen + (default true). suppress_alert This option may be set to a NetHack version level to suppress alert @@ -5208,7 +5208,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5225,17 +5225,17 @@ 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. + Put the ending display in a NetHack window instead of on stdout + (default off). Setting this option makes the score list visible + when a windowing version of NetHack is started without a parent win- + dow, but it no longer leaves the score list around after game end on + a terminal or emulating window. travel Allow the travel command via mouse click (default on). Turning this option off will prevent the game from attempting unintended moves if - you make inadvertent mouse clicks on the map window. Does not af- - fect traveling via the `_' ("#travel") command. Persistent. + you make inadvertent mouse clicks on the map window. Does not + affect traveling via the `_' ("#travel") command. Persistent. tutorial Play a tutorial level at the start of the game. Setting this option @@ -5274,7 +5274,7 @@ on a doorway, it will consider the area on the side of the door you - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5300,8 +5300,8 @@ 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 + When the program has been built to support multiple interfaces, + select 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. @@ -5318,8 +5318,8 @@ 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. + contents. Not all ports support zero-comp compression. It has no + effect on reading an existing save file. 9.5. Window Port Customization options @@ -5340,7 +5340,7 @@ right) - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5406,7 +5406,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5472,7 +5472,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5483,8 +5483,8 @@ statuslines - Number of lines for traditional below-the-map status display. Ac- - ceptable values are 2 and 3 (default is 2). + Number of lines for traditional below-the-map status display. + Acceptable 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 @@ -5513,12 +5513,12 @@ current window size. tile_file - Specify the name of an alternative tile file to override the de- - fault. + Specify the name of an alternative tile file to override the + default. - 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. + Note: the X11 interface uses X resources rather than NetHack's + options to select an alternate tile file. See NetHack.ad, the sam- + ple X "application defaults" file. tile_height Specify the preferred height of each tile in a tile capable port. @@ -5538,7 +5538,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5558,8 +5558,8 @@ 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 + persistent inventory window if enabled. Curses interface only. + Acceptable values are 0 - off, never show borders 1 - on, always show borders @@ -5604,7 +5604,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5667,10 +5667,10 @@ subkeyvalue (Win32 tty NetHack only). May be used to alter the value of key- - strokes that the operating system returns to NetHack to help + strokes that the operating system returns to NetHack to help compen- - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5680,10 +5680,10 @@ - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally going - to be returned. You can use multiple subkeyvalue assignments in the - configuration file if needed. Cannot be set with the `O' command. + sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 + will return 92 to NetHack, if 171 was originally going to be + returned. You can use multiple subkeyvalue assignments in the con- + figuration file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are "autodetect", @@ -5691,9 +5691,9 @@ 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. + party tilesets will probably not work. Setting "autodetect" + attempts "vesa", then "vga", and finally sets "default" if neither + of those modes works. Cannot be set with the `O' command. video_height Set the VGA mode resolution height (MS-DOS only, with video:vesa) @@ -5721,22 +5721,22 @@ 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; regardless, this - document refers to both as `regular expressions.' This applies to Au- - topickup exceptions, Message types, Menu colors, and User sounds. + document refers to both as `regular expressions.' This applies to + Autopickup exceptions, Message types, Menu colors, and User sounds. 9.9. Configuring Autopickup Exceptions - You can further refine the behavior of the autopickup option be- - yond what is available through the pickup_types option. + You can further refine the behavior of the autopickup option + beyond what is available through the pickup_types option. By placing autopickup_exception lines in your configuration file, - you can define patterns to be checked when the game is about to au- - topickup something. + you can define patterns to be checked when the game is about to + autopickup something. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5802,7 +5802,7 @@ The menu control or accelerator keys can also be rebound via OPTIONS - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5868,7 +5868,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -5903,8 +5903,8 @@ 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 `!'. + keys to cycle through targets, toggle showing a menu instead. + Default is `!'. getpos.moveskip When asked for a location, and using the shifted movement keys or @@ -5913,9 +5913,9 @@ 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 `"'. + of the next or previous keys to cycle through targets. Toggles + between no filtering, in view only, and in the same area only. + Default is `"'. getpos.pick When asked for a location, the key to choose the location, and pos- @@ -5934,7 +5934,7 @@ ing for more info, and exit the location asking loop. Default is - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6000,7 +6000,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6066,7 +6066,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6077,9 +6077,9 @@ 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. + match " uncursed ", you will probably want to turn the + implicit_uncursed option off so that all items known to be uncursed + are actually displayed with the "uncursed" description. 9.13. Configuring User Sounds @@ -6129,10 +6129,10 @@ OPTION=hilite_status:field-name/behavior/color&attributes For example, the following line in your configuration file will - cause the hitpoints field to display in the color red if your + cause the hitpoints field to display in the color red if your hit- - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6142,7 +6142,7 @@ - hitpoints drop to or below a threshold of 30%: + points drop to or below a threshold of 30%: OPTION=hilite_status:hitpoints/<=30%/red/normal @@ -6169,15 +6169,15 @@ 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. + Note that the display may substitute or ignore particular + attributes depending upon its capabilities, and in general may inter- + pret the attributes any way it wants. For example, on some display + systems a request for bold might yield blink or vice versa. On oth- + ers, issuing an attribute request while another is already set up will + replace the earlier attribute rather than combine with it. Since + NetHack issues 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 @@ -6191,14 +6191,14 @@ 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. + approximation of experience level displayed when polymorphed. + "experience", "time", and "score" are conditionally displayed + depending upon your other option settings. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6251,20 +6251,20 @@ 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- + will be reset for that new level, but a rule for =100% is + allowed 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 + that number. The number must be 0 or higher, except for + "armor-class' which allows negative values, and may optionally + be preceded by `='. If the number is preceded by `<=' or `>=' + instead, it also matches when value is below or above. If the prefix is `<' or `>', only match when strictly above or below. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6282,9 +6282,9 @@ * 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. + ing-capacity", "hunger", "dungeon-level", and "title". For + title, only the role's rank title is tested; the character's + name is ignored. The in-game options menu can help you determine the correct syn- tax for a configuration file. @@ -6330,7 +6330,7 @@ value, and the ^ prefix causes the following character to be treated - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6396,7 +6396,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6462,7 +6462,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6528,7 +6528,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6594,7 +6594,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6660,7 +6660,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6726,7 +6726,7 @@ seen via the "#attributes" command. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6744,10 +6744,10 @@ 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). + above). This file should be named sysconf and placed in the same + directory as the other NetHack support files. The options recognized + in this file are listed below. Any option not set uses a compiled-in + default (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 @@ -6760,6 +6760,10 @@ EXPLORERS = A list of users who are allowed to use the explore mode. The syntax is the same as WIZARDS. + MSGHANDLER = A path and filename of executable. Whenever a message- + window message is shown, NetHack runs this program. The program + will get the message as the only parameter. + MAXPLAYERS = Limit the maximum number of games that can be running at the same time. @@ -6785,14 +6789,10 @@ 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 - NetHack 3.7.0 September 13, 2024 + + NetHack 3.7.0 November 16, 2024 @@ -6802,6 +6802,11 @@ + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE + option. When disabled, incubi and succubi behave like nymphs. + + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, 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 @@ -6851,14 +6856,9 @@ 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6868,33 +6868,38 @@ + panying the program contains a comment which lists the meaning of + the various bits used. Intended for server systems supporting + simultaneous 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 enabled. 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. + player installations because over time the file could grow to be + extremely large unless it is actively maintained. CRASHREPORTURL = If set to https://www.nethack.org/links/cr-37BETA.html and support is compiled in, brings up a browser window pre-populated with the information - needed to report a problem if the game panics or ends up in an in- - ternally inconsistent state, or if the #bugreport command is in- - voked. + needed to report a problem if the game panics or ends up in an + internally inconsistent state, or if the #bugreport command is + invoked. 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 - 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 maintains a list of the top scores or scorers on your + machine, depending on how it is set up. In the latter case, each + account on the machine can post only one non-winning score on this + list. If you score higher than someone else on this list, or better + your previous score, you will be inserted in the proper place under + your current name. How many scores are kept 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 + only hear about 90% of your gold when your corpse is discovered + (adventurers have been known to collect finder's fees). So, consider whether you want to take one last hit at that monster and possibly live, or quit and stop with whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more. @@ -6911,20 +6916,15 @@ 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; + game with the -X command-line switch or with the playmode:explore + option. The other is to issue the "#exploremode" extended command + while already playing the game. Starting a new game in explore mode + provides your character with a wand of 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 - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -6934,6 +6934,10 @@ + 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 @@ -6945,8 +6949,8 @@ 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. + start a game in debug mode when not allowed or not available will + result in falling back to explore mode instead. 12. Credits @@ -6968,29 +6972,25 @@ 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. + newsgroup net.games.hack (later renamed rec.games.hack, eventually + replaced 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 + 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 + 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 + Mike Stephenson merged these various versions back together, + incorporating 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. - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7000,63 +7000,63 @@ - Later, Mike coordinated a major re-write of the game, heading a + 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 + 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 + 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 + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. + Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - Version 3.0 went through ten relatively rapidly released "patch- + 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" + 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 + 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 + Headed by Mike Stephenson and coordinated by Izchak Miller and + Janet Walz, the NetHack Development Team which now included Ken + Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, + and Eric Smith undertook a radical revision of 3.0. They re-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 + 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 + 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 + 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 + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported + NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7066,63 +7066,63 @@ - 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). + Delahunty, was responsible for the VMS version of NetHack 3.1. + Michael Allison ported NetHack 3.1 to Windows NT. - 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 + 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" + insects 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 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 + 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7132,63 +7132,63 @@ - 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 + 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 + 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 + rectly, interfering with insertion of new high scores and with + retrieval of old character names to use for random ghost and statue names in the current game.) - The 3.3 NetHack Development Team, consisting of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + 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. + Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, + released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to 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 + 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 + 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 + 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. + 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 + 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 - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7198,63 +7198,63 @@ + 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 + 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 + 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. - 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 + 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. + 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, + unnethack by Patric Mueller, nitrohack and its successors originally + by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. + Some of those variants continue to be developed, maintained, and + enjoyed 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 + 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 + 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 + 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. + At the beginning of development for what would eventually get + released as 3.6.0, the NetHack Development Team consisted of Warwick + Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, + Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and + Paul Winner. In early 2015, ahead of the release of 3.6.0, new mem- + bers Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack + Development Team. - Near the end of the development of 3.6.0, one of the significant - inspirations for many of the humorous and fun features found in the + 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. - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7264,129 +7264,129 @@ - The NetHack Development Team, as well as Steve VanDevender and - Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on + 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 + 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 + 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. - 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 + 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 + 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 + 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 + 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 + 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 3.6.4 was released on December 18, 2019 containing a + security fix and a few bug fixes. - NetHack 3.6.5 was released on January 27, 2020 containing some + 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/. + NetHack 3.6.7 was released on February 16, 2023 containing a + security fix and some bug fixes. - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 NetHack Guidebook 112 + + + + 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). + 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, + devnull.net (gone for now, but not forgotten). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12.2. Dungeoneers - - From time to time, some depraved individual out there in netland - sends a particularly intriguing modification to help out with the - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7396,7 +7396,11 @@ - game. The NetHack Development Team sometimes makes note of the names + 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: @@ -7445,14 +7449,10 @@ 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 - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7462,6 +7462,10 @@ + 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 @@ -7514,11 +7518,7 @@ - - - - - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 @@ -7528,7 +7528,7 @@ - Brand and product names are trademarks or registered trademarks + Brand and product names are trademarks or registered trademarks of their respective holders. @@ -7584,7 +7584,7 @@ - NetHack 3.7.0 September 13, 2024 + NetHack 3.7.0 November 16, 2024 diff --git a/doc/dlb.txt b/doc/dlb.txt index cd037be37..9e59bfd21 100644 --- a/doc/dlb.txt +++ b/doc/dlb.txt @@ -1,7 +1,10 @@ +WARNING OLD LINE DOES NOT MATCH .TH DLB 6 OLDLINE: '.TH DLB 6 DLB(6) Games Manual DLB(6) +"DATE(%-d %B %Y)" NETHACK' + NAME dlb - NetHack data librarian @@ -9,18 +12,18 @@ SYNOPSIS dlb { xct } [ vfIC ] arguments... [ files... ] DESCRIPTION - Dlb is a file archiving tool in the spirit (and tradition) of tar for - NetHack version 3.1 and higher. It is used to maintain the archive - files from which NetHack reads special level files and other read-only - information. Note that like tar the command and option specifiers are - specified as a continuous string and are followed by any arguments re- - quired in the same order as the option specifiers. + Dlb is a file archiving tool in the spirit (and tradition) of tar for + NetHack version 3.1 and higher. It is used to maintain the archive + files from which NetHack reads special level files and other read-only + information. Note that like tar the command and option specifiers are + specified as a continuous string and are followed by any arguments + required in the same order as the option specifiers. This facility is optional and may be excluded during NetHack configura- tion. COMMANDS - The x command causes dlb to extract the contents of the archive into + The x command causes dlb to extract the contents of the archive into the current directory. The c command causes dlb to create a new archive from files in the cur- @@ -34,11 +37,11 @@ OPTIONS AND ARGUMENTS f archive specify the archive. Default if f not specified is LIBFILE (usually the nhdat file in the playground). - I lfile specify the file containing the list of files to put in to + I lfile specify the file containing the list of files to put in to or extract from the archive if no files are listed on the command line. Default for archive creation if no files are listed is LIBLISTFILE. - C dir change directory. Changes directory before trying to read + C dir change directory. Changes directory before trying to read any files (including the archive and the lfile). EXAMPLES @@ -55,16 +58,16 @@ SEE ALSO nethack(6), tar(1) BUGS - Not a good tar emulation; - does not mean stdin or stdout. Should in- - clude an optional compression facility. Not all read-only files for + Not a good tar emulation; - does not mean stdin or stdout. Should + include an optional compression facility. Not all read-only files for NetHack can be read out of an archive; examining the source is the only way to know which files can be. COPYRIGHT - This file is Copyright (C) Kenneth Lorber, DATE(%Y) for version keni- - gitset:1.13. NetHack may be freely redistributed. See license for de- - tails. + This file is Copyright (C) Kenneth Lorber, 2024 for version keni-git- + set:1.13. NetHack may be freely redistributed. See license for + details. -NETHACK DATE(1-d 1B 1Y) DLB(6) +Project(uc) 24 December 2024 DLB(6) diff --git a/doc/makedefs.txt b/doc/makedefs.txt index 975a9cde5..e8c3a6c81 100644 --- a/doc/makedefs.txt +++ b/doc/makedefs.txt @@ -1,7 +1,10 @@ +WARNING OLD LINE DOES NOT MATCH .TH MAKEDEFS 6 OLDLINE: '.TH MAKEDEFS(6) Games Manual MAKEDEFS(6) +MAKEDEFS 6 "8 February 2022" NETHACK' + NAME makedefs - NetHack miscellaneous build-time functions @@ -11,11 +14,11 @@ SYNOPSIS makedefs --input file --output file --command DESCRIPTION - Makedefs is a build-time tool used for a variety of NetHack(6) source + Makedefs is a build-time tool used for a variety of NetHack(6) source file creation and modification tasks. For historical reasons, makedefs - takes two types of command lines. When invoked with a short option, - the files operated on are determined when makedefs is compiled. When - invoked with a long option, the --input and --output options are used + takes two types of command lines. When invoked with a short option, + the files operated on are determined when makedefs is compiled. When + invoked with a long option, the --input and --output options are used to specify the files for the --command. Each command is only available in one of the two formats. @@ -26,11 +29,11 @@ SHORT COMMANDS -d Generate data.base. - -e Generate dungeon.pdf. The input file dungeon.def is passed - through the same logic as that used by the --grep command; see + -e Generate dungeon.pdf. The input file dungeon.def is passed + through the same logic as that used by the --grep command; see the MDGREP FUNCTIONS section below for details. - -m Generate date.h and options file. It will read dat/gitinfo.txt, + -m Generate date.h and options file. It will read dat/gitinfo.txt, only if it is present, to obtain githash= and gitbranch= info and include related preprocessor #defines in date.h file. @@ -53,7 +56,7 @@ LONG COMMANDS Show debugging output. --make [command] - Execute a short command. Command is given without preceding + Execute a short command. Command is given without preceding dash. --input file @@ -61,67 +64,67 @@ LONG COMMANDS is - standard input is read. --output file - Specify the output file for the command (if needed). If the + Specify the output file for the command (if needed). If the file is - standard output is written. --svs [delimiter] - Generate a version string to standard output without a trailing - newline. If specified, the delimiter is used between each part + Generate a version string to standard output without a trailing + newline. If specified, the delimiter is used between each part of the version string. - --grep Filter the input file to the output file. See the MDGREP FUNC- + --grep Filter the input file to the output file. See the MDGREP FUNC- TIONS section below for information on controlling the filtering operation. --grep-showvars - Show the name and value for each variable known to the grep op- - tion. + Show the name and value for each variable known to the grep + option. --grep-trace - Turn on debug tracing for the grep function ( --grep must be + Turn on debug tracing for the grep function ( --grep must be specified as well). --grep-defined symbol - Exit shell true (0) if symbol is known and defined, otherwise + Exit shell true (0) if symbol is known and defined, otherwise exit shell false (1). --grep-define symbol - Force the value of symbol to be "defined." Symbol must already + Force the value of symbol to be "defined." Symbol must already be known to makedefs. --grep-undef symbol - Force the definition of symbol to be "undefined." Symbol must + Force the definition of symbol to be "undefined." Symbol must already be known to makedefs. MDGREP FUNCTIONS - The --grep command (and certain other commands) filter their input, on - a line-by-line basis, according to control lines embedded in the input - and on information gleaned from the NetHack(6) configuration. This al- - lows certain changes such as embedding platform-specific documentation - into the master documentation files. + The --grep command (and certain other commands) filter their input, on + a line-by-line basis, according to control lines embedded in the input + and on information gleaned from the NetHack(6) configuration. This + allows certain changes such as embedding platform-specific documenta- + tion into the master documentation files. Rules: - The default conditional state is printing enabled. - - Any line NOT starting with a caret (^) is either suppressed - or passed through unchanged depending on the current condi- + - Any line NOT starting with a caret (^) is either suppressed + or passed through unchanged depending on the current condi- tional state. - - Any line starting with a caret is a control line; as in C, - zero or more spaces may be embedded in the line almost any- - where (except immediately after the caret); however the + - Any line starting with a caret is a control line; as in C, + zero or more spaces may be embedded in the line almost any- + where (except immediately after the caret); however the caret must be in column 1. - Conditionals may be nested. - - Makedefs will exit with an error code if any errors are de- - tected; processing will continue (if it can) to allow as + - Makedefs will exit with an error code if any errors are + detected; processing will continue (if it can) to allow as many errors as possible to be detected. - - Unknown identifiers are treated as both TRUE and as an er- - ror. Note that --undef or #undef in the NetHack(6) configu- - ration are different from unknown. + - Unknown identifiers are treated as both TRUE and as an + error. Note that --undef or #undef in the NetHack(6) con- + figuration are different from unknown. Control lines: @@ -143,10 +146,10 @@ AUTHOR The NetHack Development Team COPYRIGHT - This file is Copyright (C) Kenneth Lorber, 2022 for version - NetHack-3.7:1.22. NetHack may be freely redistributed. See license + This file is Copyright (C) Kenneth Lorber, 2024 for version + NetHack-3.7:1.22. NetHack may be freely redistributed. See license for details. -NETHACK 8 February 2022 MAKEDEFS(6) +Project(uc) 24 December 2024 MAKEDEFS(6) diff --git a/doc/mn.txt b/doc/mn.txt index 502a0f3bb..1c42c2a04 100644 --- a/doc/mn.txt +++ b/doc/mn.txt @@ -17,8 +17,8 @@ DESCRIPTION All -mn macros, diversions, string registers, and number registers are defined below. Many nroff and troff requests are unsafe in conjunction - with this package. However, the requests below may be used with - impunity: + with this package. However, the requests below may be used with im- + punity: .bp begin new page .br break output line @@ -29,8 +29,8 @@ DESCRIPTION Font and point size changes with \f and \s are also allowed; for exam- ple, ``\f2word\fR'' will italicize word. Output of the tbl(1), eqn(1), - and refer(1) preprocessors for equations, tables, and references is - acceptable as input. + and refer(1) preprocessors for equations, tables, and references is ac- + ceptable as input. FILES /usr/lib/tmac/tmac.n @@ -47,12 +47,12 @@ WARNINGS This package is not now intended for uses other than with the news doc- umentation. - Bug reports are always welcome; please send them to the author. - (Include a sample of the input; this helps track down the bug.) + Bug reports are always welcome; please send them to the author. (In- + clude a sample of the input; this helps track down the bug.) AUTHOR - Matt Bishop (mab@riacs.arpa, ihnp4!ames!riacs!mab, dec- - vax!decwrl!riacs!mab) + Matt Bishop (mab@riacs.arpa, ihnp4!ames!riacs!mab, decvax!decwrl!ri- + acs!mab) Updated for versions 1.4-1.6 by The NetHack Development Team REQUESTS @@ -82,7 +82,7 @@ bt num .5i+1v - bottom of footer to bottom of page cm num 0 - 0 if no cut marks, nonzero if cut marks .cn x y z mac - - print computer/site name; same as .i .dd div - i text of display -dg str *,- - footnote mark +dg str *,<*> - footnote mark dw str current - name of current day of week dy str current - full date .ed mac - b end display diff --git a/doc/nethack.txt b/doc/nethack.txt index 39f8d3bd9..80c7870f2 100644 --- a/doc/nethack.txt +++ b/doc/nethack.txt @@ -1,7 +1,10 @@ +WARNING OLD LINE DOES NOT MATCH .TH NETHACK 6 OLDLINE: '.TH NETHACK(6) Games Manual NETHACK(6) +NETHACK 6 "21 February 2022" NETHACK' + NAME nethack - Exploring The Mazes of Menace @@ -20,84 +23,84 @@ SYNOPSIS [ --version[:copy|:dump|:show] ] DESCRIPTION - NetHack is a display oriented Dungeons & Dragons(tm) - like game. The + NetHack is a display oriented Dungeons & Dragons(tm) - like game. The standard tty display and command structure resemble rogue. Other, more graphical display options exist for most platforms. - To get started you really only need to know two commands. The command - ? will give you a list of the available commands (as well as other - information) and the command / will identify the things you see on the + To get started you really only need to know two commands. The command + ? will give you a list of the available commands (as well as other + information) and the command / will identify the things you see on the screen. - To win the game (as opposed to merely playing to beat other people's - high scores) you must locate the Amulet of Yendor which is somewhere + To win the game (as opposed to merely playing to beat other people's + high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Few people achieve - this; most never do. Those who have done so go down in history as - heroes among heroes -- and then they find ways of making the game even - harder. See the Guidebook section on Conduct if this game has gotten + this; most never do. Those who have done so go down in history as + heroes among heroes -- and then they find ways of making the game even + harder. See the Guidebook section on Conduct if this game has gotten too easy for you. - When the game ends, whether by your dying, quitting, or escaping from - the caves, NetHack will give you (a fragment of) the list of top scor- - ers. The scoring is based on many aspects of your behavior, but a + When the game ends, whether by your dying, quitting, or escaping from + the caves, NetHack will give you (a fragment of) the list of top scor- + ers. The scoring is based on many aspects of your behavior, but a rough estimate is obtained by taking the amount of gold you've found in - the cave plus four times your (real) experience. Precious stones may - be worth a lot of gold when brought to the exit. There is a 10% pen- + the cave plus four times your (real) experience. Precious stones may + be worth a lot of gold when brought to the exit. There is a 10% pen- alty for getting yourself killed. - The environment variable NETHACKOPTIONS can be used to initialize many - run-time options. The ? command provides a description of these - options and syntax. (The -dec and -ibm command line options are mutu- - ally exclusive and are equivalent to the decgraphics and ibmgraphics - run-time options described there, and are provided purely for conve- + The environment variable NETHACKOPTIONS can be used to initialize many + run-time options. The ? command provides a description of these + options and syntax. (The -dec and -ibm command line options are mutu- + ally exclusive and are equivalent to the decgraphics and ibmgraphics + run-time options described there, and are provided purely for conve- nience on systems supporting multiple types of terminals.) - Because the option list can be very long, options may also be included + Because the option list can be very long, options may also be included in a configuration file. The default is located in your home directory - and named .nethackrc on UNIX systems (including descendants such as + and named .nethackrc on UNIX systems (including descendants such as linux, NetBSD, and macOS). On Windows, the name is also .nethackrc but - the location can vary (see --showpaths below). On other systems, the + the location can vary (see --showpaths below). On other systems, the default may be different, possibly NetHack.cnf. On MS-DOS, the name is defaults.nh in NetHack's directory (folder), while on VMS|OpenVMS it is nethack.ini in your home directory. The default configuration file may - be overridden via the --nethackrc:rc-file command line option or by + be overridden via the --nethackrc:rc-file command line option or by setting NETHACKOPTIONS in your environment to a string consisting of an @ character followed by the path and filename. - The -u playername option supplies the answer to the question "Who are - you?". It overrides any name from the options or configuration file, - USER, LOGNAME, or getlogin(), which will otherwise be tried in order. - If none of these provides a useful name, the player will be asked for + The -u playername option supplies the answer to the question "Who are + you?". It overrides any name from the options or configuration file, + USER, LOGNAME, or getlogin(), which will otherwise be tried in order. + If none of these provides a useful name, the player will be asked for one. Player names (in conjunction with uids) are used to identify save files, so you can have several saved games under different names. Con- - versely, you must use the appropriate player name to restore a saved + versely, you must use the appropriate player name to restore a saved game. A playername suffix can be used to specify the profession, race, align- ment and/or gender of the character. The full syntax of the playername - that includes a suffix is "name-ppp-rrr-aaa-ggg". "ppp" are at least - the first three letters of the profession (this can also be specified - using a separate -p profession option). "rrr" are at least the first + that includes a suffix is "name-ppp-rrr-aaa-ggg". "ppp" are at least + the first three letters of the profession (this can also be specified + using a separate -p profession option). "rrr" are at least the first three letters of the character's race (this can also be specified using a separate -r race option). "aaa" are at least the first three letters - of the character's alignment, and "ggg" are at least the first three - letters of the character's gender. Any of the parts of the suffix may + of the character's alignment, and "ggg" are at least the first three + letters of the character's gender. Any of the parts of the suffix may be left out. - -p profession can be used to determine the character profession, also - known as the role. You can specify either the male or female name for - the character role, or the first three characters of the role as an + -p profession can be used to determine the character profession, also + known as the role. You can specify either the male or female name for + the character role, or the first three characters of the role as an abbreviation. Likewise, -r race can be used to explicitly request that a race be cho- sen. The -A|-Arc | -B|-Bar | -C|-Cav | -H|-Hea | -K|-Kni | -M|-Mon | -P|-Pri - | -R|-Rog | -Ran | -S|-Sam | -T|-Tou | -V|-Val | -W|-Wiz options for - role selection are maintained for compatibility with older versions of - the program. They are mutually exclusive and the single-letter form - must be uppercase. Ranger has no single-letter choice because -R is + | -R|-Rog | -Ran | -S|-Sam | -T|-Tou | -V|-Val | -W|-Wiz options for + role selection are maintained for compatibility with older versions of + the program. They are mutually exclusive and the single-letter form + must be uppercase. Ranger has no single-letter choice because -R is already used for the Rogue role. -@ tells nethack to choose any omitted characteristics (profes- @@ -108,97 +111,97 @@ DESCRIPTION The -n option suppresses printing of any news from the game administra- tor. - The -X option will start the game in a special non-scoring discovery - mode (also known as explore mode). -D will start the game in debug - mode (also known as wizard mode) after changing the character name to - "wizard", if the player is allowed. Otherwise it will switch to -X. - Control of who is allowed to use debug mode is done via the "WIZARDS=" + The -X option will start the game in a special non-scoring discovery + mode (also known as explore mode). -D will start the game in debug + mode (also known as wizard mode) after changing the character name to + "wizard", if the player is allowed. Otherwise it will switch to -X. + Control of who is allowed to use debug mode is done via the "WIZARDS=" line in nethack's sysconf file. - The -d or --directory option, which must be the first argument if it - appears, supplies a directory which is to serve as the playground. It - overrides the value from NETHACKDIR, HACKDIR, or the directory speci- - fied by the game administrator during compilation (usually - /usr/games/lib/nethackdir). This option is usually only useful to the - game administrator. The playground must contain several auxiliary - files such as help files, the list of top scorers, and a subdirectory + The -d or --directory option, which must be the first argument if it + appears, supplies a directory which is to serve as the playground. It + overrides the value from NETHACKDIR, HACKDIR, or the directory speci- + fied by the game administrator during compilation (usually + /usr/games/lib/nethackdir). This option is usually only useful to the + game administrator. The playground must contain several auxiliary + files such as help files, the list of top scorers, and a subdirectory save where games are saved. - The -w or --windowtype interface option can be used to specify which - interface to use if the program has been built with support for more - than one. Specifying a value on the command line overrides any value - specified in the run-time configuration file. NetHack's #version com- + The -w or --windowtype interface option can be used to specify which + interface to use if the program has been built with support for more + than one. Specifying a value on the command line overrides any value + specified in the run-time configuration file. NetHack's #version com- mand shows available interfaces. - The --nethackrc:RC-file option will use RC-file instead of the default - run-time configuration file (typically ~/.nethackrc) and the - --no-nethackrc option can be used to skip any run-time configuration + The --nethackrc:RC-file option will use RC-file instead of the default + run-time configuration file (typically ~/.nethackrc) and the + --no-nethackrc option can be used to skip any run-time configuration file. Some options provide feedback and then exit rather than play the game: - The -s or --scores option alone will print out the list of your scores - on the current version. An immediately following -v reports on all + The -s or --scores option alone will print out the list of your scores + on the current version. An immediately following -v reports on all versions present in the score file. '-s|-s -v' may also be followed by - arguments -p profession and -r race to print the scores of particular - roles and races only. Either can be specified multiple times to + arguments -p profession and -r race to print the scores of particular + roles and races only. Either can be specified multiple times to include more than one role or more than one race. When both are speci- - fied, score entries which match either the role or the race (or both) - are printed rather than just entries which match both. '-s|-s -v' may - be followed by one or more player names to print the scores of the - players mentioned, by 'all' to print out all scores, or by a number to - print that many top scores. Combining names with role or race or both - will report entries which match any of those rather than just the ones + fied, score entries which match either the role or the race (or both) + are printed rather than just entries which match both. '-s|-s -v' may + be followed by one or more player names to print the scores of the + players mentioned, by 'all' to print out all scores, or by a number to + print that many top scores. Combining names with role or race or both + will report entries which match any of those rather than just the ones which match all. - --version or --version:show can be used to cause NetHack to show the - version number, the date and time that the program was built from its - source code, and possibly some auxiliary information about that source + --version or --version:show can be used to cause NetHack to show the + version number, the date and time that the program was built from its + source code, and possibly some auxiliary information about that source code, then exit. The optional auxiliary information is git commit hash - (reflecting the source code's most recent modification when extracted - from the git version control system, if that is in use) if available - when the program was built. On some platforms such as Windows and - macOS, a variation, --version:copy, can be used to cause NetHack to - show the version information, then exit, while also leaving a copy of - that information in the paste buffer or clipboard for potential inser- + (reflecting the source code's most recent modification when extracted + from the git version control system, if that is in use) if available + when the program was built. On some platforms such as Windows and + macOS, a variation, --version:copy, can be used to cause NetHack to + show the version information, then exit, while also leaving a copy of + that information in the paste buffer or clipboard for potential inser- tion into things like bug reports. On any platform, --version:dump can be used to show most of the data used when checking whether a save file or bones file is compatible with the program. The program will display a line containing five numbers expressed in hexadecimal, then exit. - --showpaths can be used to cause NetHack to show where it is expecting - to find various files. Among other things it shows the path to and - name for the player's run-time configuration file, a text file which + --showpaths can be used to cause NetHack to show where it is expecting + to find various files. Among other things it shows the path to and + name for the player's run-time configuration file, a text file which can be edited to customize aspects of how the game operates. --usage or --help will display information similar to this manual page, then exit. Use 'nethack --usage | more' to read it a page at a time. AUTHORS - Jay Fenlason (+ Kenny Woodland, Mike Thome and Jon Payne) wrote the + Jay Fenlason (+ Kenny Woodland, Mike Thome and Jon Payne) wrote the original hack, very much like rogue (but full of bugs). - Andries Brouwer continuously deformed their sources into an entirely + Andries Brouwer continuously deformed their sources into an entirely different game. Mike Stephenson has continued the perversion of sources, adding various - warped character classes and sadistic traps with the help of many - strange people who reside in that place between the worlds, the Usenet - Zone. A number of these miscreants are immortalized in the historical + warped character classes and sadistic traps with the help of many + strange people who reside in that place between the worlds, the Usenet + Zone. A number of these miscreants are immortalized in the historical roll of dishonor and various other places. - The resulting mess is now called NetHack, to denote its development by + The resulting mess is now called NetHack, to denote its development by the Usenet. Andries Brouwer has made this request for the distinction, as he may eventually release a new version of his own. FILES - Run-time configuration options were discussed above and use a platform - specific name for a file in a platform specific location. For Unix, + Run-time configuration options were discussed above and use a platform + specific name for a file in a platform specific location. For Unix, the name is '.nethackrc' in the user's home directory. - All other files are in the playground directory, normally - /usr/games/lib/nethackdir. If DLB was defined during the compile, the - data files and special levels will be inside a larger file, normally + All other files are in the playground directory, normally + /usr/games/lib/nethackdir. If DLB was defined during the compile, the + data files and special levels will be inside a larger file, normally nhdat, instead of being separate files. nethack The program itself. @@ -244,11 +247,11 @@ FILES program is built with 'SYSCF' option enabled, ignored if not. - The location of 'sysconf' is specified at build time and can't be - changed except by updating source file "config.h" and rebuilding the + The location of 'sysconf' is specified at build time and can't be + changed except by updating source file "config.h" and rebuilding the program. - NetHack's Guidebook might not be present if whoever packaged or + NetHack's Guidebook might not be present if whoever packaged or installed the program distribution neglected to include it. In a perfect world, 'paniclog' would remain empty. @@ -265,7 +268,7 @@ ENVIRONMENT NETHACKDIR or HACKDIR Playground. NETHACKOPTIONS String predefining several NetHack options. - If the same option is specified in both NETHACKOPTIONS and .nethackrc, + If the same option is specified in both NETHACKOPTIONS and .nethackrc, the value assigned in NETHACKOPTIONS takes precedence. SHOPTYPE and SPLEVTYPE can be used in debugging (wizard) mode. @@ -278,12 +281,12 @@ BUGS Probably infinite. COPYRIGHT - This file is Copyright (C) Robert Patrick Rankin, 2022 for version - NetHack-3.7:1.31. NetHack may be freely redistributed. See license + This file is Copyright (C) Robert Patrick Rankin, 2024 for version + NetHack-3.7:1.31. NetHack may be freely redistributed. See license for details. Dungeons & Dragons is a Trademark of Wizards of the Coast, Inc. -NETHACK 21 February 2022 NETHACK(6) +Project(uc) 24 December 2024 NETHACK(6) diff --git a/doc/recover.txt b/doc/recover.txt index b19d9cb43..49c583642 100644 --- a/doc/recover.txt +++ b/doc/recover.txt @@ -1,7 +1,10 @@ +WARNING OLD LINE DOES NOT MATCH .TH RECOVER 6 OLDLINE: '.TH RE- RECOVER(6) Games Manual RECOVER(6) +COVER 6 "8 February 2022" NETHACK' + NAME recover - recover a NetHack game interrupted by disaster @@ -9,60 +12,60 @@ SYNOPSIS recover [ -d directory ] base1 base2 ... DESCRIPTION - Occasionally, a NetHack game will be interrupted by disaster when the - game or the system crashes. Prior to NetHack v3.1, these games were - lost because various information like the player's inventory was kept - only in memory. Now, all pertinent information can be written out to - disk, so such games can be recovered at the point of the last level + Occasionally, a NetHack game will be interrupted by disaster when the + game or the system crashes. Prior to NetHack v3.1, these games were + lost because various information like the player's inventory was kept + only in memory. Now, all pertinent information can be written out to + disk, so such games can be recovered at the point of the last level change. The base options tell recover which files to process. Each base option specifies recovery of a separate game. The -d option, which must be the first argument if it appears, supplies - a directory which is the NetHack playground. It overrides the value + a directory which is the NetHack playground. It overrides the value from NETHACKDIR, HACKDIR, or the directory specified by the game admin- istrator during compilation (usually /usr/games/lib/nethackdir). - For recovery to be possible, nethack must have been compiled with the - INSURANCE option, and the run-time option checkpoint must also have - been on. NetHack normally writes out files for levels as the player + For recovery to be possible, nethack must have been compiled with the + INSURANCE option, and the run-time option checkpoint must also have + been on. NetHack normally writes out files for levels as the player leaves them, so they will be ready for return visits. When checkpoint- - ing, NetHack also writes out the level entered and the current game - state on every level change. This naturally slows level changes down + ing, NetHack also writes out the level entered and the current game + state on every level change. This naturally slows level changes down somewhat. - The level file names are of the form base.nn, where nn is an internal - bookkeeping number for the level. The file base.0 is used for game - identity, locking, and, when checkpointing, for the game state. Vari- - ous OSes use different strategies for constructing the base name. Mi- - crocomputers use the character name, possibly truncated and modified to - be a legal filename on that system. Multi-user systems use the (modi- - fied) character name prefixed by a user number to avoid conflicts, or - "xlock" if the number of concurrent players is being limited. It may - be necessary to look in the playground to find the correct base name of - the interrupted game. recover will transform these level files into a - save file of the same name as nethack would have used. + The level file names are of the form base.nn, where nn is an internal + bookkeeping number for the level. The file base.0 is used for game + identity, locking, and, when checkpointing, for the game state. Vari- + ous OSes use different strategies for constructing the base name. + Microcomputers use the character name, possibly truncated and modified + to be a legal filename on that system. Multi-user systems use the + (modified) character name prefixed by a user number to avoid conflicts, + or "xlock" if the number of concurrent players is being limited. It + may be necessary to look in the playground to find the correct base + name of the interrupted game. recover will transform these level files + into a save file of the same name as nethack would have used. Since recover must be able to read and delete files from the playground and create files in the save directory, it has interesting interactions - with game security. Giving ordinary players access to recover through - setuid or setgid is tantamount to leaving the playground world- - writable, with respect to both cheating and messing up other players. - For a single-user system, this of course does not change anything, so + with game security. Giving ordinary players access to recover through + setuid or setgid is tantamount to leaving the playground world- + writable, with respect to both cheating and messing up other players. + For a single-user system, this of course does not change anything, so some of the microcomputer ports install recover by default. For a multi-user system, the game administrator may want to arrange for - all .0 files in the playground to be fed to recover when the host ma- - chine boots, and handle game crashes individually. If the user popula- - tion is sufficiently trustworthy, recover can be installed with the - same permissions the nethack executable has. In either case, recover + all .0 files in the playground to be fed to recover when the host + machine boots, and handle game crashes individually. If the user popu- + lation is sufficiently trustworthy, recover can be installed with the + same permissions the nethack executable has. In either case, recover is easily compiled from the distribution utility directory. NOTES - Like nethack itself, recover will overwrite existing savefiles of the - same name. Savefiles created by recover are uncompressed; they may be - compressed afterwards if desired, but even a compression-using nethack + Like nethack itself, recover will overwrite existing savefiles of the + same name. Savefiles created by recover are uncompressed; they may be + compressed afterwards if desired, but even a compression-using nethack will find them in the uncompressed form. SEE ALSO @@ -70,17 +73,17 @@ SEE ALSO BUGS recover makes no attempt to find out if a base name specifies a game in - progress. If multiple machines share a playground, this would be im- - possible to determine. + progress. If multiple machines share a playground, this would be + impossible to determine. - recover should be taught to use the nethack playground locking mecha- + recover should be taught to use the nethack playground locking mecha- nism to avoid conflicts. COPYRIGHT - This file is Copyright (C) Kenneth Lorber, 2022 for version - NetHack-3.7:1.12. NetHack may be freely redistributed. See license + This file is Copyright (C) Kenneth Lorber, 2024 for version + NetHack-3.7:1.12. NetHack may be freely redistributed. See license for details. -NETHACK 8 February 2022 RECOVER(6) +Project(uc) 24 December 2024 RECOVER(6)