From 79fe07d86f51e6df42f0012dfc1add5d1986d426 Mon Sep 17 00:00:00 2001 From: PatR Date: Sun, 14 Oct 2018 15:09:40 -0700 Subject: [PATCH] bring Guidebook.txt up to date I may not get around to doing anything with 'C' vs `C' vs \(oqC\(cq for a while. Bring Guidebook.txt up to date now rather than waiting so that the repository's copy reflects the #H7444 fix. This has ended up with substantial spurious differences due to it placing padding in different spots during line justification. I hope that's due to different groff version using a slightly different algorithm rather than something like phase of the moon. :-] There also differences caused by "..." taking less space than ``...''. --- doc/Guidebook.txt | 4260 ++++++++++++++++++++++----------------------- 1 file changed, 2130 insertions(+), 2130 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 35fc5a50c..a9541cf6b 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -91,32 +91,32 @@ 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 + Barbarians are warriors out of the hinterland, hardened to battle. 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, + Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons. - Healers are wise in medicine and apothecary. They know the - herbs and simples that can restore vitality, ease pain, anes- + Healers are wise in medicine and apothecary. They know the + herbs and simples that can restore vitality, ease pain, anes- thetize, and neutralize poisons; and with their instruments, they - can divine a being's state of health or sickness. Their medical + can divine a being's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon. - Knights are distinguished from the common skirmisher by - their devotion to the ideals of chivalry and by the surpassing + Knights are distinguished from the common skirmisher by + their devotion to the ideals of chivalry and by the surpassing excellence of their armor. Monks are ascetics, who by rigorous practice of physical and mental disciplines have become capable of fighting as effectively - without weapons as with. They wear no armor but make up for it + without weapons as with. They wear no armor but make up for it with increased mobility. - Priests and Priestesses are clerics militant, crusaders ad- - vancing the cause of righteousness with arms, armor, and arts - thaumaturgic. Their ability to commune with deities via prayer + Priests and Priestesses are clerics militant, crusaders ad- + vancing the cause of righteousness with arms, armor, and arts + thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it. @@ -126,7 +126,7 @@ - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -136,63 +136,63 @@ - Rogues are agile and stealthy thieves, with knowledge of - locks, traps, and poisons. Their advantage lies in surprise, + Rogues are agile and stealthy thieves, with knowledge of + locks, traps, and poisons. Their advantage lies in surprise, which they employ to great advantage. - Samurai are the elite warriors of feudal Nippon. They are - lightly armored and quick, and wear the dai-sho, two swords of + Samurai are the elite warriors of feudal Nippon. They are + lightly armored and quick, and wear the dai-sho, two swords of the deadliest keenness. - Tourists start out with lots of gold (suitable for shopping - with), a credit card, lots of food, some maps, and an expensive + Tourists start out with lots of gold (suitable for shopping + with), a credit card, lots of food, some maps, and an expensive camera. Most monsters don't like being photographed. - Valkyries are hardy warrior women. Their upbringing in the - harsh Northlands makes them strong, inures them to extremes of + Valkyries are hardy warrior women. Their upbringing in the + harsh Northlands makes them strong, inures them to extremes of cold, and instills in them stealth and cunning. - Wizards start out with a knowledge of magic, a selection of - magical items, and a particular affinity for dweomercraft. Al- + Wizards start out with a knowledge of magic, a selection of + magical items, and a particular affinity for dweomercraft. Al- though seemingly weak and easy to overcome at first sight, an ex- perienced Wizard is a deadly foe. You may also choose the race of your character: Dwarves are smaller than humans or elves, but are stocky and - solid individuals. Dwarves' most notable trait is their great - expertise in mining and metalwork. Dwarvish armor is said to be + solid individuals. Dwarves' most notable trait is their great + expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves. - Elves are agile, quick, and perceptive; very little of what - goes on will escape an Elf. The quality of Elven craftsmanship + Elves are agile, quick, and perceptive; very little of what + goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor. - Gnomes are smaller than but generally similar to dwarves. - Gnomes are known to be expert miners, and it is known that a se- - cret underground mine complex built by this race exists within + Gnomes are smaller than but generally similar to dwarves. + Gnomes are known to be expert miners, and it is known that a se- + cret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger. Humans are by far the most common race of the surface world, - and are thus the norm to which other races are often compared. - Although they have no special abilities, they can succeed in any + and are thus the norm to which other races are often compared. + Although they have no special abilities, they can succeed in any role. - Orcs are a cruel and barbaric race that hate every living - thing (including other orcs). Above all others, Orcs hate Elves - with a passion unequalled, and will go out of their way to kill - one at any opportunity. The armor and weapons fashioned by the + Orcs are a cruel and barbaric race that hate every living + thing (including other orcs). Above all others, Orcs hate Elves + with a passion unequalled, and will go out of their way to kill + one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality. 3. What do all those things on the screen mean? - On the screen is kept a map of where you have been and what - you have seen on the current dungeon level; as you explore more + On the screen is kept a map of where you have been and what + you have seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you. - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -202,77 +202,47 @@ - When NetHack's ancestor rogue first appeared, its screen - orientation 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 that accept commands in pseudo-English sen- + When NetHack's ancestor rogue first appeared, its screen + orientation 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 that accept commands in pseudo-English sen- tences and explain the results in words, NetHack commands are all - one or two keystrokes and the results are displayed graphically - on the screen. A minimum screen size of 24 lines by 80 columns - is recommended; if the screen is larger, only a 21x80 section + one or two keystrokes and the results are displayed graphically + on the screen. A minimum screen size of 24 lines by 80 columns + is recommended; if the screen is larger, only a 21x80 section will be used for the map. NetHack can even be played by blind players, with the assis- - tance of Braille readers or speech synthesisers. Instructions - for configuring NetHack for the blind are included later in this + tance of Braille readers or speech synthesisers. Instructions + for configuring NetHack for the blind are included later in this document. NetHack generates a new dungeon every time you play it; even - the authors still find it an entertaining and exciting game de- + the authors still find it an entertaining and exciting game de- spite having won several times. - NetHack offers a variety of display options. The options - available to you will vary from port to port, depending on the - capabilities of your hardware and software, and whether various + NetHack offers a variety of display options. The options + available to you will vary from port to port, depending on the + capabilities of your hardware and software, and whether various compile-time options were enabled when your executable was creat- ed. The three possible display options are: a monochrome charac- - ter interface, a color character interface, and a graphical in- + ter interface, a color character interface, and a graphical in- terface using small pictures called tiles. The two character in- terfaces allow fonts with other characters to be substituted, but - the default assignments use standard ASCII characters to repre- + the default assignments use standard ASCII characters to repre- sent everything. There is no difference between the various dis- play options with respect to game play. Because we cannot repro- duce the tiles or colors in the Guidebook, and because it is com- - mon to all ports, we will use the default ASCII characters from - the monochrome character display when referring to things you + mon 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. - - - - - - - - - - - - - - - - - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 5 - - - - 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 + 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! @@ -286,6 +256,19 @@ + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 5 + + + + Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak @@ -294,9 +277,9 @@ 3.1. The status lines (bottom) - The bottom two lines of the screen contain several cryptic - pieces of information describing your current status. If either - status line becomes longer than the width of the screen, you + The bottom two lines of the screen contain several cryptic + pieces of information describing your current status. If either + status line becomes longer than the width of the screen, you might not see all of it. Here are explanations of what the vari- ous status items mean (though your configuration may not have all the status items listed below): @@ -306,43 +289,30 @@ experience level, see below). Strength - A measure of your character's strength; one of your six ba- - sic attributes. A human character's attributes can range - from 3 to 18 inclusive; non-humans may exceed these limits + A measure of your character's strength; one of your six ba- + sic attributes. A human character's attributes can range + from 3 to 18 inclusive; non-humans may exceed these limits (occasionally you may get super-strengths of the form 18/xx, - and magic can also cause attributes to exceed the normal - limits). The higher your strength, the stronger you are. + and magic can also cause attributes to exceed the normal + limits). The higher your strength, the stronger you are. Strength affects how successfully you perform physical - tasks, how much damage you do in combat, and how much loot + tasks, how much damage you do in combat, and how much loot you can carry. Dexterity - Dexterity affects your chances to hit in combat, to avoid - traps, and do other tasks requiring agility or manipulation + Dexterity affects your chances to hit in combat, to avoid + traps, and do other tasks requiring agility or manipulation of objects. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 6 - - - 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 sufficiently high strength, the contribution to carry- + 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 sufficiently high strength, the contribution to carry- ing capacity from your constitution no longer matters. Intelligence - Intelligence affects your ability to cast spells and read + Intelligence affects your ability to cast spells and read spellbooks. Wisdom @@ -351,7 +321,18 @@ Charisma Charisma affects how certain creatures react toward you. In - particular, it can affect the prices shopkeepers offer you. + particular, it can affect the prices shopkeepers offer you. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 6 + + Alignment Lawful, Neutral, or Chaotic. Often, Lawful is taken as good @@ -387,21 +368,9 @@ Armor Class A measure of how effectively your armor stops blows from un- - friendly creatures. The lower this number is, the more - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 7 - - - - effective the armor; it is quite possible to have negative - armor class. + friendly creatures. The lower this number is, the more ef- + fective the armor; it is quite possible to have negative ar- + mor class. Experience Your current experience level and experience points. As you @@ -420,6 +389,17 @@ Not Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when Normal. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 7 + + + Encumbrance: an indication of how what you are carrying af- fects your ability to move. Values are Unencumbered, Encum- bered, Stressed, Strained, Overtaxed, and Overloaded. Not @@ -444,27 +424,13 @@ The top line of the screen is reserved for messages that de- scribe things that are impossible to represent visually. If you - see a ``--More--'' on the top line, this means that NetHack has - another message to display on the screen, but it wants to make - certain that you've read the one that is there first. To read - the next message, just press the space bar. + see a "--More--" on the top line, this means that NetHack has an- + other message to display on the screen, but it wants to make cer- + tain that you've read the one that is there first. To read the + next message, just press the space bar. To change how and what messages are shown on the message - line, see ``Configuring Message Types`` and the verbose option. - - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 8 - - + line, see "Configuring Message Types" and the verbose option. 3.3. The map (rest of the screen) @@ -489,6 +455,17 @@ + A closed door, or a spellbook containing a spell you may be able to learn. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 8 + + + @ Your character or a human. $ A pile of gold. @@ -519,19 +496,6 @@ 0 An iron ball. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 9 - - - _ An altar, or an iron chain. { A fountain. @@ -546,49 +510,85 @@ nasty and vicious. Sometimes, however, they can be helpful. I This marks the last known location of an invisible or other- - wise unseen monster. Note that the monster could have + wise unseen monster. Note that the monster could have moved. The `F' and `m' commands may be useful here. - You need not memorize all these symbols; you can ask the - game what any symbol represents with the `/' command (see the + You need not memorize all these symbols; you can ask the + game what any symbol represents with the `/' command (see the next section for more info). + + + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 9 + + + 4. Commands Commands can be initiated by typing one or two characters to - which the command is bound to, or typing the command name in the - extended commands entry. Some commands, like ``search'', do not + which the command is bound to, or typing the command name in the + extended commands entry. Some commands, like "search", do not require that any more information be collected by NetHack. Other - commands might require additional information, for example a di- - rection, or an object to be used. For those commands that re- - quire additional information, NetHack will present you with ei- - ther a menu of choices or with a command line prompt requesting + commands might require additional information, for example a di- + rection, or an object to be used. For those commands that re- + quire additional information, NetHack will present you with ei- + ther a menu of choices or with a command line prompt requesting information. Which you are presented with will depend chiefly on how you have set the menustyle option. - For example, a common question, in the form ``What do you - want to use? [a-zA-Z ?*]'', asks you to choose an object you are - carrying. Here, ``a-zA-Z'' are the inventory letters of your - possible choices. Typing `?' gives you an inventory list of - these items, so you can see what each letter refers to. In this - example, there is also a `*' indicating that you may choose an - object not on the list, if you wanted to use something unexpect- - ed. Typing a `*' lists your entire inventory, so you can see the - inventory letters of every object you're carrying. Finally, if - you change your mind and decide you don't want to do this command - after all, you can press the ESC key to abort the command. + For example, a common question, in the form "What do you + want to use? [a-zA-Z ?*]", asks you to choose an object you are + carrying. Here, "a-zA-Z" are the inventory letters of your pos- + sible choices. Typing `?' gives you an inventory list of these + items, so you can see what each letter refers to. In this exam- + ple, there is also a `*' indicating that you may choose an object + not on the list, if you wanted to use something unexpected. Typ- + ing a `*' lists your entire inventory, so you can see the inven- + tory letters of every object you're carrying. Finally, if you + change your mind and decide you don't want to do this command af- + ter all, you can press the ESC key to abort the command. - You can put a number before some commands to repeat them - that many times; for example, ``10s'' will search ten times. If + You can put a number before some commands to repeat them + that many times; for example, "10s" will search ten times. If you have the number_pad option set, you must type `n' to prefix a - count, so the example above would be typed ``n10s'' instead. - Commands for which counts make no sense ignore them. In addi- - tion, movement commands can be prefixed for greater control (see - below). To cancel a count or a prefix, press the ESC key. + count, so the example above would be typed "n10s" instead. Com- + mands for which counts make no sense ignore them. In addition, + movement commands can be prefixed for greater control (see be- + low). To cancel a count or a prefix, press the ESC key. + + The list of commands is rather long, but it can be read at + any time during the game through the `?' command, which accesses + a menu of helpful texts. Here are the default key bindings for + your reference: + + ? Help menu: display one of several help texts available. + + / The "whatis" command, to tell what a symbol represents. You + may choose to specify a location or type a symbol (or even a + whole word) to explain. Specifying a location is done by + moving the cursor to a particular spot on the map and then + pressing one of `.', `,', `;', or `:'. `.' will explain the + symbol at the chosen location, conditionally check for "More + info?" depending upon whether the help option is on, and + then you will be asked to pick another location; `,' will + explain the symbol but skip any 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 ask- + ing for confirmation. When picking a location, pressing the + ESC key will terminate this command, or pressing `?' will - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -598,29 +598,7 @@ - The list of commands is rather long, but it can be read at - any time during the game through the `?' command, which accesses - a menu of helpful texts. Here are the default key bindings for - your reference: - - ? Help menu: display one of several help texts available. - - / The ``whatis'' command, to tell what a symbol represents. - You may choose to specify a location or type a symbol (or - even a whole word) to explain. Specifying a location is - done by moving the cursor to a particular spot on the map - and then pressing one of `.', `,', `;', or `:'. `.' will - explain the symbol at the chosen location, conditionally - check for ``More info?'' depending upon whether the help op- - tion is on, and then you will be asked to pick another loca- - tion; `,' will explain the symbol but skip any 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 com- - mand, or pressing `?' will give a brief reminder about how - it works. + 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 cur- @@ -648,21 +626,7 @@ Go one step in the direction indicated (see Figure 2). If you sense or remember a monster there, you will fight the monster instead. Only these one-step movement commands - cause you to fight monsters; the others (below) are - ``safe.'' - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 11 - - + cause you to fight monsters; the others (below) are "safe." y k u 7 8 9 \ | / \ | / @@ -685,19 +649,30 @@ operating 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, + (where there won't be any "what kinds of objects?" prompt, so no opportunity to answer `m' at that prompt). + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 11 + + + A few other commands (eat food, offer sacrifice, apply tin- ning-kit) use the `m' prefix to skip checking for applicable objects on the floor and go straight to checking inventory, - or (for ``#loot'' to remove a saddle), skip containers and - go straight to adjacent monsters. The prefix will make - ``#travel'' command show a menu of interesting targets in - sight. + or (for "#loot" to remove a saddle), skip containers and go + straight to adjacent monsters. The prefix will make "#trav- + el" command show a menu of interesting targets in sight. F[yuhjklbn] - Prefix: fight a monster (even if you only guess one is + Prefix: fight a monster (even if you only guess one is there). M[yuhjklbn] @@ -707,20 +682,45 @@ Prefix: move until something interesting is found. G[yuhjklbn] or [yuhjklbn] - Prefix: same as `g', but forking of corridors is not con- + Prefix: same as `g', but forking of corridors is not con- sidered interesting. _ 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 + 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 conditions as the `G' command, but without picking - up objects, similar to the `M' command. For ports with - mouse support, the command is also invoked when a mouse- + the same conditions as the `G' command, but without picking + up objects, similar to the `M' command. For ports with + mouse support, the command is also invoked when a mouse- + click takes place on a location other than the current posi- + tion. + + . Wait or rest, do nothing for one turn. + + a Apply (use) a tool (pick-axe, key, lamp...). + + If used on a wand, that wand will be broken, releasing its + magic in the process. Confirmation is required. + + A Remove one or more worn items, such as armor. + + Use `T' (take off) to take off only one piece of armor or + `R' (remove) to take off only one accessory. + + ^A Redo the previous command. + + c Close a door. + + C Call (name) a monster, an individual object, or a type of + object. + + Same as extended command "#name". - NetHack 3.6 May 27, 2018 + + + NetHack 3.6 October 14, 2018 @@ -730,45 +730,21 @@ - click takes place on a location other than the current posi- - tion. - - . Wait or rest, do nothing for one turn. - - a Apply (use) a tool (pick-axe, key, lamp...). - - If used on a wand, that wand will be broken, releasing its - magic in the process. Confirmation is required. - - A Remove one or more worn items, such as armor. - - Use `T' (take off) to take off only one piece of armor or - `R' (remove) to take off only one accessory. - - ^A Redo the previous command. - - c Close a door. - - C Call (name) a monster, an individual object, or a type of - object. - - Same as extended command ``#name''. - ^C Panic button. Quit the game. d Drop something. - Ex. ``d7a'' means drop seven items of object a. + Ex. "d7a" means drop seven items of object a. D Drop several things. In answer to the question - ``What kinds of things do you want to drop? [!%= BUCXaium]'' + "What kinds of things do you want to drop? [!%= BUCXaium]" - you should type zero or more object symbols possibly fol- + you should type zero or more object symbols possibly fol- lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, - one or more of the blessed/uncursed/cursed groups may be + one or more of the blessed/uncursed/cursed groups may be typed. DB - drop all objects known to be blessed. @@ -782,11 +758,35 @@ D%u - drop only unpaid food. The last example shows a combination. There are three cate- - gories of object filtering: class (`!' for potions, `?' for - scrolls, and so on), shop status (`u' for unpaid, in other + gories of object filtering: class (`!' for potions, `?' for + scrolls, and so on), shop status (`u' for unpaid, in other + words, owned by the shop), and bless/curse state (`B', `U', + `C', and `X' as shown above). If you specify more than one + value in a category (such as `!?' for potions and scrolls or + `BU' for blessed and uncursed), an inventory object will + meet the criteria if it matches any of the specified values + (so `!?' means `!' or '?'). If you specify more than one + category, an inventory object must meet each of the category + criteria (so `%u' means class `%' and unpaid `u'). Lastly, + you may specify multiple values within multiple categories: + `!?BU' will select all potions and scrolls which are known + to be blessed or uncursed. (In versions prior to 3.6, fil- + ter combinations behaved differently.) + + ^D Kick something (usually a door). + + e Eat food. + + Normally checks for edible item(s) on the floor, then if + none are found or none are chosen, checks for edible item(s) + in inventory. Precede `e' with the `m' prefix to bypass at- + tempting to eat anything off the floor. + + E Engrave a message on the floor. - NetHack 3.6 May 27, 2018 + + NetHack 3.6 October 14, 2018 @@ -796,45 +796,21 @@ - words, owned by the shop), and bless/curse state (`B', `U', - `C', and `X' as shown above). If you specify more than one - value in a category (such as `!?' for potions and scrolls or - `BU' for blessed and uncursed), an inventory object will - meet the criteria if it matches any of the specified values - (so `!?' means `!' or '?'). If you specify more than one - category, an inventory object must meet each of the category - criteria (so `%u' means class `%' and unpaid `u'). Lastly, - you may specify multiple values within multiple categories: - `!?BU' will select all potions and scrolls which are known - to be blessed or uncursed. (In versions prior to 3.6, fil- - ter combinations behaved differently.) - - ^D Kick something (usually a door). - - e Eat food. - - Normally checks for edible item(s) on the floor, then if - none are found or none are chosen, checks for edible item(s) - in inventory. Precede `e' with the `m' prefix to bypass at- - tempting to eat anything off the floor. - - E Engrave a message on the floor. - E- - write in the dust with your fingers. - Engraving the word ``Elbereth'' will cause most monsters to + Engraving the word "Elbereth" will cause most monsters to not attack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. - f Fire one of the objects placed in your quiver (or quiver - sack, or that you have at the ready). You may select ammu- + f Fire one of the objects placed in your quiver (or quiver + sack, or that you have at the ready). You may select ammu- nition with a previous `Q' command, or let the computer pick something appropriate if autoquiver is true. i List your inventory (everything you're carrying). I List selected parts of your inventory, usually be specifying - the character for a particular set of objects, like `[' for + the character for a particular set of objects, like `[' for armor or `!' for potions. I* - list all gems in inventory; @@ -850,9 +826,33 @@ O Set options. + A menu showing the current option values will be displayed. + You can change most values simply by selecting the menu en- + try for the given option (ie, by typing its letter or click- + ing upon it, depending on your user interface). For the + non-boolean choices, a further menu or prompt will appear + once you've closed this menu. The available options are + listed later in this Guidebook. Options are usually set be- + fore the game rather than with the `O' command; see the sec- + tion on options below. + + ^O Show overview. + + Shortcut for "#overview": list interesting dungeon levels + visited. + + (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). - NetHack 3.6 May 27, 2018 + + + NetHack 3.6 October 14, 2018 @@ -862,63 +862,63 @@ - A menu showing the current option values will be displayed. - You can change most values simply by selecting the menu en- - try for the given option (ie, by typing its letter or click- - ing upon it, depending on your user interface). For the - non-boolean choices, a further menu or prompt will appear - once you've closed this menu. The available options are - listed later in this Guidebook. Options are usually set be- - fore the game rather than with the `O' command; see the sec- - tion on options below. - - ^O Show overview or show dungeon layout - - In normal play and in explore mode, a shortcut for the - ``#overview'' extended command to list interesting dungeon - levels visited. - - In debug mode, an extra command which lists the placement of - all special levels. - - p Pay your shopping bill. - - P Put on an accessory (ring, amulet, or blindfold). - This command may also be used to wear armor. The prompt for - which inventory item to use will only list accessories, but - choosing an unlisted item of armor will attempt to wear it. + which inventory item to use will only list accessories, but + choosing an unlisted item of armor will attempt to wear it. (See the `W' command below. It lists armor as the inventory choices but will accept an accessory and attempt to put that on.) ^P Repeat previous message. - Subsequent ^P's repeat earlier messages. The behavior can + Subsequent ^P's repeat earlier messages. The behavior can be varied via the msg_window option. q Quaff (drink) something (potion, water, etc). - Q Select an object for your quiver, quiver sack, or just gen- - erally at the ready (only one of these is available at a - time). You can then throw this (or one of these) using the + Q Select an object for your quiver, quiver sack, or just gen- + erally 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. - (In versions prior to 3.3 this was the command to quit the - game, which has been moved to ``#quit''.) + (In versions prior to 3.3 this was the command to quit the + game, which has been moved to "#quit".) r Read a scroll or spellbook. R Remove a worn accessory (ring, amulet, or blindfold). - If you're wearing more than one, you'll be prompted for - which one to remove. When you're only wearing one, then by - default it will be removed without asking, but you can set + If you're wearing more than one, you'll be prompted for + which one to remove. When you're only wearing one, then by + default it will be removed without asking, but you can set the paranoid_confirmation 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 acces- + sories, 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 accessory 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. + + S Save (and suspend) the game. The game will be restored au- + tomatically the next time you play. + + t Throw an object or shoot a projectile. + + T Take off armor. + + If you're wearing more than one piece, you'll be prompted + for which one to take off. (Note that this treats a cloak + covering a suit and/or a shirt, or a suit covering a shirt, + as if the underlying items weren't there.) When you're only + wearing one, then by default it will be taken off without - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -928,37 +928,14 @@ - This command may also be used to take off armor. The prompt - for which inventory item to remove only lists worn acces- - sories, 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 accessory 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. - - S Save (and suspend) the game. The game will be restored au- - tomatically the next time you play. - - t Throw an object or shoot a projectile. - - T Take off armor. - - If you're wearing more than one piece, you'll be prompted - for which one to take off. (Note that this treats a cloak - covering a suit and/or a shirt, or a suit covering a shirt, - as if the underlying items weren't there.) When you're only - wearing one, then by default it will be taken off without - asking, but you can set the paranoid_confirmation option to + asking, but you can set the paranoid_confirmation option to require a prompt. - This command may also be used to remove accessories. The - prompt for which inventory item to take off only lists worn - armor, but a worn accessory can be chosen. (See the `R' + 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 choic- - es but will accept an item of armor and attempt to take it + es but will accept an item of armor and attempt to take it off.) ^T Teleport, if you have the ability. @@ -971,20 +948,43 @@ w- - wield nothing, use your bare hands. - Some characters can wield two weapons at once; use the `X' - command (or the ``#twoweapon'' extended command) to do so. + Some characters can wield two weapons at once; use the `X' + command (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 + 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 acces- sory will attempt to put it on. (See the `P' command above. - It lists accessories as the inventory choices but will ac- + It lists accessories as the inventory choices but will ac- cept an item of armor and attempt to wear it.) + x Exchange your wielded weapon with the item in your alternate + weapon slot. - NetHack 3.6 May 27, 2018 + The latter is used as your secondary weapon when engaging in + two-weapon combat. Note that if one of these slots is emp- + ty, the exchange still takes place. + + X Toggle two-weapon combat, if your character can do it. Also + available via the "#twoweapon" extended command. + + (In versions prior to 3.6 this was the command to switch + from normal play to "explore mode", also known as "discovery + mode", which has now been moved to "#exploremode".) + + ^X Display basic information about your character. + + Displays name, role, race, gender (unless role name makes + that redundant, such as Caveman or Priestess), and align- + ment, along with your patron deity and his or her opposi- + tion. It also shows most of the various items of informa- + tion from the status line(s) in a less terse form, including + several additional things which don't appear in the normal + + + NetHack 3.6 October 14, 2018 @@ -994,28 +994,6 @@ - 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 emp- - ty, the exchange still takes place. - - X Toggle two-weapon combat, if your character can do it. Also - available via the ``#twoweapon'' extended command. - - (In versions prior to 3.6 this was the command to switch - from normal play to "explore mode", also known as "discovery - mode", which has now been moved to ``#exploremode''.) - - ^X Display basic information about your character. - - Displays name, role, race, gender (unless role name makes - that redundant, such as Caveman or Priestess), and align- - ment, along with your patron deity and his or her opposi- - tion. It also shows most of the various items of informa- - tion 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 considerations. z Zap a wand. @@ -1044,22 +1022,6 @@ [ Tell what armor you are wearing. - - - __________ - (R)UNIX is a registered trademark of The Open Group. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 17 - - - = Tell what rings you are wearing. " Tell what amulet you are wearing. @@ -1082,7 +1044,22 @@ current `+' command finishes. Sorting the whole list is temporary. To make the most recent sort order persist be- yond the current `+' command, choose the sort option again - and then pick ``reassign casting letters''. (Any spells + and then pick "reassign casting letters". (Any spells + + __________ + (R)UNIX is a registered trademark of The Open Group. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 17 + + + learned after that will be added to the end of the list rather than be inserted into the sorted ordering.) @@ -1103,7 +1080,7 @@ #adjust Adjust inventory letters (most useful when the fixinv option - is ``on''). Autocompletes. Default key is 'M-a'. + is "on"). Autocompletes. Default key is 'M-a'. This command allows you to move an item from one particular inventory slot to another so that it has a letter which is @@ -1111,12 +1088,35 @@ lar location when inventory listings are displayed. You can move to a currently empty slot, or if the destination is oc- cupied -- and won't merge -- the item there will swap slots - with the one being moved. ``#adjust'' can also be used to + 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 letter. + Adjusting without a count used to collect all compatible + stacks when moving to the destination. That behavior has + been changed; to gather compatible stacks, "#adjust" a stack + into its own inventory slot. If it has a name assigned, + other stacks with the same name or with no name will merge + provided that all their other attributes match. If it does + not have a name, only other stacks with no name are eligi- + ble. In either case, otherwise compatible stacks with a + different name will not be merged. This contrasts with us- + ing "#adjust" to move from one slot to a different slot. In + that situation, moving (no count given) a compatible stack + will merge if either stack has a name when the other doesn't + and give that name to the result, while splitting (count + given) will ignore the source stack's name when deciding + whether to merge with the destination stack. - NetHack 3.6 May 27, 2018 + #annotate + Allows you to specify one line of text to associate with the + current dungeon level. All levels with annotations are dis- + played by the "#overview" command. Autocompletes. Default + key is 'M-A', and '^N' if number_pad is on. + + + + NetHack 3.6 October 14, 2018 @@ -1126,28 +1126,6 @@ - Adjusting without a count used to collect all compatible - stacks when moving to the destination. That behavior has - been changed; to gather compatible stacks, ``#adjust'' a - stack into its own inventory slot. If it has a name as- - signed, other stacks with the same name or with no name will - merge provided that all their other attributes match. If it - does not have a name, only other stacks with no name are el- - igible. In either case, otherwise compatible stacks with a - different name will not be merged. This contrasts with us- - ing ``#adjust'' to move from one slot to a different slot. - In that situation, moving (no count given) a compatible - stack will merge if either stack has a name when the other - doesn't and give that name to the result, while splitting - (count given) will ignore the source stack's name when de- - ciding whether to merge with the destination stack. - - #annotate - Allows you to specify one line of text to associate with the - current dungeon level. All levels with annotations are dis- - played by the ``#overview'' command. Autocompletes. De- - fault key is 'M-A', and '^N' if number_pad is on. - #apply Apply (use) a tool such as a pick-axe, a key, or a lamp. De- fault key is 'a'. @@ -1159,7 +1137,7 @@ magic in the process. Confirmation is required. #attributes - Show your attributes. Default key is '^X'. + Show your attributes. Default key is '^X'. #autopickup Toggle the autopickup -option on/off. Default key is '@'. @@ -1167,7 +1145,7 @@ #call Call (name) a monster, or an object in inventory, on the floor, or in the discoveries list, or add an annotation for - the current level (same as ``#annotate''). Default key is + the current level (same as "#annotate"). Default key is 'C'. #cast @@ -1179,24 +1157,11 @@ #close Close a door. Default key is 'c'. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 19 - - - #conduct List voluntary challenges you have maintained. Autocom- pletes. Default key is 'M-C'. - See the section below entitled ``Conduct'' for details. + See the section below entitled "Conduct" for details. #dip Dip an object into something. Autocompletes. Default key is @@ -1215,6 +1180,18 @@ Eat something. Default key is 'e'. The `m' prefix skips eating items on the floor. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 19 + + + #engrave Engrave writing on the floor. Default key is 'E'. @@ -1245,19 +1222,6 @@ #history Show long version and game history. Default key is 'V'. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 20 - - - #inventory Show your inventory. Default key is 'i'. @@ -1277,59 +1241,57 @@ is on. #known - Show what object types have been discovered. Default key is + Show what object types have been discovered. Default key is '\'. #knownclass - Show discovered types for one class of objects. Default key + Show discovered types for one class of objects. Default key + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 20 + + + is '`'. #levelchange - Change your experience level. Autocompletes. Wizard-mode on- - ly. + Change your experience level. Autocompletes. Debug mode + only. #lightsources - Show mobile light sources. Autocompletes. Wizard-mode only. + Show mobile light sources. Autocompletes. Debug mode only. #look Look at what is here, under you. Default key is ':'. #loot - Loot a box or bag on the floor beneath you, or the saddle - from a steed standing next to you. Autocompletes. Precede - with the `m' prefix to skip containers at your location and + 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 removing a saddle. Default key is 'M-l', and 'l' if number_pad is on. - #monpolycontrol - Control monster polymorphs. Autocompletes. Wizard-mode only. - #monster - Use a monster's special ability (when polymorphed into mon- + Use a monster's special ability (when polymorphed into mon- ster form). Autocompletes. Default key is 'M-m'. #name - Name a monster, an individual object, or a type of object. - Same as #call. Autocompletes. Default keys are 'N', 'M-n', + Name a monster, an individual object, or a type of object. + Same as #call. Autocompletes. Default keys are 'N', 'M-n', and 'M-N'. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 21 - - - #offer Offer a sacrifice to the gods. Autocompletes. Default key is 'M-o'. The `m' prefix skips offering items on the altar. - You'll need to find an altar to have any chance at success. - Corpses of recently killed monsters are the fodder of + You'll need to find an altar to have any chance at success. + Corpses of recently killed monsters are the fodder of choice. #open @@ -1339,17 +1301,30 @@ Show and change option settings. Default key is 'O'. #overview - Display information you've discovered about the dungeon. - Any visited level (unless forgotten due to amnesia) with an - annotation is included, and many things (altars, thrones, - fountains, and so on; extra stairs leading to another dun- - geon branch) trigger an automatic annotation. If dungeon + Display information you've discovered about the dungeon. + Any visited level (unless forgotten due to amnesia) with an + annotation is included, and many things (altars, thrones, + fountains, and so on; extra stairs leading to another dun- + geon branch) trigger an automatic annotation. If dungeon overview is chosen during end-of-game disclosure, every vis- ited level will be included regardless of annotations. Auto- completes. Default keys are '^O', and 'M-O'. #panic - Test the panic routine. Autocompletes. Wizard-mode only. + Test the panic routine. Terminates the current game. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 21 + + + + Autocompletes. Debug mode only. #pay Pay your shopping bill. Default key is 'p'. @@ -1359,7 +1334,7 @@ The `m' prefix forces use of a menu. #polyself - Polymorph self. Autocompletes. Wizard-mode only. + Polymorph self. Autocompletes. Debug mode only. #pray Pray to the gods for help. Autocompletes. Default key is 'M- @@ -1375,12 +1350,37 @@ it. #prevmsg - Show previously displayed game messages. Default key is + Show previously displayed game messages. Default key is '^P'. + #puton + Put on an accessory (ring, amulet, etc). Default key is 'P'. + + #quaff + Quaff (drink) something. Default key is 'q'. + + #quit + Quit the program without saving your game. Autocompletes. + Default key is 'M-q'. + + Since using this command by accident would throw away the + current game, you are asked to confirm your intent before + quitting. By default a response of 'y' acknowledges that + intent. You can set the paranoid_confirmation option to re- + quire a response of "yes" instead. + + #quiver + Select ammunition for quiver. Default key is 'Q'. + + #read + Read a scroll, a spellbook, or something else. Default key + is 'r'. + + #redraw + Redraw the screen. Default key is '^R', and '^L' if - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -1390,32 +1390,7 @@ - #puton - Put on an accessory (ring, amulet, etc). Default key is 'P'. - - #quaff - Quaff (drink) something. Default key is 'q'. - - #quit - Quit the program without saving your game. Autocompletes. - Default key is 'M-q'. - - Since using this command by accident would throw away the - current game, you are asked to confirm your intent before - quitting. By default a response of 'y' acknowledges that - intent. You can set the paranoid_confirmation option to re- - quire a response of ``yes'' instead. - - #quiver - Select ammunition for quiver. Default key is 'Q'. - - #read - Read a scroll, a spellbook, or something else. Default key - is 'r'. - - #redraw - Redraw the screen. Default key is '^R', and '^L' if num- - ber_pad is on. + number_pad is on. #remove Remove an accessory (ring, amulet, etc). Default key is 'R'. @@ -1425,7 +1400,7 @@ fault key is 'M-R'. #rub - Rub a lamp or a stone. Autocompletes. Default key is 'M-r'. + Rub a lamp or a stone. Autocompletes. Default key is 'M-r'. #save Save the game. Default key is 'S'. @@ -1443,24 +1418,11 @@ #seearmor Show the armor currently worn. Default key is '['. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 23 - - - #seegold Count your gold. Default key is '$'. #seenv - Show seen vectors. Autocompletes. Wizard-mode only. + Show seen vectors. Autocompletes. Debug mode only. #seerings Show the ring(s) currently worn. Default key is '='. @@ -1483,11 +1445,22 @@ #sit Sit down. Autocompletes. Default key is 'M-s'. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 23 + + + #stats - Show memory statistics. Autocompletes. Wizard-mode only. + Show memory statistics. Autocompletes. Debug mode only. #suspend - Suspend the game. Default key is '^Z'. + Suspend the game. Default key is '^Z'. #swap Swap wielded and secondary weapons. Default key is 'x'. @@ -1499,10 +1472,10 @@ Remove all armor. Default key is 'A'. #teleport - Teleport around the level. Default key is '^T'. + Teleport around the level. Default key is '^T'. #terrain - Show bare map without displaying monsters, objects, or + Show bare map without displaying monsters, objects, or traps. Autocompletes. #therecmdmenu @@ -1511,19 +1484,8 @@ #throw Throw something. Default key is 't'. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 24 - - - #timeout - Look at the timeout queue. Autocompletes. Wizard-mode only. + Look at the timeout queue. Autocompletes. Debug mode only. #tip Tip over a container (bag or box) to pour out its contents. @@ -1532,10 +1494,10 @@ #travel Travel to a specific location on the map. Default key is - '_'. Using the ``request menu'' prefix shows a menu of in- - teresting targets in sight without asking to move the cur- - sor. When picking a target with cursor and the autodescribe - option is on, the top line will show ``(no travel path)'' if + '_'. Using the "request menu" prefix shows a menu of inter- + esting targets in sight without asking to move the cursor. + When picking a target with cursor and the autodescribe op- + tion is on, the top line will show "(no travel path)" if your character does not know of a path to that location. #turn @@ -1548,6 +1510,18 @@ Note that you must use suitable weapons for this type of combat, or it will be automatically turned off. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 24 + + + #untrap Untrap something (trap, door, or chest). Default key is 'M- u', and 'u' if number_pad is on. @@ -1559,7 +1533,7 @@ Go up a staircase. Default key is '<'. #vanquished - List vanquished monsters. Autocompletes. Wizard-mode only. + List vanquished monsters. Autocompletes. Debug mode only. #version Print compile time options for this version of NetHack. Au- @@ -1569,24 +1543,11 @@ Show version string. Default key is 'v'. #vision - Show vision array. Autocompletes. Wizard-mode only. + Show vision array. Autocompletes. Debug mode only. #wait - Rest one move while doing nothing. Default key is '.', and ' - ' if rest_on_space is on. - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 25 - - + Rest one move while doing nothing. Default key is '.', and + also ' ' if rest_on_space is on. #wear Wear a piece of armor. Default key is 'W'. @@ -1604,64 +1565,64 @@ #wipe Wipe off your face. Autocompletes. Default key is 'M-w'. - #wizdebug_bury - Bury objects under and around you. Autocompletes. Wizard- + #wizbury + Bury objects under and around you. Autocompletes. Debug mode only. - #wizdebug_traveldisplay - Toggle travel display. Autocompletes. Wizard-mode only. - #wizdetect - Search a room. Autocompletes. Wizard-mode only. Default key - is '^E'. + Search for hidden things (secret doors or traps or unseen + monsters) within a modest radius. Autocompletes. Debug + mode only. Default key is '^E'. #wizgenesis - Create a monster. Autocompletes. Wizard-mode only. Default - key is '^G'. + Create a monster. May be prefixed by a count to create more + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 25 + + + + than one. Autocompletes. Debug mode only. Default key is + '^G'. #wizidentify - Identify all items in inventory. Autocompletes. Wizard-mode + Identify all items in inventory. Autocompletes. Debug mode only. Default key is '^I'. #wizintrinsic - Set intrinsic. Autocompletes. Wizard-mode only. + Set one or more intrinsic attributes. Autocompletes. Debug + mode only. #wizlevelport - Teleport to another level. Autocompletes. Wizard-mode on- - ly. Default key is '^V'. + Teleport to another level. Autocompletes. Debug mode only. + Default key is '^V'. #wizmap - Map the level. Autocompletes. Wizard-mode only. Default key - is '^F'. + Map the level. Autocompletes. Debug mode only. Default + key is '^F'. #wizrumorcheck - Verify rumor boundaries. Autocompletes. Wizard-mode only. + Verify rumor boundaries. Autocompletes. Debug mode only. #wizsmell - Smell monster. Autocompletes. Wizard-mode only. + Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Wizard-mode - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 26 - - - - only. + Show locations of special levels. Autocompletes. Debug + mode only. #wizwish - Wish for something. Autocompletes. Wizard-mode only. Default - key is '^W'. + Wish for something. Autocompletes. Debug mode only. De- + fault key is '^W'. #wmode - Show wall modes. Autocompletes. Wizard-mode only. + Show wall modes. Autocompletes. Debug mode only. #zap Zap a wand. Default key is 'z'. @@ -1682,6 +1643,17 @@ set the altmeta option to have NetHack combine them into meta+key. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 26 + + + M-? #? (not supported by all platforms) M-2 #twoweapon (unless the number_pad option is enabled) @@ -1708,18 +1680,6 @@ M-m #monster - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 27 - - - M-n #name M-o #offer @@ -1748,6 +1708,18 @@ + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 27 + + + If the number_pad option is on, some additional letter com- mands are available: @@ -1773,19 +1745,6 @@ Secret corridors are hidden. You can find them with the `s' (search) command. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 28 - - - 5.1. Doorways Doorways connect rooms and corridors. Some doorways have no @@ -1815,13 +1774,25 @@ There are traps throughout the dungeon to snare the unwary delver. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out. Traps don't appear on + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 28 + + + your map until you see one triggered by moving onto it, see some- thing fall into it, or you discover it with the `s' (search) com- mand. Monsters can fall prey to traps, too, which can be a very useful defensive strategy. There is a special pre-mapped branch of the dungeon based on - the classic computer game ``Sokoban.'' The goal is to push the + the classic computer game "Sokoban." The goal is to push the boulders into the pits or holes. With careful foresight, it is possible to complete all of the levels according to the tradi- tional rules of Sokoban. Some allowances are permitted in case @@ -1839,10 +1810,39 @@ choose to do so), you'll need to climb back up to the main dun- geon. + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated 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 de- + scribed below). Monsters are only active on the current level; + those on other levels are essentially placed into stasis. + + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if + they're close enough when you travel up or down stairs, and occa- + sionally one of these creatures will displace you during the + climb. When that occurs, the pet or other monster will arrive on + the staircase and you will end up nearby. + + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable + during game play. + + 5.4. Shops and shopping + + Occasionally you will run across a room with a shopkeeper + near the door and many items lying on the floor. You can buy + items by picking them up and then using the `p' command. You can + inquire about the price of an item prior to picking it up by us- + ing the "#chat" command while standing on it. Using an item - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -1852,78 +1852,35 @@ - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated 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 cur- - rent level; those on other levels are essentially placed into - stasis. - - Ordinarily when you climb a set of stairs, you will arrive - on the corresponding staircase at your destination. However, - pets (see below) and some other monsters will follow along if - they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the - climb. When that occurs, the pet or other monster will arrive on - the staircase and you will end up nearby. - - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable - during game play. - - 5.4. Shops and shopping - - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy - items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- - ing the ``#chat'' command 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 + prior to paying for it will incur a charge, and the shopkeeper + won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the - floor while inside a shop. You will either be offered an amount - of gold and asked whether you're willing to sell, or you'll be - told that the shopkeeper isn't interested (generally, your item - needs to be compatible with the type of merchandise carried by + 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 shopkeeper 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. + 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 sometimes 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 + Shopkeepers sometimes run out of money. When that happens, + you'll be offered credit instead of gold when you try to sell + something. Credit can be used to pay for purchases, but it is + only good in the shop where it was obtained; other shopkeepers + won't honor it. (If you happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.) - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 30 - - - - The `$' command, which reports the amount of gold you are + The `$' command, which reports the amount of gold you are carrying (in inventory, not inside bags or boxes), will also show - current shop debt or credit, if any. The `Iu' command lists un- + current shop debt or credit, if any. The `Iu' command lists un- paid items (those which still belong to the shop) if you are car- - rying any. The `Ix' command shows an inventory-like display of - any unpaid items which have been used up, along with other shop + rying any. The `Ix' command shows an inventory-like display of + any unpaid items which have been used up, along with other shop fees, if any. 5.4.1. Shop idiosyncrasies @@ -1938,7 +1895,7 @@ * While the shopkeeper watches you like a hawk, he will generally ignore any other customers. - * If a shop is ``closed for inventory'', it will not open of its + * If a shop is "closed for inventory", it will not open of its own accord. * Shops do not get restocked with new items, regardless of inven- @@ -1949,19 +1906,31 @@ 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 + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 30 + + + (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 com- - mand ``#name'' (by default bound to `C'), allows you to assign a + mand "#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 remove any prior name. - The extended command ``#chat'' can be used to interact with - an adjacent monster. There is no actual dialog (in other words, - you don't get to choose what you'll say), but chatting with some - monsters such as a shopkeeper or the Oracle of Delphi can produce + The extended command "#chat" can be used to interact with an + adjacent monster. There is no actual dialog (in other words, you + don't get to choose what you'll say), but chatting with some mon- + sters such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting @@ -1971,10 +1940,41 @@ business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. + In most circumstances, if you attempt to attack a peaceful + monster by moving into its location, you'll be asked to confirm + your intent. By default an answer of 'y' acknowledges that in- + tent, which can be error prone if you're using 'y' to move. You + can set the paranoid_confirmation option to require a response of + "yes" instead. + + If you can't see a monster (if it is invisible, or if you + are blinded), the symbol `I' will be shown when you learn of its + presence. If you attempt to walk into it, you will try to fight + it just like a monster that you can see; of course, if the mon- + ster has moved, you will attack empty air. If you guess that the + monster has moved and you don't wish to fight, you can use the + `m' command to move without fighting; likewise, if you don't re- + member a monster but want to try fighting anyway, you can use the + `F' command. + + 6.2. Your pet + + You start the game with a little dog (`d'), cat (`f'), or + pony (`u'), which follows you about the dungeon and fights mon- + sters with you. Like you, your pet needs food to survive. It + usually feeds itself on fresh carrion and other meats. If you're + worried about it or want to train it, you can feed it, too, by + throwing it food. A properly trained pet can be very useful un- + der certain circumstances. + + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than + you, which makes pets useful for low-level characters. - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -1984,63 +1984,63 @@ - In most circumstances, if you attempt to attack a peaceful - monster by moving into its location, you'll be asked to confirm - your intent. By default an answer of 'y' acknowledges that in- - tent, which can be error prone if you're using 'y' to move. You - can set the paranoid_confirmation option to require a response of - ``yes'' instead. - - If you can't see a monster (if it is invisible, or if you - are blinded), the symbol `I' will be shown when you learn of its - presence. If you attempt to walk into it, you will try to fight - it just like a monster that you can see; of course, if the mon- - ster has moved, you will attack empty air. If you guess that the - monster has moved and you don't wish to fight, you can use the - `m' command to move without fighting; likewise, if you don't re- - member a monster but want to try fighting anyway, you can use the - `F' command. - - 6.2. Your pet - - You start the game with a little dog (`d'), cat (`f'), or - pony (`u'), which follows you about the dungeon and fights mon- - sters with you. Like you, your pet needs food to survive. It - usually feeds itself on fresh carrion and other meats. If you're - worried about it or want to train it, you can feed it, too, by - throwing it food. A properly trained pet can be very useful un- - der certain circumstances. - - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than - you, which makes pets useful for low-level characters. - - Your pet will follow you up and down staircases if it is - next to you when you move. Otherwise your pet will be stranded - and may become wild. Similarly, when you trigger certain types - of traps which alter your location (for instance, a trap door - which drops you to a lower dungeon level), any adjacent pet will + 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-adjacent pet will be left behind. Your - pet may trigger such traps itself; you will not be carried along + pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. 6.3. Steeds - Some types of creatures in the dungeon can actually be rid- + Some types of creatures in the dungeon can actually be rid- den 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 or- + 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 or- der to forge the alliance. Once you do have the beast under your - control however, you can easily climb in and out of the saddle - with the ``#ride'' command. Lead the beast around the dungeon - when riding, in the same manner as you would move yourself. It - is the beast that you will see displayed on the map. + 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 + section on Weapon proficiency for more information about that. + + Use the `a' (apply) command and pick a saddle in your inven- + tory to attempt to put that saddle on an adjacent creature. If + successful, it will be transferred to that creature's inventory. + + Use the "#loot" command while adjacent to a saddled creature + to try to remove the saddle from that creature. If successful, + it will be transferred to your inventory. + + 6.4. Bones levels + + You may encounter the shades and corpses of other adventur- + ers (or even former incarnations of yourself!) and their personal + effects. Ghosts are hard to kill, but easy to avoid, since + they're slow and do little damage. You can plunder the deceased + adventurer's possessions; however, they are likely to be cursed. + Beware of whatever killed the former player; it is probably still + lurking around, gloating over its last victory. + + 6.5. Persistence of Monsters + + Monsters (a generic reference which also includes humans and + pets) are only shown while they can be seen or otherwise sensed. + Moving to a location where you can't see or sense a monster any + more will result in it disappearing from your map, similarly if + it is the one who moved rather than you. + + However, if you encounter a monster which you can't see or + sense -- perhaps it is invisible and has just tapped you on the + noggin -- a special "remembered, unseen monster" marker will be + displayed at the location where you think it is. That will - - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -2050,63 +2050,63 @@ - Riding skill is managed by the ``#enhance'' command. See - the section on Weapon proficiency for more information about - that. - - Use the `a' (apply) command and pick a saddle in your inven- - tory to attempt to put that saddle on an adjacent creature. If - successful, it will be transferred to that creature's inventory. - - Use the ``#loot'' command while adjacent to a saddled crea- - ture to try to remove the saddle from that creature. If success- - ful, it will be transferred to your inventory. - - 6.4. Bones levels - - You may encounter the shades and corpses of other adventur- - ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. - Beware of whatever killed the former player; it is probably still - lurking around, gloating over its last victory. - - 6.5. Persistence of Monsters - - Monsters (a generic reference which also includes humans and - pets) are only shown while they can be seen or otherwise sensed. - Moving to a location where you can't see or sense a monster any - more will result in it disappearing from your map, similarly if - it is the one who moved rather than you. - - However, if you encounter a monster which you can't see or - sense -- perhaps it is invisible and has just tapped you on the - noggin -- a special ``remembered, unseen monster'' marker will be - displayed at the location where you think it is. That will per- - sist until you have proven that there is no monster there, even - if the unseen monster moves to another location or you move to a - spot where the marker's location ordinarily wouldn't be seen any - more. + persist until you have proven that there is no monster there, + even if the unseen monster moves to another location or you move + to a spot where the marker's location ordinarily wouldn't be seen + any more. 7. Objects When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished automatically by - walking over the object (unless you turn off the autopickup op- - tion (see below), or move with the `m' prefix (see above)), or + walking over the object (unless you turn off the autopickup op- + tion (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. - 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 + 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 + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends 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 encum- + ber you. Your reactions will get slower and you'll burn calories + faster, requiring food more frequently to cope with it. Eventu- + ally, you'll be so overloaded that you'll either have to discard + some of what you're carrying or collapse under its weight. + + NetHack will tell you how badly you have loaded yourself. + The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and + `Overloaded' are displayed on the bottom line display to indicate + your condition. + + When you pick up an object, it is assigned an inventory let- + ter. Many commands that operate on objects must ask you to find + out which object you want to use. When NetHack asks you to + choose a particular object you are carrying, you are usually pre- + sented with a list of inventory letters to choose from (see Com- + mands, above). + + Some objects, such as weapons, are easily differentiated. + Others, like scrolls and potions, are given descriptions which + vary according to type. During a game, any two objects with the + same description are the same type. However, the descriptions + will vary from game to game. + + When you use one of these objects, if its effect is obvious, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this + type of object so you will recognize it later. You can also use + the "#name" command, for the same purpose at any time, to name + all objects of a particular type or just an individual object. + When you use "#name" on an object which has already been named, - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -2116,63 +2116,63 @@ - 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 encum- - ber you. Your reactions will get slower and you'll burn calories - faster, requiring food more frequently to cope with it. Eventu- - ally, you'll be so overloaded that you'll either have to discard - some of what you're carrying or collapse under its weight. - - NetHack will tell you how badly you have loaded yourself. - The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and - `Overloaded' are displayed on the bottom line display to indicate - your condition. - - When you pick up an object, it is assigned an inventory let- - ter. Many commands that operate on objects must ask you to find - out which object you want to use. When NetHack asks you to - choose a particular object you are carrying, you are usually pre- - sented with a list of inventory letters to choose from (see Com- - mands, above). - - Some objects, such as weapons, are easily differentiated. - Others, like scrolls and potions, are given descriptions which - vary according to type. During a game, any two objects with the - same description are the same type. However, the descriptions - will vary from game to game. - - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the ``#name'' command, for the same purpose at any time, to name - all objects of a particular type or just an individual object. - When you use ``#name'' on an object which has already been named, - specifying a space as the value will remove the prior name in- + specifying a space as the value will remove the prior name in- stead of assigning a new one. 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object + Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being - stuck with (and to) the item. Cursed weapons weld themselves to - your hand when wielded, so you cannot unwield them. Any cursed - item you wear is not removable by ordinary means. In addition, - cursed arms and armor usually, but not always, bear negative en- + 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 en- chantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed. Blessed items usually work - better or more beneficially than normal uncursed items. For ex- + Objects can also be blessed. Blessed items usually work + better or more beneficially than normal uncursed items. For ex- ample, a blessed weapon will do more damage against demons. Objects which are neither cursed nor blessed are referred to - as uncursed. They could just as easily have been described as + 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 + objects, so even if you are stuck with one, you can still have + the curse lifted and the item removed. Priests and Priestesses + have an innate sensitivity to this property in any object, so + they can more easily avoid cursed objects than other character + roles. + + An item with unknown status will be reported in your inven- + tory with no prefix. An item which you know the state of will be + distinguished in your inventory by the presence of the word + "cursed", "uncursed" or "blessed" in the description of the item. + In some cases "uncursed" will be omitted as being redundant when + enough other information is displayed. The implicit_uncursed op- + tion can be used to control this; toggle it off to have "un- + cursed" be displayed even when that can be deduced from other at- + tributes. + + 7.2. Weapons (`)') + + Given a chance, most monsters in the Mazes of Menace will + gratuitously try to kill you. You need weapons for self-defense + (killing them first). Without a weapon, you do only 1-2 hit + points of damage (plus bonuses, if any). Monk characters are an + exception; they normally do much more damage with bare hands than + they do with weapons. + + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can + simply elect to throw a spear. To shoot an arrow, you should - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -2182,63 +2182,63 @@ - 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 - objects, so even if you are stuck with one, you can still have - the curse lifted and the item removed. Priests and Priestesses - have an innate sensitivity to this property in any object, so - they can more easily avoid cursed objects than other character - roles. - - An item with unknown status will be reported in your inven- - tory with no prefix. An item which you know the state of will be - distinguished in your inventory by the presence of the word - ``cursed'', ``uncursed'' or ``blessed'' in the description of the - item. In some cases ``uncursed'' will be omitted as being redun- - dant when enough other information is displayed. The implic- - it_uncursed option can be used to control this; toggle it off to - have ``uncursed'' be displayed even when that can be deduced from - other attributes. - - 7.2. Weapons (`)') - - Given a chance, most monsters in the Mazes of Menace will - gratuitously try to kill you. You need weapons for self-defense - (killing them first). Without a weapon, you do only 1-2 hit - points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do much more damage with bare hands than - they do with weapons. - - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, - you must wield it and attack them, or throw it at them. You can - simply elect to throw a spear. To shoot an arrow, you should - first wield a bow, then throw the arrow. Crossbows shoot cross- + first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a ``plus'' (or ``to hit enhancement'' - which can be either positive or negative) that adds to your - chance to hit and the damage you do to a monster. The only way + Enchanted weapons have a "plus" (or "to hit enhancement" + which can be either positive or negative) that adds to your + chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically iden- - tified somehow. Most weapons are subject to some type of damage - like rust. Such ``erosion'' damage can be repaired. + tified somehow. Most weapons are subject to some type of damage + like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, - and the amount of damage such a hit will do, depends upon many - factors. Among them are: type of weapon, quality of weapon (en- + 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 (en- chantment and/or erosion), experience level, strength, dexterity, - encumbrance, and proficiency (see below). The monster's armor + encumbrance, and proficiency (see below). The monster's armor class -- a general defense rating, not necessarily due to wearing of armor -- is a factor too; also, some monsters are particularly vulnerable to certain types of weapons. + Many weapons can be wielded in one hand; some require both + hands. When wielding a two-handed weapon, you can not wear a + shield, and vice versa. When wielding a one-handed weapon, you + can have another weapon ready to use by setting things up with + the `x' command, which exchanges your primary (the one being + wielded) and alternate weapons. And if you have proficiency in + the "two weapon combat" skill, you may wield both weapons simul- + taneously as primary and secondary; use the "#twoweapon" extended + command to engage or disengage that. Only some types of charac- + ters (barbarians, for instance) have the necessary skill avail- + able. Even with that skill, using two weapons at once incurs a + penalty in the chance to hit your target compared to using just + one weapon at a time. + + There might be times when you'd rather not wield any weapon + at all. To accomplish that, wield `-', or else use the `A' com- + mand 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 dam- + age to monsters in NetHack. Some of the more obscure weapons + (such as the aklys, lucern hammer, and bec-de-corbin) are defined + in an appendix to Unearthed Arcana, an AD&D supplement. + + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire, an alternative way of throwing), `Q' (quiver), `x' + (exchange), "#twoweapon", and "#enhance" (see below). + + 7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or + picking `*' will list your entire inventory. After you've chosen - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -2248,63 +2248,63 @@ - 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 exchanges your primary (the one being - wielded) and alternate weapons. And if you have proficiency in - the ``two weapon combat'' skill, you may wield both weapons si- - multaneously as primary and secondary; use the `#twoweapon' ex- - tended command to engage or disengage that. Only some types of - characters (barbarians, for instance) have the necessary skill - available. Even with that skill, using two weapons at once in- - curs a penalty in the chance to hit your target compared to using - just one weapon at a time. - - There might be times when you'd rather not wield any weapon - at all. To accomplish that, wield `-', or else use the `A' com- - mand 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 dam- - age to monsters in NetHack. Some of the more obscure weapons - (such as the aklys, lucern hammer, and bec-de-corbin) are defined - in an appendix to Unearthed Arcana, an AD&D supplement. - - The commands to use weapons are `w' (wield), `t' (throw), - `f' (fire, an alternative way of throwing), `Q' (quiver), `x' - (exchange), `#twoweapon', and `#enhance' (see below). - - 7.2.1. Throwing and shooting - - You can throw just about anything via the `t' command. It - will prompt for the item to throw; picking `?' will list things - in your inventory which are considered likely to be thrown, or - picking `*' will list your entire inventory. After you've chosen - what to throw, you will be prompted for a direction rather than - for a specific target. The distance something can be thrown de- + what to throw, you will be prompted for a direction rather than + for a specific target. The distance something can be thrown de- pends mainly on the type of object and your strength. Arrows can - be thrown by hand, but can be thrown much farther and will be + be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow. - You can simplify the throwing operation by using the `Q' - command to select your preferred ``missile'', then using the `f' - command to throw it. You'll be prompted for a direction as - above, but you don't have to specify which item to throw each + You can simplify the throwing operation by using the `Q' + command to select your preferred "missile", then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each time you use `f'. There is also an option, autoquiver, which has NetHack choose another item to automatically fill your quiver (or - quiver sack, or have at the ready) when the inventory slot used + quiver sack, or have at the ready) when the inventory slot used for `Q' runs out. - Some characters have the ability to fire a volley of multi- - ple items in a single turn. Knowing how to load several rounds + Some characters have the ability to fire a volley of multi- + ple items in a single turn. Knowing how to load several rounds of ammunition at once -- or hold several missiles in your hand -- - and still hit a target is not an easy task. Rangers are among + and still hit a target is not an easy task. Rangers are among + those who are adept at this task, as are those with a high level + of proficiency in the relevant weapon skill (in bow skill if + you're wielding one to shoot arrows, in crossbow skill if you're + wielding one to shoot bolts, or in sling skill if you're wielding + one to shoot stones). The number of items that the character has + a chance to fire varies from turn to turn. You can explicitly + limit the number of shots by using a numeric prefix before the + `t' or `f' command. For example, "2f" (or "n2f" if using num- + ber_pad mode) would ensure that at most 2 arrows are shot even if + you could have fired 3. If you specify a larger number than + would have been shot ("4f" in this example), you'll just end up + shooting the same number (3, here) as if no limit had been speci- + fied. Once the volley is in motion, all of the items will travel + in the same direction; if the first ones kill a monster, the oth- + ers can still continue beyond that spot. + + 7.2.2. Weapon proficiency + + You will have varying degrees of skill in the weapons avail- + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on + your role, your experience level, and use of the weapons. + + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or + bows. + + The "#enhance" extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which + skill(s) to improve when you've used one or more skills enough to + become eligible to do so. The skill rankings are "none" - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -2314,49 +2314,13 @@ - those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if - you're wielding one to shoot arrows, in crossbow skill if you're - wielding one to shoot bolts, or in sling skill if you're wielding - one to shoot stones). The number of items that the character has - a chance to fire varies from turn to turn. You can explicitly - limit the number of shots by using a numeric prefix before the - `t' or `f' command. For example, ``2f'' (or ``n2f'' if using - number_pad mode) would ensure that at most 2 arrows are shot even - if you could have fired 3. If you specify a larger number than - would have been shot (``4f'' in this example), you'll just end up - shooting the same number (3, here) as if no limit had been speci- - fied. Once the volley is in motion, all of the items will travel - in the same direction; if the first ones kill a monster, the oth- - ers can still continue beyond that spot. - - 7.2.2. Weapon proficiency - - You will have varying degrees of skill in the weapons avail- - able. Weapon proficiency, or weapon skills, affect how well you - can use particular types of weapons, and you'll be able to im- - prove your skills as you progress through a game, depending on - your role, your experience level, and use of the weapons. - - For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or - bows. - - The `#enhance' extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which - skill(s) to improve when you've used one or more skills enough to - become eligible to do so. The skill rankings are ``none'' (some- - times also referred to as ``restricted'', because you won't be - able to advance), ``unskilled'', ``basic'', ``skilled'', and - ``expert''. Restricted skills simply will not appear in the list - shown by `#enhance'. (Divine intervention might unrestrict a - particular skill, in which case it will start at unskilled and be - limited to basic.) Some characters can enhance their barehanded - combat or martial arts skill beyond expert to ``master'' or - ``grand master''. + (sometimes also referred to as "restricted", because you won't be + able to advance), "unskilled", "basic", "skilled", and "expert". + Restricted skills simply will not appear in the list shown by + "#enhance". (Divine intervention might unrestrict a particular + skill, in which case it will start at unskilled and be limited to + basic.) Some characters can enhance their barehanded combat or + martial arts skill beyond expert to "master" or "grand master". Use of a weapon in which you're restricted or unskilled will incur a modest penalty in the chance to hit a monster and also in @@ -2368,19 +2332,7 @@ already reached the limit for this skill). Once such training reaches the threshold for that next level, you'll be told that you feel more confident in your skills. At that point you can - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 37 - - - - use `#enhance' to increase one or more skills. Such skills are + use "#enhance" to increase one or more skills. Such skills are not increased automatically because there is a limit to your to- tal overall skills, so you need to actively choose which skills to enhance and which to ignore. @@ -2389,15 +2341,15 @@ 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 -- wield- - ing two weapons at once. The primary is your wielded weapon and - the secondary is just an item in your inventory that's been des- - ignated as alternate weapon.) + use. To wield two weapons, you need to use the "#twoweapon" com- + mand. 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 sec- + ondary is just an item in your inventory that's been designated + as alternate weapon.) If your primary weapon is wielded but your off hand is empty or has the wrong weapon, use the sequence 'x', 'w', 'x' to first @@ -2417,8 +2369,19 @@ want as primary which will push the first into secondary posi- tion. - When in two-weapon combat mode, using the ``#twoweapon'' - command toggles back to single-weapon mode. Throwing or dropping + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 37 + + + + When in two-weapon combat mode, using the "#twoweapon" com- + mand toggles back to single-weapon mode. Throwing or dropping either of the weapons or having one of them be stolen or de- stroyed will also make you revert to single-weapon combat. @@ -2433,19 +2396,6 @@ protection in NetHack. Here is an (incomplete) list of the armor classes provided by various suits of armor: dragon scale mail 1 - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 38 - - - plate mail 3 crystal plate mail 3 bronze plate mail 4 @@ -2470,13 +2420,13 @@ cloak, one helmet, one shield, and so on) at a time. If a piece of armor is enchanted, its armor protection will - be better (or worse) than normal, and its ``plus'' (or minus) - will subtract from your armor class. For example, a +1 chain - mail would give you better protection than normal chain mail, - lowering your armor class one unit further to 4. When you put on - a piece of armor, you immediately find out the armor class and - any ``plusses'' it provides. Cursed pieces of armor usually have - negative enchantments (minuses) in addition to being unremovable. + be better (or worse) than normal, and its "plus" (or minus) will + subtract from your armor class. For example, a +1 chain mail + would give you better protection than normal chain mail, lowering + your armor class one unit further to 4. When you put on a piece + of armor, you immediately find out the armor class and any + "plusses" it provides. Cursed pieces of armor usually have nega- + tive enchantments (minuses) in addition 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 in- @@ -2484,6 +2434,18 @@ The commands to use armor are `W' (wear) and `T' (take off). The `A' command can also be used to take off armor as well as + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 38 + + + other worn items. 7.4. Food (`%') @@ -2491,26 +2453,14 @@ Food is necessary to survive. If you go too long without eating you will faint, and eventually die of starvation. Some types of food will spoil, and become unhealthy to eat, if not - protected. Food stored in ice boxes or tins (``cans'') will usu- - ally stay fresh, but ice boxes are heavy, and tins take a while - to open. + protected. Food stored in ice boxes or tins ("cans") will usual- + ly stay fresh, but ice boxes are heavy, and tins take a while to + open. When you kill monsters, they usually leave corpses which are - also ``food.'' Many, but not all, of these are edible; some also + also "food." Many, but not all, of these are edible; some also give you special powers when you eat them. A good rule of thumb - is ``you are what you eat.'' - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 39 - - + is "you are what you eat." Some character roles and some monsters are vegetarian. Veg- etarian monsters will typically never eat animal corpses, while @@ -2525,8 +2475,8 @@ 7.5. Scrolls (`?') Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (ex. ``READ ME,'' or - ``THANX MAUD'' backwards). Scrolls disappear after you read them + ancient wizards for their amusement value (ex. "READ ME," or + "THANX MAUD" backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). One of the most useful of these is the scroll of identify, @@ -2539,17 +2489,29 @@ of mail (on versions compiled with this feature). To use this feature on versions where NetHack mail delivery is triggered by electronic mail appearing in your system mailbox, you must let - NetHack know where to look for new mail by setting the ``MAIL'' - environment variable to the file name of your mailbox. You may - also want to set the ``MAILREADER'' environment variable to the - file name of your favorite reader, so NetHack can shell to it - when you read the scroll. On versions of NetHack where mail is - randomly generated internal to the game, these environment vari- - ables are ignored. You can disable the mail daemon by turning - off the mail option. + NetHack know where to look for new mail by setting the "MAIL" en- + vironment variable to the file name of your mailbox. You may al- + so want to set the "MAILREADER" environment variable to the file + name of your favorite reader, so NetHack can shell to it when you + read the scroll. On versions of NetHack where mail is randomly + generated internal to the game, these environment variables are + ignored. You can disable the mail daemon by turning off the mail + option. The command to read a scroll is `r'. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 39 + + + 7.6. Potions (`!') Potions are distinguished by the color of the liquid inside @@ -2559,25 +2521,10 @@ 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. + to dip ("#dip") an object into a potion. The command to drink a potion is `q' (quaff). - - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 40 - - - 7.7. Wands (`/') Wands usually have multiple magical charges. Some types of @@ -2607,19 +2554,31 @@ then by its current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled. - The command to use a wand is `z' (zap). To break one, use + The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. 7.8. Rings (`=') - Rings are very useful items, since they are relatively per- - manent magic, unlike the usually fleeting effects of potions, + Rings are very useful items, since they are relatively per- + manent magic, unlike the usually fleeting effects of potions, scrolls, and wands. - Putting on a ring activates its magic. You can wear only + Putting on a ring activates its magic. You can wear only two rings, one on each ring finger. - Most rings also cause you to grow hungry more rapidly, the + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 40 + + + + Most rings also cause you to grow hungry more rapidly, the rate varying with the type of ring. The commands to use rings are `P' (put on) and `R' (remove). @@ -2632,18 +2591,6 @@ the attempt backfires. Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health! - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 41 - - - 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 @@ -2669,13 +2616,13 @@ 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 + using the "#enhance" command to advance a sufficiently exercised skill will affect all spells within the group. Advanced skill may increase the potency of spells, reduce their risk of failure during casting attempts, and improve the accuracy of the estimate for how much longer they will be retained in your memory. Skill slots are shared with weapons skills. (See also the section on - ``Weapon proficiency''.) + "Weapon proficiency".) Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that. @@ -2686,6 +2633,17 @@ estimate of how strongly it is remembered. The `Z' (cast) com- mand casts a spell. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 41 + + + 7.10. Tools (`(') Tools are miscellaneous objects with various purposes. Some @@ -2695,36 +2653,21 @@ The command to use tools is `a' (apply). - - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 42 - - - 7.10.1. Containers You may encounter bags, boxes, and chests in your travels. - A tool of this sort can be opened with the ``#loot'' extended - command when you are standing on top of it (that is, on the same + A tool of this sort can be opened with the "#loot" extended com- + mand when you are standing on top of it (that is, on the same floor spot), or with the `a' (apply) command when you are carry- ing 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' command, or by using a weapon to force - the lock with the ``#force'' extended command. + the lock with the "#force" extended command. Some chests are trapped, causing nasty things to happen when you unlock or open them. You can check for and try to deactivate - traps with the ``#untrap'' extended command. + traps with the "#untrap" extended command. 7.11. Amulets (`"') @@ -2755,6 +2698,18 @@ generally heavy. It is rumored that some statues are not what they seem. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 42 + + + Very large humanoids (giants and their ilk) have been known to use boulders as weapons. @@ -2762,20 +2717,6 @@ longer shown as ``' but by the letter representing the monster they depict instead. - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 43 - - - 7.14. Gold (`$') Gold adds to your score, and you can buy things in shops @@ -2786,13 +2727,13 @@ 7.15. Persistence of Objects Normally, if you have seen an object at a particular map lo- - cation and move to another location which can't directly see that - object any more, if 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 ex- - ception is that if the object gets covered by the ``remembered, - unseen monster'' marker and that marker is later removed after + cation and move to another location where you can't directly see + that object any more, if 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 covered by the "remembered, + unseen monster" marker. When that marker is later removed after you've verified that no monster is there, you will forget that there was any object there regardless of whether the unseen mon- ster actually took the object. If the object is still there, @@ -2801,8 +2742,8 @@ The situation is the same for a pile of objects, except that only the top item of the pile is displayed. The hilite_pile op- - tion can be enabled in order to show an item differently when is - the top one of a pile. + tion can be enabled in order to show an item differently when it + is the top one of a pile. 8. Conduct @@ -2812,7 +2753,7 @@ of these challenges, which can be checked at any time with the #conduct command or at the end of the game. When you perform an action which breaks a challenge, it will no longer be listed. - This gives players extra ``bragging rights'' for winning the game + This gives players extra "bragging rights" for winning the game with these challenges. Note that it is perfectly acceptable to win the game without resorting to these restrictions and that it is unusual for players to adhere to challenges the first time @@ -2822,26 +2763,26 @@ The most difficult of these is the foodless challenge. Although creatures can survive long periods of time without food, there is a physiological need for water; thus there is no restriction on - drinking beverages, even if they provide some minor food bene- - fits. Calling upon your god for help with starvation does not - violate any food challenges either. + drinking beverages, even if they provide some minor food + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 43 + + + + 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 animals. The primary source of nutrition is fruits and veg- etables. The corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are also considered to be vegetable matter. Certain - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 44 - - - human food is prepared without animal products; namely, lembas wafers, cram rations, food rations (gunyoki), K-rations, and C- rations. Metal or another normally indigestible material eaten @@ -2870,15 +2811,15 @@ Regardless of conduct, there will be some items which are indigestible, and others which are hazardous to eat. Using a swallow-and-digest attack against a monster is equivalent to eat- - ing the monster's corpse. Please note that the term ``vegan'' is + ing the monster's corpse. Please note that the term "vegan" is used here only in the context of diet. You are still free to choose not to use or wear items derived from animals (e.g. leather, dragon hide, bone, horns, coral), but the game will not - keep track of this for you. Also note that ``milky'' potions may + keep track of this for you. Also note that "milky" potions may be a translucent white, but they do not contain milk, so they are compatible with a vegan diet. Slime molds or player-defined - ``fruits'', although they could be anything from ``cherries'' to - ``pork chops'', are also assumed to be vegan. + "fruits", although they could be anything from "cherries" to + "pork chops", are also assumed to be vegan. An atheist is one who rejects religion. This means that you cannot #pray, #offer sacrifices to any god, #turn undead, or @@ -2889,6 +2830,18 @@ counted against this conduct. You are also not penalized for be- ing spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 44 + + + meaning to them. Most players fight with a wielded weapon (or tool intended @@ -2897,17 +2850,6 @@ throw, fire, and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 45 - - - 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 @@ -2916,7 +2858,7 @@ An illiterate character cannot read or write. This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writing a scroll; or making an engraving of anything other than a - single ``x'' (the traditional signature of an illiterate person). + 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 @@ -2927,18 +2869,18 @@ is possible to eliminate one or more species of monsters by geno- cide; 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 de- - cline. 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 considered 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 challenge, as - is a game without wishing for an artifact (even if the artifact - immediately disappears). When the game offers you an opportunity - to make a wish for an item, you may choose ``nothing'' if you - want to decline. + 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 considered challenges. Polymor- + phing 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 challenge, as is a + game without wishing for an artifact (even if the artifact imme- + diately disappears). When the game offers you an opportunity to + make a wish for an item, you may choose "nothing" if you want to + decline. 9. Options @@ -2954,28 +2896,28 @@ a configuration file, or in the NETHACKOPTIONS environment vari- able. Some versions of NetHack also have front-end programs that allow you to set options before starting the game or a global + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 45 + + + configuration for system administrators. 9.2. Using a configuration file The default name of the configuration file varies on differ- - ent operating systems. On DOS and Windows, it is ``defaults.nh'' - in the same folder as nethack.exe or nethackW.exe. On UNIX, Lin- - ux, and Mac OS X it is ``.nethackrc'' in the user's home - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 46 - - - - directory. The file may not exist, but it is a normal ASCII text - file and can be created with any text editor. + ent operating systems. On MS-DOS and Windows, it is + "defaults.nh" in the same folder as nethack.exe or nethackW.exe. + On UNIX, Linux, and Mac OS X 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. Any line in the configuration file starting with `#' is treated as a comment. Empty lines are ignored. @@ -3021,6 +2963,17 @@ The location where saved games are kept. Defaults to HACKDIR, must be writable. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 46 + + + BONESDIR The location that bones files are kept. Defaults to HACKDIR, must be writable. @@ -3029,17 +2982,6 @@ The location that file synchronization locks are stored. Defaults to HACKDIR, must be writable. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 47 - - - TROUBLEDIR The location that a record of game aborts and self-diagnosed game problems is kept. Defaults to HACKDIR, must be writable. @@ -3047,8 +2989,8 @@ AUTOCOMPLETE Enable or disable an extended command autocompletion. Autocom- pletion has no effect for the X11 windowport. You can specify - multiple autocompletions. To enable autocompletion, list the - extended command. Prefix the command with ``!'' to disable the + multiple autocompletions. To enable autocompletion, list the + extended command. Prefix the command with "!" to disable the autocompletion for that command. Example: @@ -3056,14 +2998,14 @@ AUTOCOMPLETE=zap,!annotate AUTOPICKUP_EXCEPTION - Set exceptions to the pickup_types option. See the ``Configur- - ing Autopickup Exceptions'' section. + Set exceptions to the pickup_types option. See the "Configur- + ing Autopickup Exceptions" section. BINDINGS Change the key bindings of some special keys, menu accelera- - tors, or extended commands. You can specify multiple bindings. + tors, or extended commands. You can specify multiple bindings. Format is key followed by the command, separated by a colon. - See the ``Changing Key Bindings`` section for more information. + See the "Changing Key Bindings" section for more information. Example: @@ -3084,48 +3026,49 @@ MSGTYPE Change the way messages are shown in the top status line. See - the ``Configuring Message Types`` section. + the "Configuring Message Types" section. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 47 + + MENUCOLOR - Highlight menu lines with different colors. See the ``Config- - uring Menu Colors`` section. + Highlight menu lines with different colors. See the "Configur- + ing Menu Colors" section. SYMBOLS Override one or more symbols in the symbols files. See the - ``Modifying NetHack Symbols'' section. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 48 - - + "Modifying NetHack Symbols" section. Example: SYMBOLS=S_boulder:0 WIZKIT - Wizard-mode extra items, in a text file containing item names, - one per line, up to a maximum of 128 lines. Each line is pro- - cessed by the function that handles wishing. + Debug mode only: extra items to add to initial inventory. + Value is the name of a text file containing a list of item + names, one per line, up to a maximum of 128 lines. Each line + is processed by the function that handles wishing. Example: WIZKIT=~/wizkit.txt SOUNDDIR - Define the directory that contains the sound files. See the - ``Configuring User Sounds'' section. + Define the directory that contains the sound files. See the + "Configuring User Sounds" section. SOUND - Define a sound mapping. See the ``Configuring User Sounds'' - section. + Define a sound mapping. See the "Configuring User Sounds" sec- + tion. Here is a short example of config file contents: @@ -3144,35 +3087,35 @@ 9.3. Using the NETHACKOPTIONS environment variable - The NETHACKOPTIONS variable is a comma-separated list of - initial values for the various options. Some can only be turned - on or off. You turn one of these on by adding the name of the - option to the list, and turn it off by typing a `!' or ``no'' be- - fore the name. Others take a character string as a value. You - can set string options by typing the option name, a colon or - equals sign, and then the value of the string. The value is ter- - minated by the next comma or the end of string. + 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" be- + fore the name. Others take a character string as a value. You + can set string options by typing the option name, a colon or + equals sign, and then the value of the string. The value is - For example, to set up an environment variable so that ``au- - toquiver'' is on, ``autopickup'' is off, the name is set to - ``Blue Meanie'', and the fruit is set to ``papaya'', you would - enter the command + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 48 + + + + terminated by the next comma or the end of string. + + For example, to set up an environment variable so that "au- + toquiver" is on, "autopickup" is off, the name is set to "Blue + Meanie", and the fruit is set to "papaya", you would enter the + command % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 49 - - - - in csh (note the need to escape the ! since it's special to the + in csh (note the need to escape the ! since it's special to the shell), or $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya" @@ -3186,38 +3129,50 @@ 9.4. Customization options Here are explanations of what the various options do. Char- - acter strings that are too long may be truncated. Some of the + acter 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 + Some options are persistent, and are saved and reloaded along with the game. Changing a persistent option in the config- uration file applies only to new games. acoustics - Enable messages about what your character hears (default on). + Enable messages about what your character hears (default on). Note that this has nothing to do with your computer's audio ca- pabilities. Persistent. align - Your starting alignment (align:lawful, align:neutral, or - align:chaotic). You may specify just the first letter. The - default is to randomly pick an appropriate alignment. If you - prefix the value with `!' or ``no'', you will exclude that - alignment from being picked randomly. Cannot be set with the - `O' command. Persistent. + Your starting alignment (align:lawful, align:neutral, or + align:chaotic). You may specify just the first letter. The + default is to randomly pick an appropriate alignment. If you + prefix the value with `!' or "no", you will exclude that align- + ment from being picked randomly. Cannot be set with the `O' + command. Persistent. autodescribe - Automatically describe the terrain under cursor when asked to - get a location on the map. The whatis_coord option controls - whether the description includes map coordinates. + Automatically describe the terrain under cursor when asked to + get a location on the map (default true). The whatis_coord op- + tion controls whether the description includes map coordinates. autodig Automatically dig if you are wielding a digging tool and moving into a place that can be dug (default false). Persistent. autoopen - Walking into a door attempts to open it (default true). Persis- - tent. + Walking into a door attempts to open it (default true). + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 49 + + + + Persistent. autopickup Automatically pick up things onto which you move (default on). @@ -3226,18 +3181,6 @@ autoquiver This option controls what happens when you attempt the `f' (fire) command with an empty quiver (or quiver sack or have - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 50 - - - nothing at the ready). 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, @@ -3257,15 +3200,15 @@ boulder Set the character used to display boulders (default is the - ``large rock'' class symbol, ``'). + "large rock" class symbol, ``'). catname - Name your starting cat (ex. ``catname:Morris''). Cannot be set + Name your starting cat (ex. "catname:Morris"). Cannot be set with the `O' command. character - Synonym for ``role'' to pick the type of your character (ex. - ``character:Monk''). See role for more details. + Synonym for "role" to pick the type of your character (ex. + "character:Monk"). See role for more details. checkpoint Save game state after each level change, for possible recovery @@ -3283,6 +3226,18 @@ Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button (default off). + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 50 + + + cmdassist Have the game provide some additional command assistance for new players if it detects some anticipated mistakes (default @@ -3292,21 +3247,8 @@ Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). Persistent. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 51 - - - dark_room - Show out-of-sight areas of lit rooms (default off). Persis- - tent. + Show out-of-sight areas of lit rooms (default on). Persistent. disclose Controls what information the program reveals when the game @@ -3347,9 +3289,21 @@ Order of the disclosure categories does not matter, program display for end-of-game disclosure follows a set sequence. - (ex. ``disclose:yi na +v -g o'') The example sets inventory to + (ex. "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 + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 51 + + + disclose and not prompt, conduct to implicitly prompt and de- fault to no, and overview to disclose without prompting. @@ -3358,20 +3312,8 @@ geon overview shows all levels you had visited but does not re- veal things about them that you hadn't discovered. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 52 - - - dogname - Name your starting dog (ex. ``dogname:Fang''). Cannot be set + Name your starting dog (ex. "dogname:Fang"). Cannot be set with the `O' command. extmenu @@ -3382,7 +3324,7 @@ when the game has been compiled to support tty graphics. female - An obsolete synonym for ``gender:female''. Cannot be set with + An obsolete synonym for "gender:female". Cannot be set with the `O' command. fixinv @@ -3395,77 +3337,78 @@ text query with possible menu letters. Default is off. fruit - Name a fruit after something you enjoy eating (ex. ``fruit:man- - go'') (default ``slime mold''). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to - something you find more appetizing than slime mold. Apples, - oranges, pears, bananas, and melons already exist in NetHack, - so don't use those. + Name a fruit after something you enjoy eating (ex. "fruit:man- + go") (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, or- + anges, pears, bananas, and melons already exist in NetHack, so + don't use those. gender Your starting gender (gender:male or gender:female). You may specify just the first letter. Although you can still denote - your gender using the ``male'' and ``female'' options, the - ``gender'' option will take precedence. The default is to ran- - domly pick an appropriate gender. If you prefix the value with - `!' or ``no'', you will exclude that gender from being picked - randomly. Cannot be set with the `O' command. Persistent. + your gender using the "male" and "female" options, the "gender" + option will take precedence. The default is to randomly pick + an appropriate gender. If you prefix the value with `!' or + "no", you will exclude that gender from being picked randomly. + 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 de- - fault). Gold is never blessed or cursed, but it is not de- - scribed as ``uncursed'' even when the implicit_uncursed option + fault). Gold is never blessed or cursed, but it is not + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 52 + + + + 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). Turn- + the `/' command, ask if you want to see it (default on). Turn- ing help off makes just looking at things faster, since you - aren't interrupted with the ``More info?'' prompt, but it also - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 53 - - - + aren't interrupted with the "More info?" prompt, but it also means that you might miss some interesting and/or important in- formation. Persistent. herecmd_menu When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for - the location. Same as herecmdmenu and therecmdmenu commands. + the location. Same as "#herecmdmenu" and "#therecmdmenu" com- + mands. hilite_pet - Visually distinguish pets from similar animals (default off). - The behavior of this option depends on the type of windowing + Visually distinguish pets from similar animals (default off). + The behavior of this option depends on the type of windowing you use. In text windowing, text highlighting or inverse video - is often used; with tiles, generally displays a heart symbol + is often used; with tiles, generally displays a heart symbol near pets. hilite_pile - Visually distinguish piles of objects from individual objects + Visually distinguish piles of objects from individual objects (default off). The behavior of this option depends on the type - of windowing you use. In text windowing, text highlighting or - inverse video is often used; with tiles, generally displays a + of windowing you use. In text windowing, text highlighting or + inverse video is often used; with tiles, generally displays a small plus-symbol beside the object on the top of the pile. hitpointbar - Show a hit point bar graph behind your name and title. Only - available for TTY and Windows GUI, and only when statushilites + Show a hit point bar graph behind your name and title. Only + available for TTY and Windows GUI, and only when statushilites is on. horsename - Name your starting horse (ex. ``horsename:Trigger''). Cannot - be set with the `O' command. + Name your starting horse (ex. "horsename:Trigger"). Cannot be + set with the `O' command. ignintr Ignore interrupt signals, including breaks (default off). Per- @@ -3482,6 +3425,17 @@ Show corridor squares seen by night vision or a light source held by your character as lit (default off). Persistent. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 53 + + + lootabc Use the old `a', `b', and `c' keyboard shortcuts when looting, rather than the mnemonics `o', `i', and `b' (default off). @@ -3490,47 +3444,35 @@ mail Enable mail delivery during the game (default on). Persistent. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 54 - - - male - An obsolete synonym for ``gender:male''. Cannot be set with - the `O' command. + An obsolete synonym for "gender:male". Cannot be set with the + `O' command. mention_walls Give feedback when walking against a wall (default off). menucolors - Enable coloring menu lines (default off). See ``Configuring - Menu Colors'' on how to configure the colors. + Enable coloring menu lines (default off). See "Configuring + Menu Colors" on how to configure the colors. menustyle Controls the interface used when you need to choose various ob- - jects (in response to the Drop command, for instance). The - value specified should be the first letter of one of the fol- - lowing: traditional, combination, full, or partial. Tradi- - tional was the only interface available for 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 + jects (in response to the Drop command, for instance). The + value specified should be the first letter of one of the fol- + lowing: traditional, combination, full, or partial. Tradi- + tional was the only interface available for 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 ob- - jects 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 selection. Partial skips the ob- + jects 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 selection. Partial skips the ob- ject class filtering and immediately displays a menu of all ob- jects. Persistent. menu_deselect_all - Menu character accelerator to deselect all items in a menu. + Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Default '-'. menu_deselect_page @@ -3547,6 +3489,19 @@ are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'. Not all ports can actually display all types. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 54 + + + menu_invert_all Menu character accelerator to invert all items in a menu. Im- plemented by the Amiga, Gem, X11 and tty ports. Default '@'. @@ -3556,18 +3511,6 @@ a menu. Implemented by the Amiga, Gem and tty ports. Default '~'. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 55 - - - menu_last_page Menu character accelerator to jump to the last page in a menu. Implemented by the Amiga, Gem and tty ports. Default '|'. @@ -3602,42 +3545,46 @@ a menu. Implemented by the Amiga, Gem and tty ports. Default ','. + monpolycontrol + Prompt for new form whenever any monster changes shape (default + off). Debug mode only. + msghistory - The number of top line messages to save (and recall with ^P) + The number of top line messages to save (and recall with ^P) (default 20). Cannot be set with the `O' command. msg_window - Allows you to change the way recalled messages are displayed. - (It is currently implemented for tty only.) The possible val- - ues are: + Allows you to change the way recalled messages are displayed. + (It is currently implemented for tty only.) The possible + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 55 + + + + values are: s - single message (default; only choice prior to 3.4.0); c - combination, two messages as `single', then as `full'; f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified - (which defaults to `full'), or it can be negated (which + For backward compatibility, no value needs to be specified + (which defaults to `full'), or it can be negated (which defaults to `single'). name - Set your character's name (defaults to your user name). You - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 56 - - - - can also set your character's role by appending a dash and one + 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 + -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' command. news @@ -3659,38 +3606,91 @@ 1 - move by numbers; digit `5' acts as `G' movement prefix 2 - like 1 but `5' works as `g' prefix instead of as `G' 3 - by numbers using phone key layout; 123 above, 789 below - 4 - combines 3 with 2; phone layout plus MSDOS compatibility + 4 - combines 3 with 2; phone layout plus MS-DOS compatibility -1 - by letters but use `z' to go northwest, `y' to zap wands For backward compatibility, omitting a value is the same as specifying 1 and negating number_pad is the same as specifying - 0. (Settings 2 and 4 are for compatibility with MSDOS or old + 0. (Settings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in addition to the different behavior for `5', `Alt-5' acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- date some QWERTZ keyboards which have the location of the `y' and `z' keys swapped.) When moving by numbers, to enter a - count prefix for those commands which accept one (such as - ``12s'' to search twelve times), precede it with the letter `n' - (``n12s''). + count prefix for those commands which accept one (such as "12s" + to search twelve times), precede it with the letter `n' + ("n12s"). packorder Specify the order to list object types in (default - ``")[%?+!=/(*`0_''). The value of this option should be a - string containing the symbols for the various object types. - Any omitted types are filled in at the end from the previous - order. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 56 + + + + "")[%?+!=/(*`0_"). The value of this option should be a string + containing the symbols for the various object types. Any omit- + ted types are filled in at the end from the previous order. paranoid_confirmation - A space separated list of specific situations where alternate - prompting is desired. The default is paranoid_confirma- + A space separated list of specific situations where alternate + prompting is desired. The default is paranoid_confirma- tion:pray. - Confirm - for any prompts which are set to require ``yes'' - rather than 'y', also require ``no'' to reject - instead of accepting any non-yes response as no + Confirm - for any prompts which are set to require "yes" + rather than 'y', also require "no" to reject in- + stead of accepting any non-yes response as no + quit - require "yes" rather than 'y' to confirm quitting + the game or switching into non-scoring explore + mode; + die - require "yes" rather than 'y' to confirm dying + (not useful in normal play; applies to explore + mode); + bones - require "yes" rather than 'y' to confirm saving + bones data when dying in debug mode; + attack - require "yes" rather than 'y' to confirm attack- + ing a peaceful monster; + wand-break - require "yes" rather than 'y' to confirm breaking + a wand; + 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; + Remove - require selection from inventory for 'R' and 'T' + commands even when wearing just one applicable + item. + all - turn on all of the above. + + By default, the pray choice is enabled, the others disabled. + To disable it without setting any of the other choices, use + "paranoid_confirmation:none". To keep it enabled while setting + any of the others, include it in the list, such as "para- + noid_confirmation:attack pray Remove". + + perm_invent + If true, always display your current inventory in a window. + This only makes sense for windowing system interfaces that im- + plement this feature. + + pettype + Specify the type of your initial pet, if you are playing a + character class that uses multiple types of pets; or choose to + have no initial pet at all. Possible values are "cat", "dog", + "horse", and "none". If the choice is not allowed for the role + you are currently playing, it will be silently ignored. For + example, "horse" will only be honored when playing a knight. + Cannot be set with the `O' command. - NetHack 3.6 May 27, 2018 + + NetHack 3.6 October 14, 2018 @@ -3700,63 +3700,63 @@ - quit - require ``yes'' rather than 'y' to confirm quit- - ting the game or switching into non-scoring ex- - plore mode; - die - require ``yes'' rather than 'y' to confirm dying - (not useful in normal play; applies to explore - mode); - bones - require ``yes'' rather than 'y' to confirm saving - bones data when dying in debug mode; - attack - require ``yes'' rather than 'y' to confirm at- - tacking a peaceful monster; - wand-break - require ``yes'' rather than 'y' to confirm break- - ing a wand; - Were-change - require ``yes'' rather than 'y' to confirm chang- - ing form due to lycanthropy when hero has poly- - morph control; - pray - require 'y' to confirm an attempt to pray rather - than immediately praying; on by default; - Remove - require selection from inventory for 'R' and 'T' - commands even when wearing just one applicable - item. - all - turn on all of the above. - - By default, the pray choice is enabled, the others disabled. - To disable it without setting any of the other choices, use - ``paranoid_confirmation:none''. To keep it enabled while set- - ting any of the others, include it in the list, such as ``para- - noid_confirmation:attack pray Remove''. - - perm_invent - If true, always display your current inventory in a window. - This only makes sense for windowing system interfaces that im- - plement this feature. Persistent. - - pettype - Specify the type of your initial pet, if you are playing a - character class that uses multiple types of pets; or choose to - have no initial pet at all. Possible values are ``cat'', - ``dog'', ``horse'', and ``none''. If the choice is not allowed - for the role you are currently playing, it will be silently ig- - nored. For example, ``horse'' will only be honored when play- - ing 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 overLoaded), you will be asked if you want to continue. + When you pick up an item that would exceed this encumbrance + level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, + or overLoaded), you will be asked if you want to continue. (Default `S'). Persistent. 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 + 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. + Default is all types. You can use autopickup_exception config- + uration file lines to further refine autopickup behavior. Per- + sistent. + + pile_limit + When walking across a pile of objects on the floor, threshold + at which the message "there are few/several/many objects here" + is given instead of showing a popup list of those objects. A + value of 0 means "no limit" (always list the objects); a value + of 1 effectively means "never show the objects" since the pile + size will always be at least that big; default value is 5. + Persistent. + + playmode + Values are "normal", "explore", or "debug". Allows selection + of explore mode (also known as discovery mode) or debug mode + (also known as wizard mode) instead of normal play. Debug mode + might only be allowed for someone logged in under a particular + user name (on multi-user systems) or specifying a particular + character name (on single-user systems) or it might be disabled + entirely. Requesting it when not allowed or not possible re- + sults 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). Likewise for the `a' (apply) command if it causes the + applied item to become wielded. Persistent. + + race + Selects your race (for example, "race:human"). Default is ran- + dom. If you prefix the value with `!' or "no", you will ex- + clude that race from being picked randomly. Cannot be set with + the `O' command. Persistent. + + rest_on_space + Make the space bar a synonym for the `.' (#wait) command (de- + fault off). Persistent. + + role + Pick your type of character (ex. "role:Samurai"); synonym for - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -3766,63 +3766,63 @@ - pickup_types - Specify the object types to be picked up when autopickup is on. - Default is all types. You can use autopickup_exception config- - uration file lines to further refine autopickup behavior. Per- - sistent. - - pile_limit - When walking across a pile of objects on the floor, threshold - at which the message ``there are few/several/many objects - here'' is given instead of showing a popup list of those ob- - jects. A value of 0 means ``no limit'' (always list the ob- - jects); a value of 1 effectively means ``never show the ob- - jects'' since the pile size will always be at least that big; - default value is 5. Persistent. - - playmode - Values are `normal', `explore', or `debug'. Allows selection - of explore mode (also known as discovery mode) or debug mode - (also known as wizard mode) instead of normal play. Debug mode - might only be allowed for someone logged in under a particular - user name (on multi-user systems) or specifying a particular - character name (on single-user systems) or it might be disabled - entirely. Requesting it when not allowed or not possible re- - sults 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). Likewise for the `a' (apply) command if it causes the - applied item to become wielded. Persistent. - - race - Selects your race (for example, ``race:human''). Default is - random. If you prefix the value with `!' or ``no'', you will - exclude that race from being picked randomly. Cannot be set - with the `O' command. Persistent. - - rest_on_space - Make the space bar a synonym for the `.' (#wait) command (de- - fault off). Persistent. - - role - Pick your type of character (ex. ``role:Samurai''); synonym for - ``character''. See ``name'' for an alternate method of speci- - fying your role. Normally only the first letter of the value - is examined; `r' is an exception with ``Rogue'', ``Ranger'', - and ``random'' values. If you prefix the value with `!' or - ``no'', you will exclude that role from being picked randomly. - Cannot be set with the `O' command. Persistent. + "character". See "name" for an alternate method of specifying + your role. Normally only the first letter of the value is ex- + amined; `r' is an exception with "Rogue", "Ranger", and "ran- + dom" values. If you prefix the value with `!' or "no", you + will exclude that role from being picked randomly. Cannot be + set with the `O' command. Persistent. roguesymset - This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the + This option may be used to select one of the named symbol sets + found within "symbols" to alter the symbols displayed on the screen on the rogue level. + rlecomp + When writing out a save file, perform run length compression of + the map. Not all ports support run length compression. It has + no effect on reading an existing save file. - NetHack 3.6 May 27, 2018 + runmode + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or + control+direction and so forth, or via the travel command or + mouse click). The possible values are: + + teleport - update the map after movement has finished; + run - update the map after every seven or so steps; + walk - update the map after each step; + crawl - like walk, but pause briefly after each step. + + This option only affects the game's screen display, not the ac- + tual 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. Persistent. + + safe_pet + Prevent you from (knowingly) attacking your pets (default on). + Persistent. + + sanity_check + Evaluate monsters, objects, and map prior to each turn (default + off). Debug mode only. + + scores + Control what parts of the score list you are shown at the end + (ex. "scores:5 top scores/4 around my score/own scores"). On- + ly the first letter of each category (`t', `a', or `o') is nec- + essary. Persistent. + + showexp + Show your accumulated experience points on bottom line (default + off). Persistent. + + showrace + Display yourself as the glyph for your race, rather than the + + + NetHack 3.6 October 14, 2018 @@ -3832,44 +3832,6 @@ - rlecomp - When writing out a save file, perform run length compression of - the map. Not all ports support run length compression. It has - no effect on reading an existing save file. - - runmode - Controls the amount of screen updating for the map window when - engaged in multi-turn movement (running via shift+direction or - control+direction and so forth, or via the travel command or - mouse click). The possible values are: - - teleport - update the map after movement has finished; - run - update the map after every seven or so steps; - walk - update the map after each step; - crawl - like walk, but pause briefly after each step. - - This option only affects the game's screen display, not the ac- - tual 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. Persistent. - - safe_pet - Prevent you from (knowingly) attacking your pets (default on). - Persistent. - - scores - Control what parts of the score list you are shown at the end - (ex. ``scores:5 top scores/4 around my score/own scores''). - Only the first letter of each category (`t', `a', or `o') is - necessary. Persistent. - - showexp - Show your accumulated experience points on bottom line (default - off). Persistent. - - showrace - Display yourself as the glyph for your race, rather than the glyph for your role (default off). Note that this setting af- fects only the appearance of the display, not the way the game treats you. Persistent. @@ -3886,18 +3848,6 @@ and #loot commands and some others. Persistent. The possible values are: - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 60 - - - full - always sort the lists; loot - only sort the lists that don't use inventory letters, like with the #loot and pickup commands; @@ -3913,12 +3863,12 @@ sistent. standout - Boldface monsters and ``--More--'' (default off). Persistent. + 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 ``Configuring Status Hilites'' for further information. + field. If negated or set to zero, disables status hiliting. + See "Configuring Status Hilites" for further information. status_updates Allow updates to the status lines at the bottom of the screen @@ -3927,13 +3877,26 @@ suppress_alert This option may be set to a NetHack version level to suppress alert notification messages about feature changes for that and - prior versions (ex. ``suppress_alert:3.3.1''). + prior versions (ex. "suppress_alert:3.3.1"). symset This option may be used to select one of the named symbol sets - found within ``symbols'' to alter the symbols displayed on the - screen. Use ``symset:default'' to explicitly select the de- - fault symbols. + found within "symbols" to alter the symbols displayed on the + screen. Use "symset:default" to explicitly select the default + symbols. + + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 60 + + time Show the elapsed game time in turns on bottom line (default @@ -3942,9 +3905,9 @@ timed_delay When pausing momentarily for display effect, such as with ex- plosions and moving objects, use a timer rather than sending - extra characters to the screen. (Applies to ``tty'' interface - only; ``X11'' interface always uses a timer based delay. The - default is on if configured into the program.) Persistent. + extra characters to the screen. (Applies to "tty" interface + only; "X11" interface always uses a timer based delay. The de- + fault is on if configured into the program.) Persistent. tombstone Draw a tombstone graphic upon your death (default on). Persis- @@ -3952,18 +3915,6 @@ toptenwin Put the ending display in a NetHack window instead of on stdout - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 61 - - - (default off). Setting this option makes the score list visi- ble when a windowing version of NetHack is started without a parent window, but it no longer leaves the score list around @@ -4003,6 +3954,18 @@ + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 61 + + + + + n - no filtering [default] v - in view only a - in same area only @@ -4012,33 +3975,27 @@ the door you were last moving towards. Filtering can also be changed when getting a location with the - ``getpos.filter'' key. + "getpos.filter" key. whatis_menu When getting a location on the map, and using a key to cycle through next and previous targets, use a menu instead to pick a target. (default off) - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 62 - - - whatis_moveskip When getting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) windowtype - Select which windowing system to use, such as ``tty'' or - ``X11'' (default depends on version). Cannot be set with the - `O' command. + When the program has been built to support multiple interfaces, + select which one to use, such as "tty" or "X11" (default de- + pends on build-time settings; use "#version" to check). Cannot + be set with the `O' command. + + wizweight + Augment object descriptions with their objects' weight (default + off). Debug mode only. zerocomp When writing out a save file, perform zero-comp compression of @@ -4060,6 +4017,19 @@ dynamic and can be specified during the game with the `O' com- mand. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 62 + + + align_message Where to align or place the message window (top, bottom, left, or right) @@ -4085,17 +4055,6 @@ if NetHack can, it should use a font by the chosen name for the map window. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 63 - - - font_menu If NetHack can, it should use a font by the chosen name for menu windows. @@ -4117,18 +4076,30 @@ dow. font_size_menu - If NetHack can, it should use this size font for menu windows. + If NetHack can, it should use this size font for menu windows. font_size_message - If NetHack can, it should use this size font for the message + If NetHack can, it should use this size font for the message window. font_size_status - If NetHack can, it should use this size font for the status + If NetHack can, it should use this size font for the status + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 63 + + + window. font_size_text - If NetHack can, it should use this size font for text windows. + If NetHack can, it should use this size font for text windows. fullscreen If NetHack can, it should try and display on the entire screen @@ -4151,23 +4122,12 @@ popup_dialog If NetHack can, it should pop up dialog boxes for input. - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 64 - - - preload_tiles If NetHack can, it should preload tiles into memory. For exam- - ple, in the protected mode MSDOS version, control whether tiles - get pre-loaded into RAM at the start of the game. Doing so en- - hances performance of the tile graphics, but uses more memory. - (default on). Cannot be set with the `O' command. + ple, in the protected mode MS-DOS version, control whether + tiles get pre-loaded into RAM at the start of the game. Doing + so enhances performance of the tile graphics, but uses more + memory. (default on). Cannot be set with the `O' command. scroll_amount If NetHack can, it should scroll the display by this number of @@ -4191,6 +4151,17 @@ If NetHack can, it should display an opening splash screen when it starts up (default yes). + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 64 + + + tiled_map If NetHack can, it should display a tiled map if it can. @@ -4209,16 +4180,45 @@ Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game speci- + If NetHack can, it should display inverse when the game speci- fies it. vary_msgcount - If NetHack can, it should display this number of messages at a + If NetHack can, it should display this number of messages at a time in the message window. + windowcolors + If NetHack can, it should display windows with the specified + foreground/background colors. Windows GUI only. The format is + + OPTION=windowcolors:wintype foreground/background + + where wintype is one of "menu", "message", "status", or + "text", and foreground and background are colors, either a hexa- + decimal '#rrggbb', one of the named colors (black, red, green, + brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- + blue, brightmagenta, brightcyan, white, trueblack, gray, purple, + silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one + of Windows UI colors (activeborder, activecaption, appworkspace, + background, btnface, btnshadow, btntext, captiontext, graytext, + greytext, highlight, highlighttext, inactiveborder, inactivecap- + tion, menu, menutext, scrollbar, window, windowframe, window- + text). + + wraptext + If NetHack can, it should wrap long lines of text if they don't + fit in the visible area of the window. + + 9.6. Platform-specific Customization options + + Here are explanations of options that are used by specific + platforms or ports to customize and change the port behavior. + + altkeyhandler + Select an alternate keystroke handler dll to load (Win32 tty - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -4228,22 +4228,7 @@ - windowcolors - If NetHack can, it should display windows with the specified - foreground/background colors if it can. - - wraptext - If NetHack can, it should wrap long lines of text if they don't - fit in the visible area of the window. - - 9.6. Platform-specific Customization options - - Here are explanations of options that are used by specific - platforms or ports to customize and change the port behavior. - - altkeyhandler - Select an alternate keystroke handler dll to load (Win32 tty - NetHack only). The name of the handler is specified without + NetHack only). The name of the handler is specified without the .dll extension and without any path information. Cannot be set with the `O' command. @@ -4253,23 +4238,23 @@ altmeta On other (non-Amiga) 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 + 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 + 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 + set -- is also subject to this conversion, so attempting to + abort the count by typing ESC will leave NetHack waiting for another character to complete the two character sequence. Type - a second ESC to finish cancelling such a count. At other + a second ESC to finish cancelling such a count. At other prompts a single ESC suffices. BIOS Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on ma- - chines with an IBM PC compatible BIOS ROM (default off, OS/2, + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). flush @@ -4281,10 +4266,25 @@ page_wait (default on, Mac NetHack only). + rawio + Force raw (non-cbreak) mode for faster output and more bullet- + proof 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. + + soundcard + (default on, PC NetHack only). Cannot be set with the `O' com- + mand. + + subkeyvalue + (Win32 tty NetHack only). May be used to alter the value of + keystrokes that the operating system returns to NetHack to help + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -4294,63 +4294,63 @@ - rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof 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. - - soundcard - (default on, PC NetHack only). Cannot be set with the `O' com- - mand. - - subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of - keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally - going to be returned. You can use multiple subkeyvalue state- + going to be returned. You can use multiple subkeyvalue state- ments in the config file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are `autode- - tect', `default', or `vga'. Setting `vga' (or `autodetect' - with vga hardware present) will cause the game to display + tect', `default', or `vga'. Setting `vga' (or `autodetect' + with vga hardware present) will cause the game to display tiles. Cannot be set with the `O' command. videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' + 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 (de- fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the + is difficult 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 ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- + Regular expressions are normally POSIX extended regular ex- + pressions. It is possible to compile NetHack without regular ex- + pression support on a platform where there is no regular expres- + sion library. While this is not true of any modern platform, if + your NetHack was built this way, patterns are instead glob pat- terns. 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 + beyond what is available through the pickup_types option. + + By placing autopickup_exception lines in your configuration + file, you can define patterns to be checked when the game is + about to autopickup something. + + autopickup_exception + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + to be used as a pattern to match against the singular form of + the description of an object at your location. + + In addition, some characters are treated specially if they oc- + cur as the first character in the pattern, specifically: - - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -4360,31 +4360,13 @@ - 9.8. Configuring Autopickup Exceptions - - You can further refine the behavior of the autopickup option - beyond what is available through the pickup_types option. - - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is - about to autopickup something. - - autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - to be used as a pattern to match against the singular form of - the description of an object at your location. - - In addition, some characters are treated specially if they oc- - cur as the first character in the pattern, specifically: - < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. - A `never pickup' rule takes precedence over an `always pickup' + A `never pickup' rule takes precedence over an `always pickup' rule if both match. - Exceptions can be set with the `O' command, but ones set that + Exceptions can be set with the `O' command, but ones set that way will not be preserved across saves and restores. Here are some examples: @@ -4393,20 +4375,19 @@ autopickup_exception=">*corpse" autopickup_exception=">* cursed*" - The first example above will result in autopickup of any - type of arrow. The second example results in the exclusion of - any corpse from autopickup. The last example results in the ex- + 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 ex- clusion of items known to be cursed from autopickup. 9.9. Changing Key Bindings - It is possible to change the default key bindings of some - special commands, menu accelerator keys, and extended commands, - by using BIND stanzas in the configuration file. Format is key, - followed by the command to bind to, separated by a colon. The - key can be a single character (``x''), a control key (``^X'', - ``C-x''), a meta key (``M-x''), or a three-digit decimal ASCII - code. + It is possible to change the default key bindings of some + special commands, menu accelerator keys, and extended commands, + by using BIND stanzas in the configuration file. Format is key, + followed by the command to bind to, separated by a colon. The + key can be a single character ("x"), a control key ("^X", "C-x"), + a meta key ("M-x"), or a three-digit decimal ASCII code. For example: @@ -4414,9 +4395,28 @@ BIND={:menu_first_page BIND=v:loot + Extended command keys + You can bind multiple keys to the same extended command. Un- + bind 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 config file. You cannot bind object sym- + bols into menu accelerators. + + Special command keys + Below are the special commands you can rebind. Some of them + can be bound to same keys with no problems, others are in the + same "context", and if bound to same keys, only one of those + commands will be available. Special command can only be bound + to a single key. - NetHack 3.6 May 27, 2018 + + + NetHack 3.6 October 14, 2018 @@ -4426,24 +4426,6 @@ - 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 config file. You cannot bind object sym- - bols into menu accelerators. - - Special command keys - Below are the special commands you can rebind. Some of them can - be bound to same keys with no problems, others are in the same - "context", and if bound to same keys, only one of those com- - mands will be available. Special command can only be bound to a - single key. - count Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is 'n'. @@ -4480,18 +4462,6 @@ getpos.all.prev When asked for a location, the key to go to previous closest - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 69 - - - interesting thing. Default is 'A'. getpos.door.next @@ -4510,6 +4480,18 @@ When asked for a location, the key to go to next closest mon- ster. Default is 'm'. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 69 + + + getpos.mon.prev When asked for a location, the key to go to previous closest monster. Default is 'M'. @@ -4546,18 +4528,6 @@ When asked for a location, the key to choose the location, and skip asking for more info. Default is ','. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 70 - - - getpos.pick.quick When asked for a location, the key to choose the location, skip asking for more info, and exit the location asking loop. De- @@ -4575,6 +4545,19 @@ When asked for a location, the key to go to next closest unex- plored location. Default is 'x'. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 70 + + + getpos.unexplored.prev When asked for a location, the key to go to previous closest unexplored location. Default is 'X'. @@ -4595,39 +4578,27 @@ Prefix key to move without picking up items. Default is 'm'. redraw - Key to redraw the screen. Default is '^R'. + Key to redraw the screen. Default is '^R'. redraw.numpad Key to redraw the screen. With number_pad only. Default is '^L'. repeat - Key to repeat previous command. Default is '^A'. + Key to repeat previous command. Default is '^A'. reqmenu - Prefix key to request menu from some commands. Default is 'm'. + Prefix key to request menu from some commands. Default is 'm'. run Prefix key to run towards a direction. Default is 'G'. run.nopickup - Prefix key to run towards a direction without picking up items - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 71 - - - + Prefix key to run towards a direction without picking up items on the way. Default is 'M'. run.numpad - Prefix key to run towards a direction. With number_pad only. + Prefix key to run towards a direction. With number_pad only. Default is '5'. rush @@ -4641,6 +4612,18 @@ In general, the config file entries to configure the message types look like this: MSGTYPE=type "pattern" + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 71 + + + type - how the message should be shown; pattern - the pattern to match. @@ -4651,36 +4634,53 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other mes- + norep - show the message once, but not again if no other mes- sage is shown in between. - Here's an example of message types using NetHack's internal + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - specifies that whenever a message ``You feel hungry'' is shown, - the user is prompted with more-prompt, and a message matching - ``You displaced .'' is not shown at all. + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching + "You displaced ." is not shown at all. - The order of the defined MSGTYPE-lines is important; the last - matching rule is used. Put the general case first, exceptions + The order of the defined MSGTYPE-lines is important; the last + matching rule is used. Put the general case first, exceptions below them. 9.11. Configuring Menu Colors Some platforms allow you to define colors used in menu lines - when the line matches a user-defined pattern. At this time the + when the line matches a user-defined pattern. At this time the tty, win32tty and win32gui support this. - In general, the config file entries to configure the menu + In general, the config file entries to configure the menu color mappings look like this: + MENUCOLOR="pattern"=color&attribute + + pattern - the pattern to match; + color - the color to use for lines matching the pat- + tern; + attribute - the attribute to use for lines matching the + pattern. The attribute is optional, and if + left out, you must also leave out the preced- + ing ampersand. If no attribute is defined, + no attribute is used. + + The pattern should be a regular expression. + + Allowed colors are black, red, green, brown, blue, magenta, + cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- + ta, lightcyan, and white. - NetHack 3.6 May 27, 2018 + + NetHack 3.6 October 14, 2018 @@ -4690,78 +4690,49 @@ - MENUCOLOR="pattern"=color&attribute - - pattern - the pattern to match; - color - the color to use for lines matching the pat- - tern; - attribute - the attribute to use for lines matching the - pattern. The attribute is optional, and if - left out, you must also leave out the preced- - ing ampersand. If no attribute is defined, - no attribute is used. - - The pattern should be a regular expression. - - Allowed colors are black, red, green, brown, blue, magenta, - cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen- - ta, lightcyan, and white. - - Allowed attributes are none, bold, dim, underline, blink, and - inverse. Note that the platform used may interpret the at- + Allowed attributes are none, bold, dim, underline, blink, and + inverse. Note that the platform used may interpret the at- tributes any way it wants. - Here's an example of menu colors using NetHack's internal pat- + Here's an example of menu colors using NetHack's internal pat- tern 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 under- - lined. You can have multiple MENUCOLOR entries in your config - file, and the last MENUCOLOR-line in your config file that + 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 under- + lined. You can have multiple MENUCOLOR entries in your config + file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that if you intend to have one or more color specifica- - tions match `` uncursed '', you will probably want to turn the - implicit_uncursed option off so that all items known to be un- - cursed are actually displayed with the ``uncursed'' description. + tions match " uncursed ", you will probably want to turn the im- + plicit_uncursed option off so that all items known to be uncursed + are actually displayed with the "uncursed" description. 9.12. Configuring User Sounds - Some platforms allow you to define sound files to be played - when a message that matches a user-defined pattern is delivered + Some platforms allow you to define sound files to be played + when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following config file entries are relevant to mapping + The following config file entries are relevant to mapping user sounds to messages: SOUNDDIR The directory that houses the sound files to be played. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 73 - - - SOUND - An entry that maps a sound file to a user-specified message - pattern. Each SOUND entry is broken down into the following + 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 3.6); pattern - the pattern to match; sound file - the sound file to play; @@ -4772,9 +4743,21 @@ 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 setting thresholds to change the color or appearance of fields - in the status display. + "Status Hilites". If so, you can customize your game display by + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 73 + + + + setting thresholds to change the color or appearance of fields in + the status display. The format for defining status colors is: @@ -4784,7 +4767,7 @@ cause the hitpoints field to display in the color red if your hitpoints drop to or below a threshold of 30%: - OPTION=hilite_status: hitpoints/<=30%/red/normal + OPTION=hilite_status: hitpoints/<30%/red/normal For another example, the following line in your config file will cause wisdom to be displayed red if it drops and green if it @@ -4810,18 +4793,6 @@ Instead of a behavior, `condition' takes the following condi- tion flags: stone, slime, strngl, foodpois, termill, blind, - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 74 - - - deaf, stun, conf, hallu, lev, fly, and ride. You can use `ma- jor_troubles' as an alias for stone through termill, `mi- nor_troubles' for blind through hallu, `movement' for lev, fly, @@ -4839,6 +4810,18 @@ * "changed" sets the field attribute for when the field val- ue changes. This attribute times out after statushilites + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 74 + + + turns. * percentage sets the field attribute when the field value @@ -4871,23 +4854,6 @@ Example hilites: - - - - - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 75 - - - OPTION=hilite_status: gold/up/yellow/down/brown OPTION=hilite_status: characteristics/up/green/down/red OPTION=hilite_status: hitpoints/100%/gray&normal @@ -4909,6 +4875,19 @@ symset Set the name of the symbol set that you want to load. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 75 + + + roguesymset Set the name of the symbol set that you want to load for dis- play on the rogue level. @@ -4941,19 +4920,6 @@ - S_blcorn (bottom left corner) b S_blob (blob) + S_book (spellbook) - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 76 - - - ) S_boomleft (boomerang open left) ( S_boomright (boomerang open right) ` S_boulder (boulder) @@ -4975,6 +4941,19 @@ D S_dragon (dragon) ; S_eel (sea monster) E S_elemental (elemental) + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 76 + + + / S_explode1 (explosion top left) - S_explode2 (explosion top center) \ S_explode3 (explosion top right) @@ -5007,19 +4986,6 @@ ^ S_hole (hole) @ S_human (human or elf) h S_humanoid (humanoid) - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 77 - - - - S_hwall (horizontal wall) . S_ice (ice) i S_imp (imp or minor demon) @@ -5041,6 +5007,19 @@ ^ S_magic_trap (magic trap) m S_mimic (mimic) ] S_mimic_def (mimic) + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 77 + + + M S_mummy (mummy) N S_naga (naga) . S_ndoor (doorway without door) @@ -5073,19 +5052,6 @@ ^ S_squeaky_board (squeaky board) 0 S_ss1 (magic shield 1 of 4) # S_ss2 (magic shield 2 of 4) - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 78 - - - @ S_ss3 (magic shield 3 of 4) * S_ss4 (magic shield 4 of 4) ^ S_statue_trap (statue trap) @@ -5107,6 +5073,19 @@ ( S_tool (useful item (pick-axe key lamp...)) ^ S_trap_door (trap door) t S_trapper (trapper or lurker above) + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 78 + + + - S_trcorn (top right corner) # S_tree (tree) T S_troll (troll) @@ -5139,21 +5118,8 @@ Z S_zombie (zombie) z S_zruty (zruty) - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 79 - - - There is one additional class of object, described as - ``strange object'', which will occasionally be the shape taken on + "strange object", which will occasionally be the shape taken on by mimics and shown as `]' for maps displayed as text characters. Although the displayed character is the same as the default value for `S_mimic_def', it is a different symbol and there is no cor- @@ -5173,18 +5139,30 @@ 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 charac- - ter since there are other humanoids represented by the same sign. - Your screen-reader should also have a function which gives you - the row and column of your review cursor and the PC cursor. + Merely searching for an @-sign will not always find your + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 79 + + + + character since there are other humanoids represented by the same + sign. Your screen-reader should also have a function which gives + you the row and column of your review cursor and the PC cursor. These co-ordinates are often useful in giving players a better sense of the overall location of items on the screen. NetHack can also be compiled with support for sending the game messages to an external program, such as a text-to-speech - synthesizer. If the #version extended command shows ``external - program as a message handler'', your NetHack has been compiled - with the capability. When compiling NetHack from source on Linux + synthesizer. If the "#version" extended command shows "external + program as a message handler", your NetHack has been compiled + with the capability. When compiling NetHack from source on Linux and other POSIX systems, define MSGHANDLER to enable it. To use the capability, set the environment variable NETHACK_MSGHANDLER to an executable, which will be executed with the game message as @@ -5192,10 +5170,10 @@ While it is not difficult for experienced users to edit the defaults.nh file to accomplish this, novices may find this task - somewhat daunting. Included within the ``symbols'' file of all - official distributions of NetHack is a symset called NHAccess. - Selecting that symset in your configuration file will cause the - game to run in a manner accessible to the blind. After you have + somewhat daunting. Included within the "symbols" file of all of- + ficial distributions of NetHack is a symset called NHAccess. Se- + lecting that symset in your configuration file will cause the + game to run in a manner accessible to the blind. After you have gained some experience with the game and with editing files, you may want to alter settings via SYMBOLS= in your configuration file to better suit your preferences. The most crucial settings @@ -5206,18 +5184,6 @@ roguesymset:NHAccess Load a symbol set for the rogue level that is appropriate for - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 80 - - - use by blind players. menustyle:traditional @@ -5239,6 +5205,19 @@ Give feedback messages when walking towards a wall or when travel command was interrupted. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 80 + + + whatis_coord:compass When targeting with cursor, describe the cursor position with coordinates relative to your character. @@ -5269,20 +5248,9 @@ system). WIZARDS = A space-separated list of user names who are allowed - to play in wizard mode (the debugging mode, not the magic-using - role). A value of a single asterisk (*) allows anyone to start - a game in wizard mode. - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 81 - - + 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 es- cape command (!). The syntax is the same as WIZARDS. @@ -5300,15 +5268,27 @@ system (no default value). SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE - option. When disabled, incubi and succubi behave like nymphs. + option. When disabled, incubi and succubi behave like nymphs. - CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- - ARDS, and SHELLERS check for the player name instead of the us- - er's login name. + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ- + ARDS, and SHELLERS check for the player name instead of the + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 81 + + + + user's login name. CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the - UID (used identification number) checking for save files (to - verify that the user who is restoring is the same one who + UID (used identification number) checking for save files (to + verify that the user who is restoring is the same one who saved). The following options affect the score file: @@ -5317,17 +5297,17 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the + POINTSMIN = Minimum number of points to get an entry in the score file. - PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- + PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- spectively, to identify unique people for the score file. - MAX_STATUENAME_RANK = Maximum number of score file entries to + MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). DUMPLOGFILE = A filename where the end-of-game dumplog is - saved. Not defining this will prevent dumplog from being cre- + saved. Not defining this will prevent dumplog from being cre- ated. Only available if your game is compiled with DUMPLOG. Al- lows the following placeholders: @@ -5338,9 +5318,29 @@ %T - current time, UNIX timestamp format %d - game start time, YYYYMMDDhhmmss format %D - current time, YYYYMMDDhhmmss format + %n - player name + %N - first character of player name + + 10. Scoring + + NetHack maintains a list of the top scores or scorers on + your machine, depending on how it is set up. In the latter case, + each account on the machine can post only one non-winning score + on this list. If you score higher than someone else on this + list, or better your previous score, you will be inserted in the + proper place under your current name. How many scores are kept + can also be set up when NetHack is compiled. + + Your score is chiefly based upon how much experience you + gained, how much loot you accumulated, how deep you explored, and + how the game ended. If you quit the game, you escape with all of + your gold intact. If, however, you get killed in the Mazes of + Menace, the guild will only hear about 90% of your gold when your + corpse is discovered (adventurers have been known to collect + finder's fees). So, consider whether you want to take one last - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -5350,63 +5350,63 @@ - %n - player name - %N - first character of player name - - 10. Scoring - - NetHack maintains a list of the top scores or scorers on - your machine, depending on how it is set up. In the latter case, - each account on the machine can post only one non-winning score - on this list. If you score higher than someone else on this - list, or better your previous score, you will be inserted in the - proper place under your current name. How many scores are kept - can also be set up when NetHack is compiled. - - Your score is chiefly based upon how much experience you - gained, how much loot you accumulated, how deep you explored, and - how the game ended. If you quit the game, you escape with all of - your gold intact. If, however, you get killed in the Mazes of - Menace, the guild will only hear about 90% of your gold when your - corpse is discovered (adventurers have been known to collect - finder's fees). So, consider whether you want to take one last - hit at that monster and possibly live, or quit and stop with - whatever you have. If you quit, you keep all your gold, but if + hit at that monster and possibly live, or quit and stop with + whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more. - If you just want to see what the current top players/games + If you just want to see what the current top players/games list is, you can type nethack -s all on most versions. 11. Explore mode - NetHack is an intricate and difficult game. Novices might + NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. - Well, fear not. Your dungeon comes equipped with an ``explore'' - or ``discovery'' mode that enables you to keep old save files and - cheat death, at the paltry cost of not getting on the high score + Well, fear not. Your dungeon comes equipped with an "explore" or + "discovery" mode that enables you to keep old save files and + cheat death, at the paltry cost of not getting on the high score list. - There are two ways of enabling explore mode. One is to - start the game with the -X command-line switch or with the play- - mode:explore option. The other is to issue the ``#exploremode'' - extended command while already playing the game. Starting a new + There are two ways of enabling explore mode. One is to + start the game with the -X command-line switch or with the play- + mode:explore option. The other is to issue the "#exploremode" + extended command while already playing the game. Starting a new game in explore mode provides your character with a wand of wish- - ing in initial inventory; switching during play does not. The - other benefits of explore mode are left for the trepid reader to + ing in initial inventory; switching during play does not. The + other benefits of explore mode are left for the trepid reader to discover. 11.1. Debug mode Debug mode, also known as wizard mode, is undocumented aside - from this brief description. 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 ex- - pected 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. + 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 pro- + vide god-like powers 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 par- + ticular 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 result 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 paper were shamelessly + cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy + and Kenneth C. R. C. Arnold. Small portions were adapted from + Further Exploration of the Dungeons of Doom, by Ken Arromdee. + + NetHack is the product of literally dozens of people's work. + Main events in the course of the game development are described - NetHack 3.6 May 27, 2018 + NetHack 3.6 October 14, 2018 @@ -5416,46 +5416,27 @@ - For some systems, the player must be logged in under a par- - ticular 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). And on any system, the program might have been - configured to omit debug mode entirely. Attempting to start a - game in debug mode when not allowed or not available will result - 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 paper were shamelessly - cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy - and Kenneth C. R. C. Arnold. Small portions were adapted from - Further Exploration of the Dungeons of Doom, by Ken Arromdee. - - NetHack is the product of literally dozens 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 + Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into - a very different game, and published (at least) three versions + a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, - producing PC HACK 1.01e, added support for DEC Rainbow graphics - in version 1.03g, and went on to produce at least four more ver- + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, + producing PC HACK 1.01e, added support for DEC Rainbow graphics + in version 1.03g, and went on to produce at least four more ver- sions (3.0, 3.2, 3.51, and 3.6). - R. Black ported PC HACK 3.51 to Lattice C and the Atari + R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these various versions back together, - incorporating many of the added features, and produced NetHack - 1.4. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + incorporating many of the added features, and produced NetHack + 1.4. He then coordinated a cast of thousands in enhancing and + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve @@ -5470,18 +5451,6 @@ 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 - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 84 - - - Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. @@ -5500,6 +5469,19 @@ Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 84 + + + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. @@ -5535,22 +5517,9 @@ diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 85 - - - During the lifespan of NetHack 3.1 and 3.2, several enthusi- asts of the game added their own modifications to the game and - made these ``variants'' publicly available: + made these "variants" publicly available: Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack--. Working independently, Stephen White @@ -5567,6 +5536,18 @@ 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 + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 85 + + + time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken @@ -5601,19 +5582,6 @@ Pat Rankin maintained 3.4 for VMS. - - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 86 - - - Michael Allison maintained NetHack 3.4 for the MS-DOS plat- form. Paul Winner and Yitzhak Sapir provided encouragement. @@ -5635,8 +5603,19 @@ 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. + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 86 + + + + Christian "Marvin" Bressler maintained 3.4 for the Atari af- + ter he resurrected it for 3.3.1. The release of NetHack 3.4.3 in December 2003 marked the be- ginning of a long release hiatus. 3.4.3 proved to be a remarkably @@ -5668,18 +5647,6 @@ Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col- let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of the release of - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 87 - - - 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack development team. @@ -5701,6 +5668,18 @@ Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner. + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 87 + + + The development team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on var- ious UNIX flavors and maintained the X11 interface. @@ -5727,25 +5706,13 @@ 12.1. SPECIAL THANKS On behalf of the NetHack community, thank you very much once - again to M. Drew Streib, Pasi Kallinen for providing a public + 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 dun- geoneers who invest their time and effort into annual NetHack tournaments such as Junethack and in days past, devnull.net (gone for now, but not forgotten). - - - NetHack 3.6 May 27, 2018 - - - - - - NetHack Guidebook 88 - - - - - - - - - - - - - From time to time, some depraved individual out there in @@ -5766,6 +5733,19 @@ Boudewijn Waijers Jon W{tte Ray Chason Bruce Cox Jonathan Handler Richard Addison Bruce Holloway Joshua Delahunty Richard Beigel + + + + NetHack 3.6 October 14, 2018 + + + + + + NetHack Guidebook 88 + + + Bruce Mewborne Keizo Yamamoto Richard P. Hughey Carl Schelin Ken Arnold Rob Menke Chris Russo Ken Arromdee Robin Bandy @@ -5802,7 +5782,27 @@ - NetHack 3.6 May 27, 2018 + + + + + + + + + + + + + + + + + + + + + NetHack 3.6 October 14, 2018