From 4d09009fffc541f67044cfd128dbdd1bb4e20ca3 Mon Sep 17 00:00:00 2001 From: nhmall Date: Mon, 29 Jan 2024 10:56:16 -0500 Subject: [PATCH] Guidebook follow-up --- doc/Guidebook.mn | 2 +- doc/Guidebook.tex | 2 +- doc/Guidebook.txt | 3330 +++++++++++++++++++++++---------------------- 3 files changed, 1700 insertions(+), 1634 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index d8de6bc9c..8d46b77bc 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -46,7 +46,7 @@ .ds f0 \*(vr .ds f1 \" empty .\"DO NOT REMOVE NH_DATESUB .ds f2 DATE(%B %-d, %Y) -.ds f2 January 19, 2024 +.ds f2 January 29, 2024 . .\" A note on some special characters: .\" \(lq = left double quote diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 69158327a..f1e511513 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -46,7 +46,7 @@ \author{Original version - Eric S. Raymond\\ (Edited and expanded for 3.7.0 by Mike Stephenson and others)} %DO NOT REMOVE NH_DATESUB \date{DATE(%B %-d, %Y)} -\date{January 19, 2024} +\date{January 29, 2024} \maketitle diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 15fda3fca..480eecf6b 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,25 +15,25 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - January 19, 2024 + January 29, 2024 1. Introduction Recently, you have begun to find yourself unfulfilled and distant - in your daily occupation. Strange dreams of prospecting, stealing, - crusading, and combat have haunted you in your sleep for many months, - but you aren't sure of the reason. You wonder whether you have in - fact been having those dreams all your life, and somehow managed to - forget about them until now. Some nights you awaken suddenly and cry - out, terrified at the vivid recollection of the strange and powerful - creatures that seem to be lurking behind every corner of the dungeon - in your dream. Could these details haunting your dreams be real? As + in your daily occupation. Strange dreams of prospecting, stealing, + crusading, and combat have haunted you in your sleep for many months, + but you aren't sure of the reason. You wonder whether you have in + fact been having those dreams all your life, and somehow managed to + forget about them until now. Some nights you awaken suddenly and cry + out, terrified at the vivid recollection of the strange and powerful + creatures that seem to be lurking behind every corner of the dungeon + in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered - the caverns before you and did not return. Eventually you can resist + the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they @@ -41,15 +41,15 @@ who did not return had not just kept going? Asking around, you hear about a bauble, called the Amulet of Yen- - dor by some, which, if you can find it, will bring you great wealth. - One legend you were told even mentioned that the one who finds the + dor by some, which, if you can find it, will bring you great wealth. + One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend - into the caverns and seek out that amulet of which they spoke. Even - if the rumors of the amulet's powers are untrue, you decide that you - should at least be able to sell the tales of your adventures to the + into the caverns and seek out that amulet of which they spoke. Even + if the rumors of the amulet's powers are untrue, you decide that you + should at least be able to sell the tales of your adventures to the local minstrels for a tidy sum, especially if you encounter any of the terrifying and magical creatures of your dreams along the way. You spend one last night fortifying yourself at the local inn, becoming @@ -70,35 +70,35 @@ - ancient ruins that mark the entrance to the Mazes of Menace. It is - late at night, so you make camp at the entrance and spend the night - sleeping under the open skies. In the morning, you gather your gear, + ancient ruins that mark the entrance to the Mazes of Menace. It is + late at night, so you make camp at the entrance and spend the night + sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon.... 2. What is going on here? - You have just begun a game of NetHack. Your goal is to grab as - much treasure as you can, retrieve the Amulet of Yendor, and escape + You have just begun a game of NetHack. Your goal is to grab as + much treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of Menace alive. - Your abilities and strengths for dealing with the hazards of ad- + Your abilities and strengths for dealing with the hazards of ad- venture will vary with your background and training: - Archeologists understand dungeons pretty well; this enables them - to move quickly and sneak up on the local nasties. They start + Archeologists understand dungeons pretty well; this enables them + to move quickly and sneak up on the local nasties. They start equipped with the tools for a proper scientific expedition. - Barbarians are warriors out of the hinterland, hardened to bat- - tle. They begin their quests with naught but uncommon strength, a + Barbarians are warriors out of the hinterland, hardened to bat- + tle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword. Cavemen and Cavewomen start with exceptional strength but, unfor- tunately, with neolithic weapons. Healers are wise in medicine and apothecary. They know the herbs - and simples that can restore vitality, ease pain, anesthetize, and - neutralize poisons; and with their instruments, they can divine a be- - ing's state of health or sickness. Their medical practice earns them + and simples that can restore vitality, ease pain, anesthetize, and + neutralize poisons; and with their instruments, they can divine a be- + ing's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon. Knights are distinguished from the common skirmisher by their de- @@ -126,7 +126,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -170,11 +170,11 @@ 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 @@ -187,12 +187,12 @@ 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 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -202,7 +202,7 @@ - that accept commands in pseudo-English sentences and explain the re- + 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 @@ -212,53 +212,53 @@ 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- able to you will vary from port to port, depending on the capabilities - of your hardware and software, and whether various compile-time op- + of your hardware and software, and whether various compile-time op- tions were enabled when your executable was created. The three possi- ble display options are: a monochrome character interface, a color character interface, and a graphical interface using small pictures called tiles. The two character interfaces allow fonts with other characters to be substituted, but the default assignments use standard - ASCII characters to represent everything. There is no difference be- - tween the various display options with respect to game play. Because - we cannot reproduce the tiles or colors in the Guidebook, and because - it is common to all ports, we will use the default ASCII characters - from the monochrome character display when referring to things you + ASCII characters to represent everything. There is no difference be- + tween the various display options with respect to game play. Because + we cannot reproduce the tiles or colors in the Guidebook, and because + it is common to all ports, we will use the default ASCII characters + from the monochrome character display when referring to things you might see on the screen during your game. - In order to understand what is going on in NetHack, first you - must understand what NetHack is doing with the screen. The NetHack - screen replaces the "You see ..." descriptions of text adventure + In order to understand what is going on in NetHack, first you + must understand what NetHack is doing with the screen. The NetHack + screen replaces the "You see ..." descriptions of text adventure games. Figure 1 is a sample of what a NetHack screen might look like. The way the screen looks for you depends on your platform. - +---------------------------------------------------------------+ - |The bat bites! | - | | - | ------ | - | |....| ---------- | - | |.<..|####...@...$.| | - | |....-# |...B....+ | - | |....| |.d......| | - | ------ -------|-- | - | | - | | - | | - |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | - |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | - +---------------------------Figure-1----------------------------+ + +----------------------------------------------------------------+ + | The bat bites! | + | | + | ------ | + | |....| ---------- | + | |.<..|####...@...$.| | + | |....-# |...B....+ | + | |....| |.d......| | + | ------ -------|-- | + | | + | | + | | + | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | + | Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | + +----------------------------------------------------------------+ + Figure 1 - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -268,11 +268,12 @@ - +---------------------------------------------------------------+ - |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | - |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | - |Dlvl:1 T:752 Conf | - +---------------------------Figure-2----------------------------+ + +----------------------------------------------------------------+ + | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | + | Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | + | Dlvl:1 T:752 Conf | + +----------------------------------------------------------------+ + Figure 2 3.1. The status lines (bottom) @@ -280,11 +281,11 @@ 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: @@ -295,22 +296,22 @@ 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- + tributes. A human character's attributes can range from 3 to 18 + inclusive; non-humans may exceed these limits (occasionally you + may get super-strengths of the form 18/xx, and magic can also + cause attributes to exceed the normal limits). The higher your + strength, the stronger you are. Strength affects how success- + fully you perform physical tasks, how much damage you do in com- bat, and how much loot you can carry. Dexterity - Dexterity affects your chances to hit in combat, to avoid traps, + 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. @@ -323,8 +324,7 @@ dealing with magic). It affects your magical energy. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -339,17 +339,17 @@ 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. @@ -360,37 +360,37 @@ Hit Points Your current and maximum hit points. Hit points indicate how much damage you can take before you die. The more you get hit in - a fight, the lower they get. You can regain hit points by rest- - ing, or by using certain magical items or spells. The number in + 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. + 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 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 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -403,13 +403,13 @@ 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 @@ -426,8 +426,8 @@ 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) @@ -447,7 +447,7 @@ The rest of the screen is the map of the level as you have ex- plored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of the symbols the - game uses; otherwise, the game will use default symbols. Here is a + game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean: - and | @@ -456,7 +456,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -468,14 +468,14 @@ . The floor of a room, ice, or a doorless doorway. - # A corridor, or iron bars, or a tree, or possibly a kitchen sink + # A corridor, or iron bars, or a tree, or possibly a kitchen sink (if your dungeon has sinks), or a drawbridge. > Stairs down: a way to the next level. < Stairs up: a way to the previous level. - + A closed door, or a spellbook containing a spell you may be able + + A closed door, or a spellbook containing a spell you may be able to learn. @ Your character or a human. @@ -517,12 +517,12 @@ \ An opulent throne. a-zA-Z and other symbols - Letters and certain other symbols represent the various inhabi- - tants of the Mazes of Menace. Watch out, they can be nasty and + 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. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -532,7 +532,7 @@ - I This marks the last known location of an invisible or otherwise + I This marks the last known location of an invisible or otherwise unseen monster. Note that the monster could have moved. The `F' and `m' commands may be useful here. @@ -560,7 +560,7 @@ 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 + 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. @@ -578,17 +578,17 @@ ? 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 whether the help option is on, and then you will be asked to pick - another location; `,' will explain the symbol but skip any + another location; `,' will explain the symbol but skip any - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -598,47 +598,48 @@ - additional information, then let you pick another location; `;' - will skip additional info and also not bother asking you to - choose another location to examine; `:' will show additional - info, if any, without asking for confirmation. When picking a - location, pressing the ESC key will terminate this command, or + additional information, then let you pick another location; `;' + will skip additional info and also not bother asking you to + choose another location to examine; `:' will show additional + info, if any, without asking for confirmation. When picking a + location, pressing the ESC key will terminate this command, or pressing `?' will give a brief reminder about how it works. If the autodescribe option is on, a short description of what you see at each location is shown as you move the cursor. Typing `#' - while picking a location will toggle that option on or off. The - whatis_coord option controls whether the short description in- + while picking a location will toggle that option on or off. The + whatis_coord option controls whether the short description in- cludes map coordinates. - Specifying a name rather than a location always gives any addi- + 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 + Go one step in the direction indicated (see Figure 3). If you sense or remember a monster there, you will fight the monster in- stead. Only these one-step movement commands cause you to fight monsters; the others (below) are "safe." - +----------------------------------------------------------------+ - | y k u 7 8 9 | - | \ | / \ | / | - | h- . -l 4- . -6 | - | / | \ / | \ | - | b j n 1 2 3 | - | (number_pad off) (number_pad on) | - +---------------------------Figure-3-----------------------------+ + +-----------------------------------------------------+ + | y k u 7 8 9 | + | \ | / \ | / | + | h- . -l 4- . -6 | + | / | \ / | \ | + | b j n 1 2 3 | + | (number_pad off) (number_pad on) | + +-----------------------------------------------------+ + Figure 3 [YUHJKLBN] Go in that direction until you hit a wall or run into something. @@ -651,10 +652,9 @@ 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 - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -664,13 +664,14 @@ + 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 + fer a menu of several sorting alternatives (which sets a new value for the sortdiscoveries option); also for "#vanquished" and "#genocided" commands to offer a sorting menu. @@ -703,24 +704,23 @@ 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 im- + plicitly forces the `m' prefix. For ports with mouse support, + the command is also invoked when a mouse-click takes place on a location other than the current position. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -786,7 +786,7 @@ and novelty (`P', recently picked up items; controlled by picking - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -800,7 +800,7 @@ 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 + ventory object will meet the criteria if it matches any of the specified values (so "!?" means `!' or `?'). If you specify more than one category, an inventory object must meet each of the cat- egory criteria (so "%u" means class `%' and unpaid `u'). Lastly, @@ -829,16 +829,16 @@ E- - write in the dust with your fingers. Engraving the word "Elbereth" will cause most monsters to not at- - tack you hand-to-hand (but if you attack, you will rub it out); + tack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. - f Fire (shoot or throw) one of the objects placed in your quiver - (or quiver sack, or that you have at the ready). You may select - ammunition with a previous `Q' command, or let the computer pick - something appropriate if autoquiver is true. If your wielded - weapon has the throw-and-return property, your quiver is empty, - and autoquiver is false, you will throw that wielded weapon in- - stead of filling the quiver. This will also automatically use a + 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, @@ -852,7 +852,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -882,29 +882,29 @@ 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, de- + pending on your user interface). For the non-boolean choices, a + further menu or prompt will appear once you've closed this menu. + The available options are listed later in this Guidebook. Op- + tions are usually set before the game rather than with the `O' + command; see the section on options below. Precede `O' with the `m' prefix to show advanced options. ^O Show overview. - Shortcut for "#overview": list interesting dungeon levels vis- + Shortcut for "#overview": list interesting dungeon levels vis- ited. - (Prior to 3.6.0, `^O' was a debug mode command which listed the - placement of all special levels. Use "#wizwhere" to run that + (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 but will accept an accessory and attempt to put that on.) @@ -918,7 +918,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -930,10 +930,10 @@ 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. @@ -946,16 +946,16 @@ 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. @@ -979,12 +979,12 @@ 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 + 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 - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1010,8 +1010,8 @@ 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. @@ -1024,33 +1024,33 @@ 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. 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.) - 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. - 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 - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1060,16 +1060,16 @@ - "discovery mode", which has now been moved to "#exploremode" and + "discovery mode", which has now been moved to "#exploremode" and M-X.) ^X Display basic information about your character. - Displays name, role, race, gender (unless role name makes that - redundant, such as Caveman or Priestess), and alignment, along - with your patron deity and his or her opposition. It also shows - most of the various items of information from the status line(s) - in a less terse form, including several additional things which + 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. @@ -1085,7 +1085,7 @@ 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. @@ -1116,7 +1116,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1174,15 +1174,15 @@ 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 - "#terrain" instead. + Many terminals have an option to swap the and keys, so typing the key might not execute this com- + mand. If that happens, you can use the extended command "#ter- + rain" instead. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1198,20 +1198,20 @@ 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 in- + ventory slot to another so that it has a letter which is more + meaningful for you or that it will appear in a particular loca- + tion when inventory listings are displayed. You can move to a + currently empty slot, or if the destination is occupied--and + won't merge--the item there will swap slots with the one being + moved. "#adjust" can also be used to split a stack of objects; when choosing the item to adjust, enter a count prior to its let- ter. @@ -1222,7 +1222,7 @@ 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 @@ -1248,7 +1248,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1294,7 +1294,7 @@ 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 @@ -1307,14 +1307,14 @@ 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'. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1325,7 +1325,7 @@ #enhance - Advance or check weapon and spell skills. Autocompletes. De- + Advance or check weapon and spell skills. Autocompletes. De- fault key is `M-e'. #exploremode @@ -1354,13 +1354,13 @@ tinct. The display order is the same as is used by #vanquished. The `m' - prefix brings up a menu of available sorting orders, and doing - that for either #genocided or #vanquished changes the order for + 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 + If the sorting order is "count high to low" or "count low to + high" (which are applicable for #vanquished), that will be ig- + nored for #genocided and alphabetical will be used instead. The menu omits those two choices when used for #genocide. Autocompletes. Default key is `M-g'. @@ -1380,7 +1380,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1423,7 +1423,7 @@ 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". @@ -1438,15 +1438,15 @@ Look at what is here, under you. Default key is `:'. #loot - Loot a box or bag on the floor beneath you, or the saddle from a + 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- + moving a saddle. Default key is `M-l', and also `l' if num- ber_pad is on. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1457,11 +1457,11 @@ #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'. @@ -1512,7 +1512,7 @@ tion:quit option to require a response of yes instead. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1526,10 +1526,10 @@ 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- + If persistent inventory display is supported and enabled (with + the perm_invent option), interact with it instead of with the + map. You'll be prompted for menu scrolling keystrokes such as + `>' and `<'. Press Return or Escape to resume normal play. De- fault key is `|'. #pickup @@ -1578,7 +1578,7 @@ Read a scroll, a spellbook, or something else. Default key is - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1644,7 +1644,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1665,20 +1665,20 @@ #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), leashes attached to pets). Will display a menu if there are more than one or if the command is preceded by the `m' prefix. @@ -1686,8 +1686,8 @@ #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 slot. @@ -1700,8 +1700,8 @@ 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 @@ -1710,7 +1710,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1721,10 +1721,10 @@ #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 @@ -1734,10 +1734,10 @@ 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 @@ -1753,21 +1753,21 @@ 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. - 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 @@ -1776,7 +1776,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1797,17 +1797,17 @@ 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 of a path to that location. See also #retravel. @@ -1842,7 +1842,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1854,13 +1854,13 @@ 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 + monsters list contains at least two types of monsters). + Whichever 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'. @@ -1868,23 +1868,23 @@ #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 in- + cluded. If there are more than one, you can use the windowtype + option in your run-time configuration file to select the one you want. Autocompletes. Default key is `M-v'. #versionshort - Show the program's version number, plus the date and time that - the running copy was built from sources (not the version's re- + Show the program's version number, plus the date and time that + the running copy was built from sources (not the version's re- lease date). Default key is `v'. #vision Show vision array. Autocompletes. Debug mode only. #wait - Rest one move while doing nothing. Default key is `.', and also + Rest one move while doing nothing. Default key is `.', and also ` ' if rest_on_space is on. #wear @@ -1894,7 +1894,7 @@ 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 @@ -1908,7 +1908,7 @@ bug mode only. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1935,7 +1935,7 @@ 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 @@ -1953,20 +1953,20 @@ fault 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 @@ -1974,7 +1974,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -1985,11 +1985,11 @@ #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 @@ -2003,9 +2003,9 @@ - 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 first letter of the command. On Windows and MS-DOS, the "Alt" key can be used in this fashion. @@ -2040,7 +2040,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2106,7 +2106,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2166,13 +2166,13 @@ 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 + 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. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2190,7 +2190,7 @@ them). Some monsters who can open doors can also use unlocking tools. And some (giants) can smash doors. - Secret doors are hidden and appear to be ordinary wall (from in- + 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- @@ -2201,7 +2201,7 @@ There are traps throughout the dungeon to snare the unwary in- truder. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out (see below). A trap usually won't - appear on your map until you trigger it by moving onto it, you see + 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 @@ -2209,9 +2209,9 @@ 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. @@ -2230,15 +2230,15 @@ 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 al- + ways the same: another portal which can take you back. Others are one-way and send you to a specific destination level but not necessar- ily to a specific location there. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2253,26 +2253,26 @@ game, you operate as a warehouse worker who pushes crates around ob- stacles to position them at designated locations. In NetHack, the goal is to push boulders into pits or holes until those traps have all - been nullified, giving access to whatever is beyond them. In the - Sokoban game, you can only move in the four cardinal compass direc- - tions, and a crate in its final destination blocks further access to - that spot. In the Sokoban levels of NetHack, you can move diagonally - (unless that would let you pass between two neighboring boulders) but - you can only push boulders in the four cardinal directions, and a - boulder which fills a pit or hole removes both the boulder and the - trap so opens up normal access to that spot. With careful foresight, - it is possible to complete all of the levels according to the tradi- - tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often - need to move things away from their eventual destinations in order to - open up more room to maneuver.) Since NetHack does not support an - undo capability, some allowances are permitted in case you get stuck. - For example, each level has at least one extra boulder. Also, it is - possible to drop everything in order to be able to squeeze into the - same location as a boulder (and then presumably move past it), or to - destroy a boulder with magic or tools, or to create new boulders with - a scroll of earth. However, doing such things will lower your luck - without any specific message given about that. See the Conduct sec- - tion for information about getting feedback for your actions in + been nullified, giving access to whatever is beyond them. In the + Sokoban game, you can only move in the four cardinal compass direc- + tions, and a crate in its final destination blocks further access to + that spot. In the Sokoban levels of NetHack, you can move diagonally + (unless that would let you pass between two neighboring boulders) but + you can only push boulders in the four cardinal directions, and a + boulder which fills a pit or hole removes both the boulder and the + trap so opens up normal access to that spot. With careful foresight, + it is possible to complete all of the levels according to the tradi- + tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often + need to move things away from their eventual destinations in order to + open up more room to maneuver.) Since NetHack does not support an + undo capability, some allowances are permitted in case you get stuck. + For example, each level has at least one extra boulder. Also, it is + possible to drop everything in order to be able to squeeze into the + same location as a boulder (and then presumably move past it), or to + destroy a boulder with magic or tools, or to create new boulders with + a scroll of earth. However, doing such things will lower your luck + without any specific message given about that. See the Conduct sec- + tion for information about getting feedback for your actions in Sokoban. 5.3. Stairs and ladders (`<', `>') @@ -2283,18 +2283,18 @@ 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 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 @@ -2304,7 +2304,7 @@ tures will displace you during the climb. When that occurs, the pet - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2326,33 +2326,33 @@ 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 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 @@ -2361,16 +2361,16 @@ * 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. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2410,18 +2410,18 @@ 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 @@ -2436,7 +2436,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2448,26 +2448,26 @@ 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 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 + 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 + 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. @@ -2477,32 +2477,32 @@ 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. - 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 + The extended command "#chat" can be used to interact with an ad- + jacent monster. There is no actual dialog (in other words, you don't + get to choose what you'll say), but chatting with some monsters such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting - If you see a monster and you wish to fight it, just attempt to + If you see a monster and you wish to fight it, just attempt to walk into it. Many monsters you find will mind their own business un- less you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2515,11 +2515,11 @@ 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- + be error prone if you're using `y' to move. You can set the para- + noid_confirmation:attack option to require a response of "yes" in- stead. - If you can't see a monster (if it is invisible, or if you are + If you can't see a monster (if it is invisible, or if you are blinded), the symbol `I' will be shown when you learn of its presence. If you attempt to walk into it, you will try to fight it just like a monster that you can see; of course, if the monster has moved, you @@ -2531,7 +2531,7 @@ 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or pony - (`u'), which follows you about the dungeon and fights monsters with + (`u'), which follows you about the dungeon and fights monsters with you. Like you, your pet needs food to survive. Dogs and cats usually feed themselves on fresh carrion and other meats; horses need vegetar- ian food which is harder to come by. If you're worried about your pet @@ -2545,9 +2545,9 @@ Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become - wild. Similarly, when you trigger certain types of traps which alter - your location (for instance, a trap door which drops you to a lower - dungeon level), any adjacent pet will accompany you and any non-adja- + wild. Similarly, when you trigger certain types of traps which alter + your location (for instance, a trap door which drops you to a lower + dungeon level), any adjacent pet will accompany you and any non-adja- cent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. @@ -2556,19 +2556,19 @@ Some types of creatures in the dungeon can actually be ridden if you have the right equipment and skill. Convincing a wild beast to let you saddle it up is difficult to say the least. Many a dungeoneer - has had to resort to magic and wizardry in order to forge the al- - liance. Once you do have the beast under your control however, you - can easily climb in and out of the saddle with the "#ride" command. - Lead the beast around the dungeon when riding, in the same manner as - you would move yourself. It is the beast that you will see displayed + has had to resort to magic and wizardry in order to forge the al- + liance. Once you do have the beast under your control however, you + can easily climb in and out of the saddle with the "#ride" command. + Lead the beast around the dungeon when riding, in the same manner as + you would move yourself. It is the beast that you will see displayed on the map. - Riding skill is managed by the "#enhance" command. See the sec- + Riding skill is managed by the "#enhance" command. See the sec- tion on Weapon proficiency for more information about that. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2578,7 +2578,7 @@ - Use the `a' (apply) command and pick a saddle in your inventory + Use the `a' (apply) command and pick a saddle in your inventory to attempt to put that saddle on an adjacent creature. If successful, it will be transferred to that creature's inventory. @@ -2589,8 +2589,8 @@ 6.4. Bones levels You may encounter the shades and corpses of other adventurers (or - even former incarnations of yourself!) and their personal effects. - Ghosts are hard to kill, but easy to avoid, since they're slow and do + even former incarnations of yourself!) and their personal effects. + Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its @@ -2614,27 +2614,27 @@ 7. Objects - When you find something in the dungeon, it is common to want to - pick it up. In NetHack, this is accomplished by using the `,' com- - mand. If autopickup option is on, you will automatically pick up the + When you find something in the dungeon, it is common to want to + pick it up. In NetHack, this is accomplished by using the `,' com- + mand. If autopickup option is on, you will automatically pick up the object by walking over, unless you move with the `m' prefix. - If you're carrying too many items, NetHack will tell you so and - you won't be able to pick up anything more. Otherwise, it will add + If you're carrying too many items, NetHack will tell you so and + you won't be able to pick up anything more. Otherwise, it will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight of - that object to your load. The amount that you can carry depends on - your strength and your constitution. The stronger and sturdier you - are, the less the additional load will affect you. There comes a - point, though, when the weight of all of that stuff you are carrying + As you add items to your inventory, you also add the weight of + that object to your load. The amount that you can carry depends on + your strength and your constitution. The stronger and sturdier you + are, the less the additional load will affect you. There comes a + point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you. Your reactions will get slower and you'll burn calories faster, requiring food more frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2663,11 +2663,11 @@ scription are the same type. However, the descriptions will vary from game to game. - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't ex- - tremely obvious, you will be asked what you want to call this type of - object so you will recognize it later. You can also use the "#name" - command, for the same purpose at any time, to name all objects of a + 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. @@ -2678,29 +2678,29 @@ 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 "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- + 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 - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2713,17 +2713,17 @@ onto an altar will reveal their bless or curse state provided that you can see them land. - An item with unknown status will be reported in your inventory - with no prefix. An item which you know the state of will be distin- - guished in your inventory by the presence of the word cursed, un- - cursed, or blessed in the description of the item. In some cases un- - cursed will be omitted as being redundant when enough other informa- - tion is displayed. The implicit_uncursed option can be used to con- - trol this; toggle it off to have uncursed be displayed even when that + An item with unknown status will be reported in your inventory + with no prefix. An item which you know the state of will be distin- + guished in your inventory by the presence of the word cursed, un- + cursed, or blessed in the description of the item. In some cases un- + cursed will be omitted as being redundant when enough other informa- + tion is displayed. The implicit_uncursed option can be used to con- + trol this; toggle it off to have uncursed be displayed even when that can be deduced from other attributes. - Sometimes the bless or curse state of objects is referred to as - their "BUC" attribute, for Blessed, Uncursed, or Cursed state, or + 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.) @@ -2747,12 +2747,12 @@ 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; @@ -2762,11 +2762,11 @@ 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. + ready to use by setting things up with the `x' command, which ex- + changes your primary (the one being wielded) and alternate weapons. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2776,22 +2776,22 @@ - 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 + And if you have proficiency in the "two weapon combat" skill, you may + wield both weapons simultaneously as primary and secondary; use the + `X' command to engage or disengage that. Only some types of charac- + ters (barbarians, for instance) have the necessary skill available. + Even with that skill, using two weapons at once incurs a penalty in + the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon at + There might be times when you'd rather not wield any weapon at all. To accomplish that, wield `-', or else use the `A' command which allows you to unwield the current weapon in addition to taking off other worn items. Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to mon- - sters in NetHack. Some of the more obscure weapons (such as the + 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. @@ -2803,9 +2803,9 @@ 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. + 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 @@ -2832,7 +2832,7 @@ quiver. The fire command also has extra assistance, if fireassist is - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2849,7 +2849,7 @@ 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 + 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 @@ -2878,27 +2878,27 @@ 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 un- + skilled and be limited to basic.) Some characters can enhance their + barehanded combat or martial arts skill beyond expert to "master" or "grand master". - Use of a weapon in which you're restricted or unskilled will in- - cur a modest penalty in the chance to hit a monster and also in the - amount of damage done when you do hit; at basic level, there is no - penalty or bonus; at skilled level, you receive a modest bonus in the + Use of a weapon in which you're restricted or unskilled will in- + cur a modest penalty in the chance to hit a monster and also in the + amount of damage done when you do hit; at basic level, there is no + penalty or bonus; at skilled level, you receive a modest bonus in the chance to hit and amount of damage done; at expert level, the bonus is higher. A successful hit has a chance to boost your training towards the next skill level (unless you've already reached the limit for this - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2917,12 +2917,12 @@ 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 @@ -2964,7 +2964,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -2988,14 +2988,14 @@ 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- + AC (making the overall value smaller and eventually negative) but can + also be enchanted. Shirts are an exception; they don't provide any + protection unless enchanted. Some cloaks also don't improve AC when + unenchanted but all cloaks offer some protection against rust or cor- + rosion to suits worn under them and against some monster touch at- tacks. - If a piece of armor is enchanted, its armor protection will be + 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 @@ -3005,11 +3005,11 @@ 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 @@ -3027,10 +3027,10 @@ 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 + "food." Many, but not all, of these are edible; some also give you - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3040,10 +3040,10 @@ - special powers when you eat them. A good rule of thumb is "you are + 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- + 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. @@ -3064,7 +3064,7 @@ or blessed, and how many uses it has left. Some objects of subtle en- chantment are difficult to identify without these. - A mail daemon may run up and deliver mail to you as a scroll of + 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 @@ -3080,11 +3080,11 @@ 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 into a potion. @@ -3096,7 +3096,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3109,9 +3109,9 @@ 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 + 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. @@ -3123,12 +3123,12 @@ 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 @@ -3162,7 +3162,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3177,17 +3177,17 @@ 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. + 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 + 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 @@ -3196,14 +3196,14 @@ 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- + 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 @@ -3213,8 +3213,8 @@ 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 spell. @@ -3228,7 +3228,7 @@ - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3254,47 +3254,47 @@ 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- + you are standing on top of it (that is, on the same floor spot), or + with the `a' (apply) command when you are carrying it. However, + chests are often locked, and are in any case unwieldy objects. You + must set one down before unlocking it by using a key or lock-picking + tool with the `a' (apply) command, by kicking it with the `^D' com- + mand, or by using a weapon to force the lock with the "#force" ex- tended command. - Some chests are trapped, causing nasty things to happen when you - unlock or open them. You can check for and try to deactivate traps + Some chests are trapped, causing nasty things to happen when you + unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command. - When the contents of a container are known, that container will - be described as something like "a sack containing 3 items". In this - example, the 3 refers to number of stacks of compatible items, not to - the total number of individual items. So a sack holding 2 blue po- - tions, 7 arrows, and 350 gold pieces would be described as having 3 - items rather than 10 or 359. + 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 + 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 another option of pouring the - conteints 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 - harmful, which are activated by putting them on. - NetHack 3.7.0 January 19, 2024 + + + NetHack 3.7.0 January 29, 2024 @@ -3304,6 +3304,12 @@ + 7.11. Amulets (`"') + + Amulets are very similar to rings, and often more powerful. Like + rings, amulets have various magical properties, some beneficial, some + harmful, which are activated by putting them on. + 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. @@ -3311,7 +3317,7 @@ 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 + 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. @@ -3322,16 +3328,16 @@ 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 pick-axe. It is possible to move onto a boulder's location if certain @@ -3352,15 +3358,9 @@ shown as ``' but by the letter representing the monster they depict instead. - 7.14. Gold (`$') - - Gold adds to your score, and you can buy things in shops with it. - There are a number of monsters in the dungeon that may be influenced - by the amount of gold you are carrying (shopkeepers aside). - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3370,8 +3370,14 @@ - Gold pieces are the only type of object where bless/curse state - does not apply. They're always uncursed but never described as un- + 7.14. Gold (`$') + + Gold adds to your score, and you can buy things in shops with it. + There are a number of monsters in the dungeon that may be influenced + by the amount of gold you are carrying (shopkeepers aside). + + 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 @@ -3381,12 +3387,12 @@ 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 @@ -3394,7 +3400,7 @@ 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. @@ -3413,20 +3419,14 @@ 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, - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3436,29 +3436,34 @@ + 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 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 - 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 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 @@ -3473,10 +3478,10 @@ 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. @@ -3486,13 +3491,8 @@ and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet. - In NetHack, a pacifist refuses to cause the death of any other - monster (i.e. if you would get experience for the death). This is a - particularly difficult challenge, although it is still possible to - gain experience by other means. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3502,12 +3502,17 @@ + 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 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 + ing a scroll; or making an engraving of anything other than a single + "X" (the traditional signature of an illiterate person). Reading an + engraving, or any item that is absolutely necessary to win the game, + is not counted against this conduct. The identity of scrolls and spellbooks (and knowledge of spells) in your starting inventory is as- sumed to be learned from your teachers prior to the start of the game and isn't counted. @@ -3520,45 +3525,40 @@ 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- 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, 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 - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -3568,8 +3568,14 @@ - to limit the number of questions during disclosure. Listed here - roughly in order of difficulty and not necessarily in the order in + 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 which you might accomplish them. - Attained rank title . @@ -3586,7 +3592,7 @@ Mines' End - Explored to the bottom of the Gnomish Mines and found a special item there. Medusa - Defeated Medusa. - Tune - Discovered the tune that can be used to open and close + 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. @@ -3603,28 +3609,22 @@ 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 - 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 - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3634,18 +3634,24 @@ + 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 achievement. The Medusa achievement is recorded if she dies for any reason, even if you are not directly responsible, and only if she dies. The 5-note tune can be learned via trial and error with a musical - instrument played closely enough--but not too close!--to the Castle + instrument played closely enough--but not too close!--to the Castle level's drawbridge or can be given to you via prayer boon. - Blind, Deaf, and Nudist are also conducts, and they can only be - enabled by setting the correspondingly named option in NETHACKOPTIONS - or run-time configuration file prior to game start. In the case of + Blind, Deaf, and Nudist are also conducts, and they can only be + enabled by setting the correspondingly named option in NETHACKOPTIONS + or run-time configuration file prior to game start. In the case of Blind and Deaf, the option also enforces the conduct. They aren't re- ally significant accomplishments unless/until you make substantial progress into the dungeon. @@ -3659,19 +3665,19 @@ 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- + fore starting the game or a global configuration for system adminis- trators. 9.2. Using a configuration file - The default name of the configuration file varies on different + 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. @@ -3683,14 +3689,8 @@ "%USERPROFILE%\NetHack\". If you have not created the configuration file, NetHack will create one for you using the default template file. - On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe. - Any line in the configuration file starting with `#' is treated - as a comment and ignored. Empty lines are ignored. - - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3700,31 +3700,36 @@ + On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe. + + Any line in the configuration file starting with `#' is treated + as a comment and ignored. Empty lines are ignored. + Any line beginning with `[' and ending in `]' is a section marker - (the closing `]' can be followed by whitespace and then an arbitrary - comment beginning with `#'). The text between the square brackets is - the section name. Section markers are only valid after a CHOOSE di- - rective and their names are case insensitive. Lines after a section - marker belong to that section up until another section starts or a - marker without a name is encountered or the file ends. Lines within - sections are ignored unless a CHOOSE directive has selected that sec- + (the closing `]' can be followed by whitespace and then an arbitrary + comment beginning with `#'). The text between the square brackets is + the section name. Section markers are only valid after a CHOOSE di- + rective and their names are case insensitive. Lines after a section + marker belong to that section up until another section starts or a + marker without a name is encountered or the file ends. Lines within + sections are ignored unless a CHOOSE directive has selected that sec- tion. - You can use different configuration directives in the file, some - of which can be used multiple times. In general, the directives are - written in capital letters, followed by an equals sign, followed by + 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 + There are two types of options, boolean and compound options. + Boolean 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: @@ -3749,14 +3754,9 @@ The location that bones files are kept. Defaults to HACKDIR, must be writable. - LOCKDIR - The location that file synchronization locks are stored. Defaults to - HACKDIR, must be writable. - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3766,6 +3766,10 @@ + LOCKDIR + The location that file synchronization locks are stored. Defaults to + HACKDIR, must be writable. + TROUBLEDIR The location that a record of game aborts and self-diagnosed game problems is kept. Defaults to HACKDIR, must be writable. @@ -3773,7 +3777,7 @@ AUTOCOMPLETE Enable or disable an extended command autocompletion. Autocomple- tion has no effect for the X11 windowport. You can specify multiple - autocompletions. To enable autocompletion, list the extended com- + autocompletions. To enable autocompletion, list the extended com- mand. Prefix the command with "!" to disable the autocompletion for that command. @@ -3816,13 +3820,9 @@ MENUCOLOR Highlight menu lines with different colors. See the "Configuring - Menu Colors" section. - - MSGTYPE - Change the way messages are shown in the top status line. See the - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3832,6 +3832,10 @@ + Menu Colors" section. + + MSGTYPE + Change the way messages are shown in the top status line. See the "Configuring Message Types" section. ROGUESYMBOLS @@ -3857,8 +3861,8 @@ 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: @@ -3869,6 +3873,31 @@ Here is an example of configuration file contents: + + + + + + + + + + + + + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 60 + + + # Set your character's role, race, gender, and alignment. OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful # @@ -3887,23 +3916,10 @@ - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 60 - - - - - 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, 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 @@ -3927,34 +3943,18 @@ 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 + plied and comma separated options are processed from right to left. + Other types of configuration directives such as BIND or MSGTYPE are not allowed. - Instead of a comma-separated list of options, NETHACKOPTIONS can - be set to the full name of a configuration file you want to use. If - that full name doesn't start with a slash, precede it with `@' (at- - sign) to let NetHack know that the rest is intended as a file name. + Instead of a comma-separated list of options, NETHACKOPTIONS can + be set to the full name of a configuration file you want to use. If + that full name doesn't start with a slash, precede it with `@' (at- + sign) to let NetHack know that the rest is intended as a file name. If it does start with `/', the at-sign is optional. - 9.4. Customization options - Here are explanations of what the various options do. Character - strings that are too long may be truncated. Some of the options - listed may be inactive in your dungeon. - - Some options are persistent, and are saved and reloaded along - with the game. Changing a persistent option in the configuration file - applies only to new games. - - accessiblemsg - Add location or direction information to messages (default is off). - - acoustics - Enable messages about what your character hears (default on). Note - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -3964,20 +3964,35 @@ + 9.4. Customization options + + Here are explanations of what the various options do. Character + strings that are too long may be truncated. Some of the options + listed may be inactive in your dungeon. + + Some options are persistent, and are saved and reloaded along + with the game. Changing a persistent option in the configuration file + applies only to new games. + + accessiblemsg + Add location or direction information to messages (default is off). + + acoustics + Enable messages about what your character hears (default on). Note 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 role for a description of how to use negation to exclude choices. Default is random. Cannot be set with the `O' command. Persistent. autodescribe - Automatically describe the terrain under cursor when asked to get a - location on the map (default true). The whatis_coord option con- + 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 @@ -3989,20 +4004,32 @@ 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 + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 62 + + + 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. @@ -4018,24 +4045,12 @@ 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; - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 62 - - - - 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 untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on doors); @@ -4045,10 +4060,10 @@ 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. @@ -4060,15 +4075,27 @@ 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 + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 63 + + + "character:Monk"). See role for more details. checkpoint @@ -4083,19 +4110,6 @@ Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). Persistent. - - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 63 - - - dark_room Show out-of-sight areas of lit rooms (default on). Persistent. @@ -4136,6 +4150,18 @@ # - disclose it without prompting, ask for sort order. Asking refers to picking one of the orderings from a menu. The `+' + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 64 + + + 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. @@ -4146,23 +4172,12 @@ 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. - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 64 - - - - 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 them that you hadn't discovered. @@ -4187,9 +4202,9 @@ 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 @@ -4201,24 +4216,9 @@ Commands asking for an inventory item show a menu instead of a text query with possible menu letters. Default is off. - fruit - Name a fruit after something you enjoy eating (for example - "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to some- - thing you find more appetizing than slime mold. Apples, oranges, - pears, bananas, and melons already exist in NetHack, so don't use - those. - - gender - Your starting gender (gender:male or gender:female). You may spec- - ify just the first letter. Although you can still denote your gen- - der using either of the deprecated male and female options, if the - gender option is also present it will take precedence. See role for - a description of how to use negation to exclude choices. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4228,21 +4228,36 @@ + fruit + Name a fruit after something you enjoy eating (for example + "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy + that NetHack uses from time to time. You should set this to some- + thing you find more appetizing than slime mold. Apples, oranges, + pears, bananas, and melons already exist in NetHack, so don't use + those. + + gender + Your starting gender (gender:male or gender:female). You may spec- + ify just the first letter. Although you can still denote your gen- + der using either of the deprecated male and female options, if the + gender option is also present it will take precedence. See role for + a description of how to use negation to exclude choices. + Default is random. Cannot be set with the `O' command. Persistent. goldX When filtering objects based on bless/curse state (BUCX), whether to - treat gold pieces as X (unknown bless/curse state, when "on") or U - (known to be uncursed, when "off", the default). Gold is never - blessed or cursed, but it is not described as "uncursed" even when + treat gold pieces as X (unknown bless/curse state, when "on") or U + (known to be uncursed, when "off", the default). Gold is never + blessed or cursed, but it is not described as "uncursed" even when the implicit_uncursed option is "off". help - If more information is available for an object looked at with the - `/' command, ask if you want to see it (default on). Turning help - off makes just looking at things faster, since you aren't inter- - rupted with the "More info?" prompt, but it also means that you - might miss some interesting and/or important information. Persis- + 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 @@ -4256,35 +4271,20 @@ In text windowing, text highlighting or inverse video is often used; with tiles, generally displays a heart symbol near pets. - With the curses interface, the petattr option controls how to high- - light pets and setting it will turn the hilite_pet option on or off - as warranted. + 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 + 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- + dowing you use. In text windowing, text highlighting or inverse + video is often used; with tiles, generally displays a small plus- symbol beside the object on the top of the pile. - hitpointbar - Show a hit point bar graph behind your name and title. Only avail- - able for TTY and Windows GUI, and only when statushilites is on. - - horsename - Name your starting horse (for example "horsename:Trigger"). Cannot - be set with the `O' command. - - ignintr - Ignore interrupt signals, including breaks (default off). Persis- - tent. - - implicit_uncursed - Omit "uncursed" from object descriptions when it can be deduced from - other aspects of the description (default on). Persistent. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4294,6 +4294,22 @@ + hitpointbar + Show a hit point bar graph behind your name and title. Only avail- + able for TTY and Windows GUI, and only when statushilites is on. + + horsename + Name your starting horse (for example "horsename:Trigger"). Cannot + be set with the `O' command. + + ignintr + Ignore interrupt signals, including breaks (default off). Persis- + tent. + + implicit_uncursed + Omit "uncursed" from object descriptions when it can be deduced from + other aspects of the description (default on). Persistent. + If you use menu coloring, you may want to turn this off. legacy @@ -4332,25 +4348,9 @@ menustyle Controls the method used when you need to choose various objects (in - response to the Drop (aka droptype) command, for instance). The - value specified should be the first letter of one of the following: - traditional, combination, full, or partial. Default is full. Per- - sistent. - - Traditional was the only method available for very early versions; - it consists of a prompt for object class characters, followed by an - object-by-object prompt for all items matching the selected object - class(es). Combination starts with a prompt for object class(es) of - interest, but then displays a menu of matching objects rather than - prompting one-by-one. Full displays a menu of object classes rather - than a character prompt, and then a menu of matching objects for se- - lection. (Choosing its `A' (Autoselect-All) choice skips the second - menu. To avoid choosing that by accident, set paranoid_confirm:Au- - toAll to require confirmation.) Partial skips the object class fil- - tering and immediately displays a menu of all objects. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4360,6 +4360,23 @@ + response to the Drop (aka droptype) command, for instance). The + value specified should be the first letter of one of the following: + traditional, combination, full, or partial. Default is full. Per- + sistent. + + Traditional was the only method available for very early versions; + it consists of a prompt for object class characters, followed by an + object-by-object prompt for all items matching the selected object + class(es). Combination starts with a prompt for object class(es) of + interest, but then displays a menu of matching objects rather than + prompting one-by-one. Full displays a menu of object classes rather + than a character prompt, and then a menu of matching objects for se- + lection. (Choosing its `A' (Autoselect-All) choice skips the second + menu. To avoid choosing that by accident, set paranoid_confirm:Au- + toAll to require confirmation.) Partial skips the object class fil- + tering and immediately displays a menu of all objects. + menu_deselect_all Key to deselect all items in a menu. Default `-'. @@ -4398,8 +4415,19 @@ menu_previous_page Key to go to the previous menu page. Default `<'. + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 68 + + + 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 @@ -4413,26 +4441,13 @@ left. Implemented for perm_invent only by curses and X11. Default `{'. - - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 68 - - - menu_shift_right Key to scroll a menu which has text beyond the right edge to the right. Implemented for perm_invent only by curses and X11. Default `}'. monpolycontrol - Prompt for new form whenever any monster changes shape (default + Prompt for new form whenever any monster changes shape (default off). Debug mode only. montelecontrol @@ -4450,12 +4465,12 @@ 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: s - single message (default; only choice prior to 3.4.0); @@ -4463,26 +4478,11 @@ f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified (which - defaults to "full"), or it can be negated (which defaults to "sin- - gle"). - - name - Set your character's name (defaults to your user name). You can - also set your character's role by appending a dash and one or more - letters of the role (that is, by suffixing one of -A -B -C -H -K -M - -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random - one will be automatically chosen. Cannot be set with the `O' com- - mand. - - news - Read the NetHack news file, if present (default on). Since the news - is shown at the beginning of the game, there's no point in setting - this with the `O' command. + For backward compatibility, no value needs to be specified (which + defaults to "full"), or it can be negated (which defaults to - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4492,6 +4492,21 @@ + "single"). + + name + Set your character's name (defaults to your user name). You can + also set your character's role by appending a dash and one or more + letters of the role (that is, by suffixing one of -A -B -C -H -K -M + -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random + one will be automatically chosen. Cannot be set with the `O' com- + mand. + + news + Read the NetHack news file, if present (default on). Since the news + is shown at the beginning of the game, there's no point in setting + this with the `O' command. + nudist Start the character with no armor (default false). Persistent. @@ -4531,6 +4546,18 @@ swim". Confirm - for any prompts which are set to require "yes" rather + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 70 + + + than `y', also require "no" to reject instead of ac- cepting any non-yes response as no; changes pray and AutoAll to require "yes" or `no' too; @@ -4546,22 +4573,10 @@ wand with the apply command; eating - require "yes" rather than `y' to confirm whether to continue eating; - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 70 - - - 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 @@ -4573,30 +4588,42 @@ set, use the `m' movement prefix when adjacent); AutoAll - require confirmation when the `A' (Autoselect-All) choice is selected in object class filtering menus for - menustyle:Full; (to require "yes" rather than just + 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 and swim choices are enabled, the others dis- - abled. To disable them without setting any of the other choices, - use paranoid_confirmation:none. To keep them enabled while setting - any of the others, you can include them in the new list, such as + By default, the pray and swim choices are enabled, the others dis- + abled. To disable them without setting any of the other choices, + use paranoid_confirmation:none. To keep them enabled while setting + any of the others, you can include them in the new list, such as paranoid_confirmation:attack pray swim Remove or you can precede the first entry in the list with a plus sign, paranoid_confirmation:+at- - tack Remove. To remove an entry that has been previously set with- - out removing others, precede the first entry in the list with a mi- + tack Remove. To remove an entry that has been previously set with- + out removing others, precede the first entry in the list with a mi- nus sign, paranoid_confirmation:-swim. To both add some new entries and remove some old ones, you can use mulitple paranoid_confirmation - option settings, or you can use the `+' form and list entries to be - added by their name and entries to be removed by `!' and name. The + option settings, or you can use the `+' form and list entries to be + added by their name and entries to be removed by `!' and name. The positive (no `!') and negative (with `!') entries can be intermixed. perm_invent - If true, always display your current inventory in a window (default + If true, always display your current inventory in a window (default false). + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 71 + + + This only makes sense for windowing system interfaces that implement this feature. For those that do, the perminv_mode option can be used to refine what gets displayed for perm_invent. Setting that to @@ -4612,18 +4639,6 @@ in-use - only show items which are in use (worn, wielded, lit lamp). Default is none but if perm_invent gets set to true while it is none - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 71 - - - it will be changed to all. Note: if gold has been equipped in quiver/ammo-pouch then it will be @@ -4631,56 +4646,41 @@ petattr Specifies one or more text highlighting attributes to use when show- - ing pets on the map. Effectively a superset of the hilite_pet bool- - ean option. Curses interface only; value is one or more of the fol- - lowing letters. - - n - Normal text (no highlighting) - i - Inverse video (default) - b - Bold text - u - Underlined text - k - blinKing text - d - Dim text - t - iTalic text - l - Left line indicator - r - Right line indicator - - Some of those choices might not work, particularly the final three, - depending upon terminal hardware or terminal emulation software. + ing pets on the map. Effectively a superset of the hilite_pet + boolean option. Curses or tty interface only; value is one of none, + bold, dim, underline, italic, blink, and inverse. Some of those + choices might not work, depending upon terminal hardware or terminal + emulation software. Currently multiple highlight-style letters can be combined by simply - stringing them together (for example, "bk"), but in the future they - might require being separated by plus signs (such as "b+k", which - works already). When using the `n' choice, it should be specified + stringing them together (for example, "bk"), but in the future they + might require being separated by plus signs (such as "b+k", which + works already). When using the `n' choice, it should be specified on its own, not in combination with any of the other letters. pettype Specify the type of your initial pet, if you are playing a character class that uses multiple types of pets; or choose to have no initial - pet at all. Possible values are "cat", "dog", "horse", and "none". + pet at all. Possible values are "cat", "dog", "horse", and "none". If the choice is not allowed for the role you are currently playing, it will be silently ignored. For example, "horse" will only be hon- ored when playing a knight. Cannot be set with the `O' command. pickup_burden - When you pick up an item that would exceed this encumbrance level - (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- - Loaded), you will be asked if you want to continue. (Default `S'). + When you pick up an item that would exceed this encumbrance level + (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- + Loaded), you will be asked if you want to continue. (Default `S'). Persistent. pickup_stolen - If this option is on and autopickup is also on, try to pick up - things that a monster stole from you, even if they aren't in + If this option is on and autopickup is also on, try to pick up + things that a monster stole from you, even if they aren't in pickup_types or match an autopickup exception. Default is on. Per- sistent. - pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or match - an autopickup exception. Default is on. Persistent. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4690,24 +4690,29 @@ + pickup_thrown + If this option is on and autopickup is also on, try to pick up + things that you threw, even if they aren't in pickup_types or match + an autopickup exception. Default is on. Persistent. + pickup_types Specify the object types to be picked up when autopickup is on. De- fault is all types. Persistent. - The value is a list of object symbols, such as pickup_types:$?! to - pick up gold, scrolls, and potions. You can use autopickup_excep- + The value is a list of object symbols, such as pickup_types:$?! to + pick up gold, scrolls, and potions. You can use autopickup_excep- tion configuration file lines to further refine autopickup behavior. - There is no way to set pickup_types to "none". (Setting it to an - empty value reverts to "all".) If you want to avoid automatically - picking up any types of items but do want to have autopickup on in - order to have autopickup_exception settings control what you do and - don't pick up, you can set pickup_types to `.'. That is the type - symbol for venom and you won't come across any venom items so won't + There is no way to set pickup_types to "none". (Setting it to an + empty value reverts to "all".) If you want to avoid automatically + picking up any types of items but do want to have autopickup on in + order to have autopickup_exception settings control what you do and + don't pick up, you can set pickup_types to `.'. That is the type + symbol for venom and you won't come across any venom items so won't unintentionally pick such up. pile_limit - When walking across a pile of objects on the floor, threshold at + When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively @@ -4716,18 +4721,18 @@ playmode Values are "normal", "explore", or "debug". Allows selection of ex- - plore mode (also known as discovery mode) or debug mode (also known - as wizard mode) instead of normal play. Debug mode might only be - allowed for someone logged in under a particular user name (on - multi-user systems) or specifying a particular character name (on - single-user systems) or it might be disabled entirely. Requesting + plore mode (also known as discovery mode) or debug mode (also known + as wizard mode) instead of normal play. Debug mode might only be + allowed for someone logged in under a particular user name (on + multi-user systems) or specifying a particular character name (on + single-user systems) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. Default is normal play. pushweapon Using the `w' (wield) command when already wielding something pushes - the old item into your alternate weapon slot (default off). Like- - wise for the `a' (apply) command if it causes the applied item to + the old item into your alternate weapon slot (default off). Like- + wise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. quick_farsight @@ -4738,15 +4743,10 @@ ance spell where pausing to examine revealed objects or monsters is less intrusive. Default is off. Persistent. - race - Selects your race (for example, race:human). Choices are human, - dwarf, elf, gnome, and orc but most roles restrict which of the non- - human races are allowed. See role for a description of how to use - negation to exclude choices. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4756,10 +4756,16 @@ + race + Selects your race (for example, race:human). Choices are human, + dwarf, elf, gnome, and orc but most roles restrict which of the non- + human races are allowed. See role for a description of how to use + negation to exclude choices. + Default is random. Cannot be set with the `O' command. Persistent. rest_on_space - Make the space bar a synonym for the `.' (#wait) command (default + Make the space bar a synonym for the `.' (#wait) command (default off). Persistent. role @@ -4777,7 +4783,7 @@ OPTIONS=role:!arc !bar !kni OPTIONS=!role:arc bar kni - There can be multiple instances of the role option if they're all + There can be multiple instances of the role option if they're all negations. Default is random. Cannot be set with the `O' command. Persistent. @@ -4788,7 +4794,7 @@ rogue level. rlecomp - When writing out a save file, perform run length compression of the + When writing out a save file, perform run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. @@ -4804,15 +4810,9 @@ crawl - like walk, but pause briefly after each step. This option only affects the game's screen display, not the actual - results of moving. The default is "run"; versions prior to 3.4.1 - used "teleport" only. Whether or not the effect is noticeable will - depend upon the window port used or on the type of terminal. Per- - sistent. - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4822,36 +4822,41 @@ + results of moving. The default is "run"; versions prior to 3.4.1 + used "teleport" only. Whether or not the effect is noticeable will + depend upon the window port used or on the type of terminal. Per- + sistent. + safe_pet Prevent you from (knowingly) attacking your pets (default on). Per- sistent. safe_wait - Prevents you from waiting or searching when next to a hostile mon- + Prevents you from waiting or searching when next to a hostile mon- ster (default on). Persistent. sanity_check - Evaluate monsters, objects, and map prior to each turn (default + Evaluate monsters, objects, and map prior to each turn (default off). Debug mode only. scores - Control what parts of the score list you are shown at the end (for - example "scores:5 top scores/4 around my score/own scores"). Only - the first letter of each category (`t', `a', or `o') is necessary. + Control what parts of the score list you are shown at the end (for + example "scores:5 top scores/4 around my score/own scores"). Only + the first letter of each category (`t', `a', or `o') is necessary. Persistent. showexp - Show your accumulated experience points on bottom line (default + Show your accumulated experience points on bottom line (default off). Persistent. showrace - Display yourself as the glyph for your race, rather than the glyph - for your role (default off). Note that this setting affects only - the appearance of the display, not the way the game treats you. + Display yourself as the glyph for your race, rather than the glyph + for your role (default off). Note that this setting affects only + the appearance of the display, not the way the game treats you. Persistent. showscore - Show your approximate accumulated score on bottom line (default + Show your approximate accumulated score on bottom line (default off). Persistent. silent @@ -4871,14 +4876,9 @@ ject types partly-discovered via assigned name coming before fully identified types; c - list by class, alphabetically within each class; - a - list alphabetically across all classes. - - Can be interactively set via the `O' command or via using the `m' - prefix before the `\' or ``' command. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4888,6 +4888,11 @@ + a - list alphabetically across all classes. + + Can be interactively set via the `O' command or via using the `m' + prefix before the `\' or ``' command. + sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. @@ -4920,8 +4925,8 @@ index; z - order by count, low to high; ties broken by internal index. - Can be interactively set via the `m O' command or via using the `m' - prefix before either the #vanquished command or the #genocided com- + Can be interactively set via the `m O' command or via using the `m' + prefix before either the #vanquished command or the #genocided com- mand. sounds @@ -4938,13 +4943,8 @@ standout Boldface monsters and "--More--" (default off). Persistent. - statushilites - Controls how many turns status hilite behaviors highlight the field. - If negated or set to zero, disables status hiliting. See "Configur- - ing Status Hilites" for further information. - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -4954,6 +4954,11 @@ + statushilites + Controls how many turns status hilite behaviors highlight the field. + If negated or set to zero, disables status hiliting. See "Configur- + ing Status Hilites" for further information. + status_updates Allow updates to the status lines at the bottom of the screen (de- fault true). @@ -4965,18 +4970,18 @@ symset This option may be used to select one of the named symbol sets found - within "symbols" to alter the symbols displayed on the screen. Use + within "symbols" to alter the symbols displayed on the screen. Use "symset:default" to explicitly select the default symbols. time - Show the elapsed game time in turns on bottom line (default off). + Show the elapsed game time in turns on bottom line (default off). Persistent. timed_delay When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters - to the screen. (Applies to "tty" and "curses" interfaces only; - "X11" interface always uses a timer-based delay. The default is on + to the screen. (Applies to "tty" and "curses" interfaces only; + "X11" interface always uses a timer-based delay. The default is on if configured into the program.) Persistent. tips @@ -4995,22 +5000,17 @@ 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- + you make inadvertent mouse clicks on the map window. Does not af- fect traveling via the `_' ("#travel") command. Persistent. tutorial Play a tutorial level at the start of the game. Setting this option on or off in the config file will skip the query. - verbose - Provide more commentary during the game (default on). Persistent. - - whatis_coord - When using the `/' or `;' commands to look around on the map with - autodescribe on, display coordinates after the description. Also - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -5020,6 +5020,12 @@ + verbose + Provide more commentary during the game (default on). Persistent. + + whatis_coord + When using the `/' or `;' commands to look around on the map with + autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: @@ -5068,15 +5074,9 @@ When used, it should be the first option set since its value might enable or disable the availability of various other options. For - multiple lines in a configuration file, that would be the first non- - comment line. For a comma-separated list in NETHACKOPTIONS or an - OPTIONS line in a configuration file, that would be the rightmost - option in the list. - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5086,12 +5086,17 @@ + multiple lines in a configuration file, that would be the first non- + comment line. For a comma-separated list in NETHACKOPTIONS or an + OPTIONS line in a configuration file, that would be the rightmost + option in the list. + wizweight - Augment object descriptions with their objects' weight (default + Augment object descriptions with their objects' weight (default off). Debug mode only. zerocomp - When writing out a save file, perform zero-comp compression of the + 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. @@ -5102,8 +5107,8 @@ have chosen. Character strings that are too long may be truncated. Not all window ports will adjust for all settings listed here. You can safely add any of these options to your configuration file, and if - the window port is capable of adjusting to suit your preferences, it - will attempt to do so. If it can't it will silently ignore it. You + the window port is capable of adjusting to suit your preferences, it + will attempt to do so. If it can't it will silently ignore it. You can find out if an option is supported by the window port that you are currently using by checking to see if it shows up in the Options list. Some options are dynamic and can be specified during the game with the @@ -5134,15 +5139,10 @@ ple, specified with the traps option) straight through to your ter- minal (default off). - font_map - if NetHack can, it should use a font by the chosen name for the map - window. - - font_menu - If NetHack can, it should use a font by the chosen name for menu - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -5152,6 +5152,12 @@ + font_map + if NetHack can, it should use a font by the chosen name for the map + window. + + font_menu + If NetHack can, it should use a font by the chosen name for menu windows. font_message @@ -5200,15 +5206,9 @@ If NetHack can, it should pop up dialog boxes, or use prompts for character selection. - popup_dialog - If NetHack can, it should pop up dialog boxes for input. - - preload_tiles - If NetHack can, it should preload tiles into memory. For example, - in the protected mode MS-DOS version, control whether tiles get pre- - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5218,6 +5218,12 @@ + popup_dialog + If NetHack can, it should pop up dialog boxes for input. + + preload_tiles + If NetHack can, it should preload tiles into memory. For example, + in the protected mode MS-DOS version, control whether tiles get pre- loaded into RAM at the start of the game. Doing so enhances perfor- mance of the tile graphics, but uses more memory. (default on). Cannot be set with the `O' command. @@ -5248,8 +5254,8 @@ ceptable values are 2 and 3 (default is 2). When set to 3, the tty interface moves some fields around and mainly - shows status conditions on their own line. A display capable of - showing at least 25 lines is recommended. The value can be toggled + shows status conditions on their own line. A display capable of + showing at least 25 lines is recommended. The value can be toggled back and forth during the game with the `O' command. The curses interface does likewise if the align_status option is set @@ -5261,20 +5267,14 @@ out vertically. A value of 2 makes status be slightly condensed, moving some fields to different lines to eliminate one whole line, reducing the height needed. (If NetHack has been built using a ver- - sion of Qt older than qt-5.9, statuslines can only be set in the - run-time configuration file or via NETHACKOPTIONS, not during play + sion of Qt older than qt-5.9, statuslines can only be set in the + run-time configuration file or via NETHACKOPTIONS, not during play with the `O' command.) - term_cols and - - term_rows - Curses interface only. Number of columns and rows to use for the - display. Curses will attempt to resize to the values specified but - will settle for smaller sizes if they are too big. Default is the - current window size. - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -5284,12 +5284,20 @@ + term_cols and + + term_rows + Curses interface only. Number of columns and rows to use for the + display. Curses will attempt to resize to the values specified but + will settle for smaller sizes if they are too big. Default is the + current window size. + tile_file - Specify the name of an alternative tile file to override the de- + Specify the name of an alternative tile file to override the de- fault. - Note: the X11 interface uses X resources rather than NetHack's op- - tions to select an alternate tile file. See NetHack.ad, the sample + Note: the X11 interface uses X resources rather than NetHack's op- + tions to select an alternate tile file. See NetHack.ad, the sample X "application defaults" file. tile_height @@ -5299,20 +5307,20 @@ Specify the preferred width of each tile in a tile capable port tiled_map - If NetHack can, it should display the map using tiles graphics - rather than simple characters (letters and punctuation, possibly - augmented by line-drawing symbols). Setting tiled_map to True + If NetHack can, it should display the map using tiles graphics + rather than simple characters (letters and punctuation, possibly + augmented by line-drawing symbols). Setting tiled_map to True forces ascii_map to be False. use_darkgray Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game specifies + If NetHack can, it should display inverse when the game specifies it. vary_msgcount - If NetHack can, it should display this number of messages at a time + If NetHack can, it should display this number of messages at a time in the message window. windowborders @@ -5326,21 +5334,13 @@ 3 - on, except forced off for perm_invent 4 - auto, except forced off for perm_invent - (The 26x82 size threshold for `2' refers to number of rows and col- - umns of the display. A width of at least 110 columns (80+2+26+2) is - needed to show borders if align_status is set to left or right.) - - The persistent inventory window, when enabled, can grow until it is - too big to fit on most displays, resulting in truncation of its con- - tents. If borders are forced on (1) or the display is big enough to - show them (2), setting the value to 3 or 4 instead will keep borders - for the map, message, and status windows but have room for two addi- - tional lines of inventory plus widen each inventory line by two col- - umns. + (The 26x82 size threshold for `2' refers to number of rows and + columns of the display. A width of at least 110 columns (80+2+26+2) + is needed to show borders if align_status is set to left or right.) - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5350,6 +5350,14 @@ + The persistent inventory window, when enabled, can grow until it is + too big to fit on most displays, resulting in truncation of its con- + tents. If borders are forced on (1) or the display is big enough to + show them (2), setting the value to 3 or 4 instead will keep borders + for the map, message, and status windows but have room for two addi- + tional lines of inventory plus widen each inventory line by two + columns. + windowcolors If NetHack can, it should display windows with the specified fore- ground/background colors. Windows GUI only. The format is @@ -5360,35 +5368,35 @@ and foreground and background are colors, either a hexadecimal \'#rrggbb', one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta, - brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, - lime, olive, navy, teal, aqua), or one of Windows UI colors (active- - border, activecaption, appworkspace, background, btnface, btnshadow, - btntext, captiontext, graytext, greytext, highlight, highlighttext, - inactiveborder, inactivecaption, menu, menutext, scrollbar, window, + brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia, + lime, olive, navy, teal, aqua), or one of Windows UI colors (active- + border, activecaption, appworkspace, background, btnface, btnshadow, + btntext, captiontext, graytext, greytext, highlight, highlighttext, + inactiveborder, inactivecaption, menu, menutext, scrollbar, window, windowframe, windowtext). wraptext - If NetHack can, it should wrap long lines of text if they don't fit + If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific plat- + Here are explanations of options that are used by specific plat- forms or ports to customize and change the port behavior. altkeyhandling - Select an alternate way to handle keystrokes (Win32 tty NetHack - only). The name of the handling type is one of "default", "ray", + Select an alternate way to handle keystrokes (Win32 tty NetHack + only). The name of the handling type is one of "default", "ray", "340". altmeta - On systems where this option is available, it can be set to tell - NetHack to convert a two character sequence beginning with ESC into + On systems where this option is available, it can be set to tell + NetHack to convert a two character sequence beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input - prompts. Note that typing one or more digits as a count prefix - prior to a command--preceded by n if the number_pad option is set-- + This conversion is only done for commands, not for other input + prompts. Note that typing one or more digits as a count prefix + prior to a command--preceded by n if the number_pad option is set-- is also subject to this conversion, so attempting to abort the count by typing ESC will leave NetHack waiting for another character to complete the two character sequence. Type a second ESC to finish @@ -5396,17 +5404,9 @@ BIOS Use BIOS calls to update the screen display quickly and to read the - keyboard (allowing the use of arrow keys to move) on machines with - an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack - only). - - rawio - Force raw (non-cbreak) mode for faster output and more bulletproof - input (MS-DOS sometimes treats `^P' as a printer toggle without it) - (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5416,10 +5416,18 @@ + keyboard (allowing the use of arrow keys to move) on machines with + an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack + only). + + rawio + Force raw (non-cbreak) mode for faster output and more bulletproof + input (MS-DOS sometimes treats `^P' as a printer toggle without it) + (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows hang if this is turned on. Cannot be set with the `O' command. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of key- + (Win32 tty NetHack only). May be used to alter the value of key- strokes that the operating system returns to NetHack to help compen- sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be re- @@ -5431,9 +5439,9 @@ "default", "vga", or "vesa". Setting "vesa" will cause the game to display tiles, using the full capability of the VGA hardware. Set- ting "vga" will cause the game to display tiles, fixed at 640x480 in - 16 colors, a mode that is compatible with all VGA hardware. Third - party tilesets will probably not work. Setting "autodetect" at- - tempts "vesa", then "vga", and finally sets "default" if neither of + 16 colors, a mode that is compatible with all VGA hardware. Third + party tilesets will probably not work. Setting "autodetect" at- + tempts "vesa", then "vga", and finally sets "default" if neither of those modes works. Cannot be set with the `O' command. video_height @@ -5443,36 +5451,28 @@ Set the VGA mode resolution width (MS-DOS only, with video:vesa) videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of - colors is red, green, brown, blue, magenta, cyan, bright.white, - bright.red, bright.green, yellow, bright.blue, bright.magenta, and + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of + colors is red, green, brown, blue, magenta, cyan, bright.white, + bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades - Set the intensity level of the three gray scales available (default - dark normal light, PC NetHack only). If the game display is diffi- - cult to read, try adjusting these scales; if this does not correct + Set the intensity level of the three gray scales available (default + dark normal light, PC NetHack only). If the game display is diffi- + cult to read, try adjusting these scales; if this does not correct the problem, try !color. Cannot be set with the `O' command. 9.7. Regular Expressions - Regular expressions are normally POSIX extended regular expres- - sions. It is possible to compile NetHack without regular expression - support on a platform where there is no regular expression library. - While this is not true of any modern platform, if your NetHack was - built this way, patterns are instead glob patterns. This applies to - Autopickup exceptions, Message types, Menu colors, and User sounds. - - 9.8. Configuring Autopickup Exceptions - - You can further refine the behavior of the autopickup option be- - yond what is available through the pickup_types option. + Regular expressions are normally POSIX extended regular expres- + sions. It is possible to compile NetHack without regular expression + support on a platform where there is no regular expression library. + While this is not true of any modern platform, if your NetHack was + built this way, patterns are instead glob patterns. This applies to - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5482,6 +5482,13 @@ + Autopickup exceptions, Message types, Menu colors, and User sounds. + + 9.8. Configuring Autopickup Exceptions + + You can further refine the behavior of the autopickup option be- + yond what is available through the pickup_types option. + 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. @@ -5503,7 +5510,7 @@ to override an earlier rule. Exceptions can be set with the `O' command, but because they are not - included in your configuration file, they won't be in effect if you + included in your configuration file, they won't be in effect if you save and then restore your game. autopickup_exception rules and not saved with the game. @@ -5515,7 +5522,7 @@ The first example above will result in autopickup of any type of arrow. The second example results in the exclusion of any corpse from - autopickup. The last example results in the exclusion of items known + autopickup. The last example results in the exclusion of items known to be cursed from autopickup. 9.9. Changing Key Bindings @@ -5529,16 +5536,9 @@ For example: - BIND=^X:getpos.autodescribe - BIND=\:menu_first_page - BIND=v:loot - - Extended command keys - You can bind multiple keys to the same extended command. Unbind a - key by using "nothing" as the extended command to bind to. You can - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5548,11 +5548,18 @@ + BIND=^X:getpos.autodescribe + BIND=\:menu_first_page + BIND=v:loot + + Extended command keys + You can bind multiple keys to the same extended command. Unbind a + key by using "nothing" as the extended command to bind to. You can also bind the "", "", and "" keys. Menu accelerator keys The menu control or accelerator keys can also be rebound via OPTIONS - lines in the configuration file. You cannot bind object symbols or + lines in the configuration file. You cannot bind object symbols or selection letters into menu accelerators. Some interfaces only sup- port some of the menu accelerators. @@ -5567,17 +5574,17 @@ available. Special command can only be bound to a single key. count - Prefix key to start a count, to repeat a command this many times. + Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is `n'. getdir.help - When asked for a direction, the key to show the help. Default is + When asked for a direction, the key to show the help. Default is `?'. getdir.mouse - When asked for a direction, the key to initiate a simulated mouse - click. You will be asked to pick a location. Use movement key- - strokes to move the cursor around the map, then type the get- + When asked for a direction, the key to initiate a simulated mouse + click. You will be asked to pick a location. Use movement key- + strokes to move the cursor around the map, then type the get- pos.pick.once key (default `,') or the getpos.pick key (default `.') to finish as if performing a left or right click. Only useful when using the #therecmdmenu command. Default is `_'. @@ -5594,17 +5601,10 @@ When asked for a location, the key to toggle autodescribe. Default is `#'. - getpos.all.next - When asked for a location, the key to go to next closest interesting - thing. Default is `a'. - - getpos.all.prev - When asked for a location, the key to go to previous closest inter- - esting thing. Default is `A'. - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5614,8 +5614,16 @@ + getpos.all.next + When asked for a location, the key to go to next closest interesting + thing. Default is `a'. + + getpos.all.prev + When asked for a location, the key to go to previous closest inter- + esting thing. Default is `A'. + getpos.door.next - When asked for a location, the key to go to next closest door or + When asked for a location, the key to go to next closest door or doorway. Default is `d'. getpos.door.prev @@ -5642,35 +5650,27 @@ Default is `O'. getpos.menu - When asked for a location, and using one of the next or previous - keys to cycle through targets, toggle showing a menu instead. De- + When asked for a location, and using one of the next or previous + keys to cycle through targets, toggle showing a menu instead. De- fault is `!'. getpos.moveskip - When asked for a location, and using the shifted movement keys or - meta-digit keys to fast-move around, move by skipping the same + When asked for a location, and using the shifted movement keys or + meta-digit keys to fast-move around, move by skipping the same glyphs instead of by 8 units. Default is `*'. getpos.filter - When asked for a location, change the filtering mode when using one - of the next or previous keys to cycle through targets. Toggles be- - tween no filtering, in view only, and in the same area only. De- + When asked for a location, change the filtering mode when using one + of the next or previous keys to cycle through targets. Toggles be- + tween no filtering, in view only, and in the same area only. De- fault is `"'. getpos.pick - When asked for a location, the key to choose the location, and pos- - sibly ask for more info. When simulating a mouse click after being - asked for a direction (see getdir.mouse above), the key to use to - respond as right click. Default is `.'. - - getpos.pick.once - When asked for a location, the key to choose the location, and skip - asking for more info. When simulating a mouse click after being - asked for a direction, the key to respond as left click. Default is - `,'. + When asked for a location, the key to choose the location, and pos- + sibly ask for more info. When simulating a mouse click after being - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5680,29 +5680,38 @@ + asked for a direction (see getdir.mouse above), the key to use to + respond as right click. Default is `.'. + + getpos.pick.once + When asked for a location, the key to choose the location, and skip + asking for more info. When simulating a mouse click after being + asked for a direction, the key to respond as left click. Default is + `,'. + getpos.pick.quick When asked for a location, the key to choose the location, skip ask- - ing for more info, and exit the location asking loop. Default is + ing for more info, and exit the location asking loop. Default is `;'. getpos.pick.verbose - When asked for a location, the key to choose the location, and show + When asked for a location, the key to choose the location, and show more info without asking. Default is `:'. getpos.self - When asked for a location, the key to go to your location. Default + When asked for a location, the key to go to your location. Default is `@'. getpos.unexplored.next - When asked for a location, the key to go to next closest unexplored + When asked for a location, the key to go to next closest unexplored location. Default is `x'. getpos.unexplored.prev - When asked for a location, the key to go to previous closest unex- + When asked for a location, the key to go to previous closest unex- plored location. Default is `X'. getpos.valid - When asked for a location, the key to go to show valid target loca- + When asked for a location, the key to go to show valid target loca- tions. Default is `$'. getpos.valid.next @@ -5724,6 +5733,19 @@ type - how the message should be shown; pattern - the pattern to match. + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 88 + + + The pattern should be a regular expression. Allowed types are: @@ -5734,18 +5756,6 @@ norep - show the message once, but not again if no other message is shown in between. - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 88 - - - Here's an example of message types using NetHack's internal pattern matching facility: @@ -5781,28 +5791,18 @@ Allowed colors are black, red, green, brown, blue, magenta, cyan, gray, orange, light-green, yellow, light-blue, light-magenta, light- - cyan, and white. And no-color, the default foreground color, which + cyan, and white. And no-color, the default foreground color, which isn't necessarily the same as any of the other colors. - Allowed attributes are none, bold, dim, italic, underline, blink, + Allowed attributes are none, bold, dim, italic, underline, blink, and inverse. "Normal" is a synonym for "none". Note that the plat- form used may interpret the attributes any way it wants. Here's an example of menu colors using NetHack's internal pattern matching facility: - MENUCOLOR="* blessed *"=green - MENUCOLOR="* cursed *"=red - MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it will - be shown in green color, lines with " cursed " will be shown in red, - and lines with " cursed " followed by "(being worn)" on the same - line will be shown in red color and underlined. You can have multi- - ple MENUCOLOR entries in your configuration file, and the last - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -5812,16 +5812,25 @@ - MENUCOLOR line that matches a menu line will be used for the line. + MENUCOLOR="* blessed *"=green + MENUCOLOR="* cursed *"=red + MENUCOLOR="* cursed *(being worn)"=red&underline - 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 + specifies that any menu line with " blessed " contained in it will + be shown in green color, lines with " cursed " will be shown in red, + and lines with " cursed " followed by "(being worn)" on the same + line will be shown in red color and underlined. You can have multi- + ple MENUCOLOR entries in your configuration file, and the last MENU- + COLOR line that matches a menu line will be used for the line. + + Note that if you intend to have one or more color specifications + match " uncursed ", you will probably want to turn the implicit_un- + cursed option off so that all items known to be uncursed are actually displayed with the "uncursed" description. 9.12. Configuring User Sounds - Some platforms allow you to define sound files to be played when + Some platforms allow you to define sound files to be played when a message that matches a user-defined pattern is delivered to the mes- sage window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. @@ -5836,9 +5845,9 @@ An entry that maps a sound file to a user-specified message pattern. Each SOUND entry is broken down into the following parts: - MESG - message window mapping (the only one supported in + MESG - message window mapping (the only one supported in 3.7.0); - msgtype - optional; message type to use, see "Configuring Mes- + msgtype - optional; message type to use, see "Configuring Mes- sage Types" pattern - the pattern to match; sound file - the sound file to play; @@ -5855,20 +5864,11 @@ - 9.13. Configuring Status Hilites - - Your copy of NetHack may have been compiled with support for - "Status Hilites". If so, you can customize your game display by set- - ting thresholds to change the color or appearance of fields in the - status display. - - The format for defining status colors is: - - OPTION=hilite_status:field-name/behavior/color&attributes - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -5878,63 +5878,63 @@ - For example, the following line in your configuration file will - cause the hitpoints field to display in the color red if your hit- + 9.13. Configuring Status Hilites + + Your copy of NetHack may have been compiled with support for + "Status Hilites". If so, you can customize your game display by set- + ting thresholds to change the color or appearance of fields in the + status display. + + The format for defining status colors is: + + OPTION=hilite_status:field-name/behavior/color&attributes + + For example, the following line in your configuration file will + cause the hitpoints field to display in the color red if your hit- points drop to or below a threshold of 30%: OPTION=hilite_status:hitpoints/<=30%/red/normal - (That example is actually specifying red&normal for <=30% and no- + (That example is actually specifying red&normal for <=30% and no- color&normal for >30%.) - For another example, the following line in your configuration + For another example, the following line in your configuration file will cause wisdom to be displayed red if it drops and green if it rises: OPTION=hilite_status:wisdom/down/red/up/green Allowed colors are black, red, green, brown, blue, magenta, cyan, - gray, orange, light-green, yellow, light-blue, light-magenta, light- - cyan, and white. And "no-color", the default foreground color on the + gray, orange, light-green, yellow, light-blue, light-magenta, light- + cyan, and white. And "no-color", the default foreground color on the display, which is not necessarily the same as black or white or any of the other colors. - Allowed attributes are none, bold, dim, underline, blink, and in- - verse. "Normal" is a synonym for "none"; they should not be used in - combination with any of the other attributes. + Allowed attributes are none, bold, dim, underline, italic, blink, + and inverse. "Normal" is a synonym for "none"; they should not be + used in combination with any of the other attributes. - To specify both a color and an attribute, use `&' to combine - them. To specify multiple attributes, use `+' to combine those. For + To specify both a color and an attribute, use `&' to combine + them. To specify multiple attributes, use `+' to combine those. For example: "magenta&inverse+dim". - Note that the display may substitute or ignore particular at- - tributes depending upon its capabilities, and in general may interpret - the attributes any way it wants. For example, on some display systems - a request for bold might yield blink or vice versa. On others, issu- - ing an attribute request while another is already set up will replace - the earlier attribute rather than combine with it. Since NetHack is- - sues attribute requests sequentially (at least with the tty interface) - rather than all at once, the only way a situation like that can be + Note that the display may substitute or ignore particular attrib- + utes 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, 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 strength gold experience - dexterity hitpoints HD - constitution hitpoints-max time - intelligence power hunger - wisdom power-max carrying-capacity - charisma armor-class condition - alignment score - - The pseudo-field "characteristics" can be used to set all six of - Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an - approximation of experience level displayed when polymorphed. "ex- - perience", "time", and "score" are conditionally displayed depending - upon your other option settings. - NetHack 3.7.0 January 19, 2024 + + NetHack 3.7.0 January 29, 2024 @@ -5944,35 +5944,48 @@ + dexterity hitpoints HD + constitution hitpoints-max time + intelligence power hunger + wisdom power-max carrying-capacity + charisma armor-class condition + alignment score + + The pseudo-field "characteristics" can be used to set all six of + Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an + approximation of experience level displayed when polymorphed. "ex- + perience", "time", and "score" are conditionally displayed depending + upon your other option settings. + Instead of a behavior, "condition" takes the following condition flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, conf, hallu, lev, fly, and ride. You can use "major_troubles" as an - alias for stone through termill, "minor_troubles" for blind through + alias for stone through termill, "minor_troubles" for blind through hallu, "movement" for lev, fly, and ride, and "all" for every condi- tion. Allowed behaviors are "always", "up", "down", "changed", a percent- age or absolute number threshold, or text to match against. For the - hitpoints field, the additional behavior "criticalhp" is available. - It overrides other behavior rules if hit points are at or below the - major problem threshold (which varies depending upon maximum hit + hitpoints field, the additional behavior "criticalhp" is available. + It overrides other behavior rules if hit points are at or below the + major problem threshold (which varies depending upon maximum hit points and experience level). * "always" will set the default attributes for that field. - * "up", "down" set the field attributes for when the field value - changes upwards or downwards. This attribute times out after + * "up", "down" set the field attributes for when the field value + changes upwards or downwards. This attribute times out after statushilites turns. - * "changed" sets the field attribute for when the field value - changes. This attribute times out after statushilites turns. - (If a field has both a "changed" rule and an "up" or "down" - rule which matches a change in the field's value, the "up" or + * "changed" sets the field attribute for when the field value + changes. This attribute times out after statushilites turns. + (If a field has both a "changed" rule and an "up" or "down" + rule which matches a change in the field's value, the "up" or "down" one takes precedence.) - * percentage sets the field attribute when the field value - matches the percentage. It is specified as a number between 0 - and 100, followed by `%' (percent sign). If the percentage is + * percentage sets the field attribute when the field value + matches the percentage. It is specified as a number between 0 + and 100, followed by `%' (percent sign). If the percentage is prefixed with `<=' or `>=', it also matches when value is below or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed @@ -5982,25 +5995,12 @@ sponding maximum field. Percentage highlight rules are also allowed for "experience level" and "experience points" (valid when the showexp option is enabled). For those, the percentage - is based on the progress from the start of the current experi- - ence level to the start of the next level. So if level 2 - starts at 20 points and level 3 starts at 40 points, having 30 - points is 50% and 35 points is 75%. 100% is unattainable for - experience because you'll gain a level and the calculations - will be reset for that new level, but a rule for =100% is al- - lowed and matches the special case of being exactly 1 experi- - ence point short of the next level. - - * absolute value sets the attribute when the field value matches - that number. The number must be 0 or higher, except for "ar- - mor-class' which allows negative values, and may optionally be - preceded by `='. If the number is preceded by `<=' or `>=' in- - stead, it also matches when value is below or above. If the - prefix is `<' or `>', only match when strictly above or below. + is based on the progress from the start of the current experi- + ence level to the start of the next level. So if level 2 + starts at 20 points and level 3 starts at 40 points, having 30 - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6010,19 +6010,32 @@ + points is 50% and 35 points is 75%. 100% is unattainable for + experience because you'll gain a level and the calculations + will be reset for that new level, but a rule for =100% is al- + lowed and matches the special case of being exactly 1 experi- + ence point short of the next level. + + * absolute value sets the attribute when the field value matches + that number. The number must be 0 or higher, except for "ar- + mor-class' which allows negative values, and may optionally be + preceded by `='. If the number is preceded by `<=' or `>=' in- + stead, it also matches when value is below or above. If the + prefix is `<' or `>', only match when strictly above or below. + * criticalhp only applies to the hitpoints field and only when current hit points are below a threshold (which varies by maxi- - mum hit points and experience level). When the threshold is - met, a criticalhp rule takes precedence over all other hit- + mum hit points and experience level). When the threshold is + met, a criticalhp rule takes precedence over all other hit- points rules. - * text match sets the attribute when the field value matches the - text. Text matches can only be used for "alignment", "carry- + * text match sets the attribute when the field value matches the + text. Text matches can only be used for "alignment", "carry- ing-capacity", "hunger", "dungeon-level", and "title". For ti- tle, only the role's rank title is tested; the character's name is ignored. - The in-game options menu can help you determine the correct syn- + The in-game options menu can help you determine the correct syn- tax for a configuration file. The whole feature can be disabled by setting option statushilites @@ -6050,6 +6063,19 @@ The options that are used to select a particular symbol set from the symbol file are: + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 93 + + + symset Set the name of the symbol set that you want to load. @@ -6060,22 +6086,10 @@ You can also override one or more symbols using the SYMBOLS and ROGUESYMBOLS configuration file options. Symbols are specified as name:value pairs. Note that NetHack escape-processes the value string - in conventional C fashion. This means that \ is a prefix to take the - following character literally. Thus \ needs to be represented as \\. - The special prefix form \m switches on the meta bit in the symbol - value, and the ^ prefix causes the following character to be treated - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 93 - - - + in conventional C fashion. This means that \ is a prefix to take the + following character literally. Thus \ needs to be represented as \\. + The special prefix form \m switches on the meta bit in the symbol + value, and the ^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -6115,6 +6129,19 @@ # S_darkroom (dark room) ^ S_dart_trap (dart trap) & S_demon (major demon) + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 94 + + + * S_digbeam (dig beam) > S_dnladder (ladder down) > S_dnstair (staircase down) @@ -6129,19 +6156,6 @@ S_expl_mc (explosion middle center) | S_expl_mr (explosion middle right) \ S_expl_bl (explosion bottom left) - - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 94 - - - - S_expl_bc (explosion bottom center) / S_expl_br (explosion bottom right) e S_eye (eye or sphere) @@ -6181,6 +6195,19 @@ l S_leprechaun (leprechaun) ^ S_level_teleporter (level teleporter) L S_lich (lich) + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 95 + + + y S_light (light) # S_litcorr (lit corridor) : S_lizard (lizard) @@ -6195,19 +6222,6 @@ n S_nymph (nymph) O S_ogre (ogre) o S_orc (orc) - - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 95 - - - p S_piercer (piercer) ^ S_pit (pit) # S_poisoncloud (poison cloud) @@ -6247,6 +6261,19 @@ - S_sw_tc (swallow top center) / S_sw_tl (swallow top left) \ S_sw_tr (swallow top right) + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 96 + + + - S_tdwall (wall) ^ S_teleportation_trap (teleportation trap) \ S_throne (opulent throne) @@ -6261,19 +6288,6 @@ | S_trwall (wall) - S_tuwall (wall) U S_umber (umber hulk) - - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 96 - - - S_unexplored (unexplored terrain) u S_unicorn (unicorn or horse) < S_upladder (ladder up) @@ -6305,7 +6319,7 @@ Notes: - * Several symbols in this table appear to be blank. They are the + * Several symbols in this table appear to be blank. They are the space character, except for S_pet_override and S_hero_override which don't have any default value and can only be used if enabled in the "sysconf" file. @@ -6314,23 +6328,9 @@ and boulders are the rock being referred to, but since version 3.6.0, statues are displayed as the monster they depict. So S_rock is only used for boulders and not used at all if overridden by the - more specific S_boulder. - - 9.15. Customizing Map Glyph Representations Using Unicode - - If your platform or terminal supports the display of UTF-8 char- - acter sequences, you can customize your game display by assigning Uni- - code codepoint values and red-green-blue colors to glyph representa- - tions. The customizations can be specified for use with a symset that - has a UTF8 handler within the symbols file such as the enhanced1 set, - or individually within your nethack.rc file. - - The format for defining a glyph representation is: - - OPTIONS=glyph:glyphid/U+nnnn/R-G-B - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6340,8 +6340,23 @@ - The window port that is active needs to provide support for dis- - playing UTF-8 character sequences and explicit red-green-blue colors + more specific S_boulder. + + 9.15. Customizing Map Glyph Representations Using Unicode + + If your platform or terminal supports the display of UTF-8 char- + acter sequences, you can customize your game display by assigning Uni- + code codepoint values and red-green-blue colors to glyph representa- + tions. The customizations can be specified for use with a symset that + has a UTF8 handler within the symbols file such as the enhanced1 set, + or individually within your nethack.rc file. + + The format for defining a glyph representation is: + + OPTIONS=glyph:glyphid/U+nnnn/R-G-B + + The window port that is active needs to provide support for dis- + playing UTF-8 character sequences and explicit red-green-blue colors in order for the glyph representation to be visible. For example, the following line in your configuration file will cause the glyph repre- sentation for glyphid G_pool to use Unicode codepoint U+224B and the @@ -6351,24 +6366,24 @@ The list of acceptable glyphid's can be produced by nethack --dumpg- lyphids. Individual NetHack glyphs can be specified using the G_ pre- - fix, or you can use an S_ symbol for a glyphid and store the custom - representation for all NetHack glyphs that would map to that particu- + fix, or you can use an S_ symbol for a glyphid and store the custom + representation for all NetHack glyphs that would map to that particu- lar symbol. - You will need to select a symset with a UTF8 handler to enable + You will need to select a symset with a UTF8 handler to enable the display of the customizations, such as the Enhanced symset. 9.16. Configuring NetHack for Play by the Blind - NetHack can be set up to use only standard ASCII characters for - making maps of the dungeons. This makes even the MS-DOS versions of - NetHack (which use special line-drawing characters by default) com- - pletely accessible to the blind who use speech and/or Braille access - technologies. Players will require a good working knowledge of their + NetHack can be set up to use only standard ASCII characters for + making maps of the dungeons. This makes even the MS-DOS versions of + NetHack (which use special line-drawing characters by default) com- + pletely accessible to the blind who use speech and/or Braille access + technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate horizontally and vertically character by character. They will also find the search capabilities of their screen-readers to be quite valu- - able. Be certain to examine this Guidebook before playing so you have + able. Be certain to examine this Guidebook before playing so you have an idea what the screen layout is like. You'll also need to be able to locate the PC cursor. It is always where your character is located. Merely searching for an @-sign will not always find your character @@ -6378,7 +6393,20 @@ are often useful in giving players a better sense of the overall loca- tion of items on the screen. - NetHack can also be compiled with support for sending the game + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 98 + + + + NetHack can also be compiled with support for sending the game messages to an external program, such as a text-to-speech synthesizer. If the "#version" extended command shows "external program as a mes- sage handler", your NetHack has been compiled with the capability. @@ -6395,17 +6423,6 @@ menustyle:traditional This will assist in the interface to speech synthesizers. - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 98 - - - nomenu_overlay Show menus on a cleared screen and aligned to the left edge. @@ -6443,26 +6460,9 @@ When targeting with cursor and using fast-move, skip the same glyphs instead of moving 8 units at a time. - nostatus_updates - Prevent updates to the status lines at the bottom of the screen, if - your screen-reader reads those lines. The same information can be - seen via the "#attributes" command. - - 9.17. Global Configuration for System Administrators - - If NetHack is compiled with the SYSCF option, a system adminis- - trator should set up a global configuration; this is a file in the - same format as the traditional per-user configuration file (see - above). This file should be named sysconf and placed in the same di- - rectory as the other NetHack support files. The options recognized in - this file are listed below. Any option not set uses a compiled-in de- - fault (which may not be appropriate for your system). - - WIZARDS = A space-separated list of user names who are allowed to - play in debug mode (commonly referred to as wizard mode). A value - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6472,10 +6472,27 @@ - of a single asterisk (*) allows anyone to start a game in debug + nostatus_updates + Prevent updates to the status lines at the bottom of the screen, if + your screen-reader reads those lines. The same information can be + seen via the "#attributes" command. + + 9.17. Global Configuration for System Administrators + + If NetHack is compiled with the SYSCF option, a system adminis- + trator should set up a global configuration; this is a file in the + same format as the traditional per-user configuration file (see + above). This file should be named sysconf and placed in the same di- + rectory as the other NetHack support files. The options recognized in + this file are listed below. Any option not set uses a compiled-in de- + fault (which may not be appropriate for your system). + + WIZARDS = A space-separated list of user names who are allowed to + play in debug mode (commonly referred to as wizard mode). A value + of a single asterisk (*) allows anyone to start a game in debug mode. - SHELLERS = A list of users who are allowed to use the shell escape + SHELLERS = A list of users who are allowed to use the shell escape command (!). The syntax is the same as WIZARDS. EXPLORERS = A list of users who are allowed to use the explore mode. @@ -6488,7 +6505,7 @@ space. The first format in the list will written as well as read. The second format will be read only if no save file in the first format exists. Valid choices are "historical" for binary writing of - entire structs, "lendian" for binary writing of each field in lit- + entire structs, "lendian" for binary writing of each field in lit- tle-endian order, "ascii" for writing the save file content in ascii text. @@ -6509,6 +6526,18 @@ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE op- tion. When disabled, incubi and succubi behave like nymphs. + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 100 + + + 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. @@ -6523,40 +6552,28 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the score + POINTSMIN = Minimum number of points to get an entry in the score file. - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 100 - - - - PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- + PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- tively, to identify unique people for the score file. - HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- + HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- mand line usage is shown or suppressed. - MAX_STATUENAME_RANK = Maximum number of score file entries to use + MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil- ity for players to set S_pet_override and S_hero_override symbols in their configuration file. - PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look - for all of its external files, and write to all of its output files + PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look + for all of its external files, and write to all of its output files in one place rather than at the standard locations. - DUMPLOGFILE = A filename where the end-of-game dumplog is saved. - Not defining this will prevent dumplog from being created. Only + DUMPLOGFILE = A filename where the end-of-game dumplog is saved. + Not defining this will prevent dumplog from being created. Only available if your game is compiled with DUMPLOG. Allows the follow- ing placeholders: @@ -6575,9 +6592,21 @@ panying the program contains a comment which lists the meaning of the various bits used. Intended for server systems supporting si- multaneous play by multiple players (to be clear, each one running a - separate single player game), for displaying their game progress to - observers. Only relevant if the program was built with LIVELOG en- - abled. When available, it should be left commented out on single + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 101 + + + + separate single player game), for displaying their game progress to + observers. Only relevant if the program was built with LIVELOG en- + abled. When available, it should be left commented out on single player installations because over time the file could grow to be ex- tremely large unless it is actively maintained. @@ -6589,21 +6618,9 @@ 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- + 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 - - - NetHack 3.7.0 January 19, 2024 - - - - - - NetHack Guidebook 101 - - - 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. @@ -6630,7 +6647,7 @@ 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- + 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; @@ -6640,27 +6657,10 @@ 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 - to figure out how to use it themselves. It is initiated by starting - the game with the -D command-line switch or with the playmode:debug - option. - - For some systems, the player must be logged in under a particular - user name to be allowed to use debug mode; for others, the hero must - be given a particular character name (but may be any role; there's no - connection between "wizard mode" and the Wizard role). Attempting to - start a game in debug mode when not allowed or not available will re- - sult in falling back to explore mode instead. + this brief description and the various "debug mode only" commands - - - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6670,26 +6670,40 @@ + listed among the command descriptions. It is intended for tracking + down problems within the program rather than to provide god-like pow- + ers to your character, and players who attempt debugging are expected + to figure out how to use it themselves. It is initiated by starting + the game with the -D command-line switch or with the playmode:debug + option. + + For some systems, the player must be logged in under a particular + user name to be allowed to use debug mode; for others, the hero must + be given a particular character name (but may be any role; there's no + connection between "wizard mode" and the Wizard role). Attempting to + start a game in debug mode when not allowed or not available will re- + sult in falling back to explore mode instead. + 12. Credits The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A - Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. - Arnold. Small portions were adapted from Further Exploration of the + Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. + Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. - NetHack is the product of literally scores of people's work. + NetHack is the product of literally scores of people's work. Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny Wood- + Jay Fenlason wrote the original Hack, with help from Kenny Wood- land, Mike Thome, and Jon Payne. - Andries Brouwer did a major re-write while at Stichting Mathema- - tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack + Andries Brouwer did a major re-write while at Stichting Mathema- + tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack into a very different game. He published the Hack source code for use on UNIX systems by posting that to Usenet newsgroup net.sources (later - renamed comp.sources) releasing version 1.0 in December of 1984, then - versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet + 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. @@ -6710,23 +6724,9 @@ they remained available in various archives accessible via ftp and uucp after expiring from the newsgroup. - Later, Mike coordinated a major re-write of the game, heading a - team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, - Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike - Threepoint, and Janet Walz, to produce NetHack 3.0c. - - NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by - Timo Hakulinen, and to VMS by David Gentzel. The three of them and - Kevin Darcy later joined the main NetHack Development Team to produce - subsequent revisions of 3.0. - - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay code - for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. - Along with various other Dungeoneers, they continued to enhance the - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6736,23 +6736,37 @@ + Later, Mike coordinated a major re-write of the game, heading a + team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, + Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike + Threepoint, and Janet Walz, to produce NetHack 3.0c. + + NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by + Timo Hakulinen, and to VMS by David Gentzel. The three of them and + Kevin Darcy later joined the main NetHack Development Team to produce + subsequent revisions of 3.0. + + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. + Along with various other Dungeoneers, they continued to enhance the 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" 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 Ar- + romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, + and Eric Smith undertook a radical revision of 3.0. They re-struc- + tured the game's design, and re-wrote major parts of the code. They + added multiple dungeons, a new display, special individual character + quests, a new endgame and many other new features, and produced NetHack 3.1. Version 3.1.0 was released in January of 1993. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard @@ -6764,35 +6778,21 @@ 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 + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported + NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua De- + lahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. It drew the map as text rather than graphically but included - nh10.bdf, an optionally used custom X11 font which has tiny images in - place of letters and punctuation, a precursor of tiles. Those images - don't extend to individual monster and object types, just replacements - for monster and object classes (so one custom image for all "a" in- - sects and another for all "[" armor and so forth, not separate images - for beetles and ants or for cloaks and boots). - - Warwick Allison wrote a graphically displayed version of NetHack - for the Atari where the tiny pictures were described as "icons" and - were distinct for specific types of monsters and objects rather than - just their classes. He contributed them to the NetHack Development - Team which rechristened them "tiles", original usage which has subse- - quently been picked up by various other games. NetHack's tiles sup- - port was then implemented on other platforms (initially MS-DOS but - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6802,20 +6802,34 @@ + nh10.bdf, an optionally used custom X11 font which has tiny images in + place of letters and punctuation, a precursor of tiles. Those images + don't extend to individual monster and object types, just replacements + for monster and object classes (so one custom image for all "a" in- + sects and another for all "[" armor and so forth, not separate images + for beetles and ants or for cloaks and boots). + + Warwick Allison wrote a graphically displayed version of NetHack + for the Atari where the tiny pictures were described as "icons" and + were distinct for specific types of monsters and objects rather than + just their classes. He contributed them to the NetHack Development + Team which rechristened them "tiles", original usage which has subse- + quently been picked up by various other games. NetHack's tiles sup- + port was then implemented on other platforms (initially MS-DOS but 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 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. @@ -6828,37 +6842,23 @@ "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 - the Year 2000. Because of the newer version, 3.2.3 was released as a - source code patch only, without any ready-to-play distribution for - systems that usually had such. - - (To anyone considering resurrecting an old version: all versions - before 3.2.3 had a Y2K bug. The high scores file and the log file - contained dates which were formatted using a two-digit year, and - 1999's year 99 was followed by 2000's year 100. That got written out - successfully but it unintentionally introduced an extra column in the - file layout which prevented score entries from being read back in cor- - rectly, interfering with insertion of new high scores and with re- - trieval of old character names to use for random ghost and statue - names in the current game.) + 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 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6868,63 +6868,63 @@ - The 3.3 NetHack Development Team, consisting of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + the Year 2000. Because of the newer version, 3.2.3 was released as a + source code patch only, without any ready-to-play distribution for + systems that usually had such. + + (To anyone considering resurrecting an old version: all versions + before 3.2.3 had a Y2K bug. The high scores file and the log file + contained dates which were formatted using a two-digit year, and + 1999's year 99 was followed by 2000's year 100. That got written out + successfully but it unintentionally introduced an extra column in the + file layout which prevented score entries from being read back in cor- + rectly, interfering with insertion of new high scores and with re- + trieval of old character names to use for random ghost and statue + names in the current game.) + + The 3.3 NetHack Development Team, consisting of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, re- leased 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to sep- - arate race and profession. The Elf class was removed in preference to - an elf race, and the races of dwarves, gnomes, and orcs made their - first appearance in the game alongside the familiar human race. Monk - and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, - Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, - Wizards. It was also the first version to allow you to ride a steed, - and was the first version to have a publicly available web-site list- - ing all the bugs that had been discovered. Despite that constantly - growing bug list, 3.3 proved stable enough to last for more than a + 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 - 3.4.1. - - Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the - past several releases. Unfortunately Ron's last OS/2 machine stopped - working in early 2006. A great many thanks to Ron for keeping NetHack - alive on OS/2 all these years. - - Janne Salmijarvi and Teemu Suikki maintained and enhanced the - Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. - - Christian "Marvin" Bressler maintained 3.4 for the Atari after he - resurrected it for 3.3.1. + 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 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -6934,35 +6934,48 @@ + 3.4.1. + + Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the + past several releases. Unfortunately Ron's last OS/2 machine stopped + working in early 2006. A great many thanks to Ron for keeping NetHack + alive on OS/2 all these years. + + Janne Salmijarvi and Teemu Suikki maintained and enhanced the + Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. + + Christian "Marvin" Bressler maintained 3.4 for the Atari after he + resurrected it for 3.3.1. + 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- + ued to work on the game behind the scenes during the tenure of 3.4.3. + It was during that same period that several new variants emerged + within the NetHack community. Notably sporkhack by Derek S. Ray, un- + nethack by Patric Mueller, nitrohack and its successors originally by + Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. + Some of those variants continue to be developed, maintained, and en- joyed by the community to this day. In September 2014, an interim snapshot of the code under develop- ment was released publicly by other parties. Since that code was a work-in-progress and had not gone through the process of debugging it as a suitable release, it was decided that the version numbers present - on that code snapshot would be retired and never used in an official - NetHack release. An announcement was posted on the NetHack Develop- - ment Team's official nethack.org website to that effect, stating that + 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 + 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. @@ -6971,26 +6984,13 @@ 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- + 3.6.0 was released in December 2015, and merged work done by the + development team since the release of 3.4.3 with some of the beloved + community patches. Many bugs were fixed and some code was restruc- tured. - The NetHack Development Team, as well as Steve VanDevender and - Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on - various UNIX flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained - the port of NetHack 3.6 for MacOS. - - Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex - Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the - port of NetHack 3.6 for Microsoft Windows. - - - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -7000,20 +7000,31 @@ - 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 + The NetHack Development Team, as well as Steve VanDevender and + Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on + various UNIX flavors and maintained the X11 interface. + + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained + the port of NetHack 3.6 for MacOS. + + Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex + Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the + port of NetHack 3.6 for Microsoft Windows. + + 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- @@ -7035,28 +7046,17 @@ 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- + 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 + 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). - - - NetHack 3.7.0 January 19, 2024 + NetHack 3.7.0 January 29, 2024 @@ -7066,11 +7066,22 @@ + 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). + + 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 + From time to time, some depraved individual out there in netland + sends a particularly intriguing modification to help out with the + game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers: Adam Aronow J. Ali Harlow Mikko Juola @@ -7108,6 +7119,19 @@ Fredrik Ljungdahl Matthew Day Teemu Suikki Frederick Roeber Merlyn LeRoy Tim Lennan Gil Neiger Michael Allison Timo Hakulinen + + + + NetHack 3.7.0 January 29, 2024 + + + + + + NetHack Guidebook 109 + + + Greg Laskin Michael Feir Tom Almy Greg Olson Michael Hamel Tom West Gregg Wonderly Michael Sokolov Warren Cheung @@ -7118,11 +7142,53 @@ - Brand and product names are trademarks or registered trademarks + Brand and product names are trademarks or registered trademarks of their respective holders. - NetHack 3.7.0 January 19, 2024 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + NetHack 3.7.0 January 29, 2024