From 7c9b4b9595530576171f1cb5a426565f0f3c504a Mon Sep 17 00:00:00 2001 From: nhw_cron Date: Wed, 25 Mar 2026 08:16:08 -0400 Subject: [PATCH] This is cron-daily v1-Jan-12-2026. 005guidebook updated: doc/Guidebook.txt --- doc/Guidebook.txt | 2192 ++++++++++++++++++++++----------------------- 1 file changed, 1096 insertions(+), 1096 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index 6ac7457db..dad815917 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,7 +15,7 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - March 21, 2026 + March 25, 2026 @@ -126,7 +126,7 @@ employ to great advantage. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -192,7 +192,7 @@ NetHack continues this fine tradition. Unlike text adventure games - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -258,7 +258,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -324,7 +324,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -390,7 +390,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -456,7 +456,7 @@ The number of turns elapsed so far, displayed if you have the - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -522,7 +522,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -588,7 +588,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -654,7 +654,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -720,7 +720,7 @@ instead. Only these one-step movement commands cause you to - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -786,7 +786,7 @@ ing . ^ is used as shorthand elsewhere in the - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -852,7 +852,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -918,7 +918,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -984,7 +984,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1050,7 +1050,7 @@ at an adjacent "remembered, unseen monster" marker. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1116,7 +1116,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1182,7 +1182,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1248,7 +1248,7 @@ menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1314,7 +1314,7 @@ doesn't and give that name to the result, while splitting (count - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1380,7 +1380,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1446,7 +1446,7 @@ extinct. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1512,7 +1512,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1578,7 +1578,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1644,7 +1644,7 @@ right away.) Since using this command by accident can cause - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1710,7 +1710,7 @@ Default key is `M-R'. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1776,7 +1776,7 @@ (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1842,7 +1842,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1908,7 +1908,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -1974,7 +1974,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2040,7 +2040,7 @@ within a modest radius. No time elapses. Autocompletes. Debug - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2100,13 +2100,13 @@ #wizwish Wish for something. Autocompletes. Debug mode only. Default - key is `^W'. - - #wmode - Show wall modes. Autocompletes. Debug mode only. + key is `^W'. Precede this command with the `m' prefix to show a + wish history menu. - NetHack 3.7.0 March 21, 2026 + + + NetHack 3.7.0 March 25, 2026 @@ -2116,6 +2116,9 @@ + #wmode + Show wall modes. Autocompletes. Debug mode only. + #zap Zap a wand. Default key is `z'. @@ -2124,23 +2127,23 @@ - If your keyboard has a meta key (which, when pressed in combina- - tion with another key, modifies it by setting the "meta" [8th, or - "high"] bit), you can invoke many extended commands by meta-ing the + If your keyboard has a meta key (which, when pressed in combina- + tion with another key, modifies it by setting the "meta" [8th, or + "high"] bit), you can invoke many extended commands by meta-ing the first letter of the command. On Windows and MS-DOS, the "Alt" key can be used in this fashion. - On other systems, if typing "Alt" plus another key transmits a two - character sequence consisting of an Escape followed by the other key, - you may set the altmeta option to have NetHack combine them into - meta+. (This combining action only takes place when NetHack is + On other systems, if typing "Alt" plus another key transmits a two + character sequence consisting of an Escape followed by the other key, + you may set the altmeta option to have NetHack combine them into + meta+. (This combining action only takes place when NetHack is expecting a command to execute, not when accepting input to name some- thing or to make a wish.) Unlike control characters, where ^x and ^X denote the same thing, - meta characters are case-sensitive: M-x and M-X represent different - things. Some commands which can be run via a meta character require - that the letter be capitalized because the lower-case equivalent is + meta characters are case-sensitive: M-x and M-X represent different + things. Some commands which can be run via a meta character require + that the letter be capitalized because the lower-case equivalent is used for another command, so the three key combination meta+Shift+ is needed. @@ -2169,10 +2172,7 @@ - - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2238,7 +2238,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2252,7 +2252,7 @@ - If the number_pad option is on, some additional letter commands + If the number_pad option is on, some additional letter commands are available: h #help @@ -2304,7 +2304,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2316,61 +2316,61 @@ 5. Rooms and corridors - Rooms and corridors in the dungeon are either lit or dark. Any - lit areas within your line of sight will be displayed; dark areas are - only displayed if they are within one space of you. Walls and corri- + Rooms and corridors in the dungeon are either lit or dark. Any + lit areas within your line of sight will be displayed; dark areas are + only displayed if they are within one space of you. Walls and corri- dors remain on the map as you explore them. Secret corridors are hidden and appear to be solid rock. You can find them with the `s' (search) command when adjacent to them. Multi- - ple search attempts may be needed. When searching is successful, - secret corridors become ordinary open corridor locations. Mapping - magic reveals secret corridors, so converts them into ordinary corri- + ple search attempts may be needed. When searching is successful, + secret corridors become ordinary open corridor locations. Mapping + magic reveals secret corridors, so converts them into ordinary corri- dors and shows them as such. 5.1. Doorways - Doorways connect rooms and corridors. Some doorways have no - doors; you can walk right through. Others have doors in them, which - may be open, closed, or locked. To open a closed door, use the `o' - (open) command; to close it again, use the `c' (close) command. By - default the autoopen option is enabled, so simply attempting to walk - onto a closed door's location will attempt to open it without needing - `o'. Opening via autoopen will not work if you are confused or + Doorways connect rooms and corridors. Some doorways have no + doors; you can walk right through. Others have doors in them, which + may be open, closed, or locked. To open a closed door, use the `o' + (open) command; to close it again, use the `c' (close) command. By + default the autoopen option is enabled, so simply attempting to walk + onto a closed door's location will attempt to open it without needing + `o'. Opening via autoopen will not work if you are confused or stunned or suffer from the fumbling attribute. - Open doors cannot be entered diagonally; you must approach them - straight on, horizontally or vertically. Doorways without doors are + Open doors cannot be entered diagonally; you must approach them + straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion except on one particular level (described by "#overview" as "a primitive area"). - Unlocking magic exists but usually won't be available early on. - You can get through a locked door without magic by first using an - unlocking tool with the `a' (apply) command, and then opening it. By - default the autounlock option is also enabled, so if you attempt to - open (via `o' or autoopen) a locked door while carrying an unlocking - tool, you'll be asked whether to use it on the door's lock. Alterna- - tively, you can break a closed door (whether locked or not) down by - kicking it via the `^D' (kick) command. Kicking down a door destroys + Unlocking magic exists but usually won't be available early on. + You can get through a locked door without magic by first using an + unlocking tool with the `a' (apply) command, and then opening it. By + default the autounlock option is also enabled, so if you attempt to + open (via `o' or autoopen) a locked door while carrying an unlocking + tool, you'll be asked whether to use it on the door's lock. Alterna- + tively, you can break a closed door (whether locked or not) down by + kicking it via the `^D' (kick) command. Kicking down a door destroys it and makes a lot of noise which might wake sleeping monsters. - Some closed doors are booby-trapped and will explode if an - attempt is made to open (when unlocked) or unlock (when locked) or - kick down. Like kicking, an explosion destroys the door and makes a - lot of noise. The "#untrap" command can be used to search a door for - traps but might take multiple attempts to find one. When one is - found, you'll be asked whether to try to disarm it. If you accede, - success will eliminate the trap but failure will set off the trap's - explosion. (If you decline, you effectively forget that a trap was + Some closed doors are booby-trapped and will explode if an + attempt is made to open (when unlocked) or unlock (when locked) or + kick down. Like kicking, an explosion destroys the door and makes a + lot of noise. The "#untrap" command can be used to search a door for + traps but might take multiple attempts to find one. When one is + found, you'll be asked whether to try to disarm it. If you accede, + success will eliminate the trap but failure will set off the trap's + explosion. (If you decline, you effectively forget that a trap was found there.) - Closed doors can be useful for shutting out monsters. Most mon- - sters cannot open closed doors, although a few don't need to (for - example, ghosts can walk through doors and fog clouds can flow under + Closed doors can be useful for shutting out monsters. Most mon- + sters cannot open closed doors, although a few don't need to (for + example, ghosts can walk through doors and fog clouds can flow under them). Some monsters who can open doors can also use unlocking tools. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2382,61 +2382,61 @@ And some (giants) can smash doors. - Secret doors are hidden and appear to be ordinary wall (from - inside a room) or solid rock (from outside). You can find them with - the `s' (search) command but it might take multiple tries (possibly - many tries if your luck is poor). Once found they are in all ways - equivalent to normal doors. Mapping magic does not reveal secret + Secret doors are hidden and appear to be ordinary wall (from + inside a room) or solid rock (from outside). You can find them with + the `s' (search) command but it might take multiple tries (possibly + many tries if your luck is poor). Once found they are in all ways + equivalent to normal doors. Mapping magic does not reveal secret doors. 5.2. Traps (`^') - There are traps throughout the dungeon to snare the unwary - intruder. For example, you may suddenly fall into a pit and be stuck + There are traps throughout the dungeon to snare the unwary + intruder. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out (see below). A trap usually won't - appear on your map until you trigger it by moving onto it, you see + appear on your map until you trigger it by moving onto it, you see someone else trigger it, or you discover it with the `s' (search) com- - mand (multiple attempts are often needed; if your luck is poor, many - attempts might be needed). Wands of secret door detection and spell - of detect unseen also reveal traps within a modest radius but only if + mand (multiple attempts are often needed; if your luck is poor, many + attempts might be needed). Wands of secret door detection and spell + of detect unseen also reveal traps within a modest radius but only if the trap is also within line-of-sight (whether you can see at the time or not). There is also other magic which can reveal traps. - Monsters can fall prey to traps, too, which can potentially be - used as a defensive strategy. Unfortunately traps can be harmful to - your pet(s) as well. Monsters, including pets, usually will avoid + Monsters can fall prey to traps, too, which can potentially be + used as a defensive strategy. Unfortunately traps can be harmful to + your pet(s) as well. Monsters, including pets, usually will avoid moving onto a trap which is shown on your map if they have encountered that type of trap before. - Some traps such as pits, bear traps, and webs hold you in one - place. You can escape by simply trying to move to an adjacent spot + Some traps such as pits, bear traps, and webs hold you in one + place. You can escape by simply trying to move to an adjacent spot and repeat as needed; eventually you will get free. - Other traps can send you to different locations. Teleporters - send you elsewhere on the same dungeon level. Level teleporters send - you to a random dungeon level, the destination chosen from a few lev- - els lower all the way to the top. These traps choose a new destina- - tion each time they're activated. Trap doors and holes also send you - to another level, but one which is always below the current level. - Usually that will be the next level down but it can be farther. + Other traps can send you to different locations. Teleporters + send you elsewhere on the same dungeon level. Level teleporters send + you to a random dungeon level, the destination chosen from a few lev- + els lower all the way to the top. These traps choose a new destina- + tion each time they're activated. Trap doors and holes also send you + to another level, but one which is always below the current level. + Usually that will be the next level down but it can be farther. Unlike (level) teleporters, the destination level of a particular trap - door or hole is persistent, so falling into one will bring you to the - same level each time--though not necessarily the same spot on the + door or hole is persistent, so falling into one will bring you to the + same level each time--though not necessarily the same spot on the level. Magic portals behave similarly, but with some additional vari- - ation. Some portals are two-way and their remote destination is - always the same: another portal which can take you back. Others are + ation. Some portals are two-way and their remote destination is + always the same: another portal which can take you back. Others are one-way and send you to a specific destination level but not necessar- ily to a specific location there. - There is a special multi-level branch of the dungeon with pre- - mapped levels based on the classic computer game "Sokoban." In that - game, you operate as a warehouse worker who pushes crates around - obstacles to position them at designated locations. In NetHack, the + There is a special multi-level branch of the dungeon with pre- + mapped levels based on the classic computer game "Sokoban." In that + game, you operate as a warehouse worker who pushes crates around + obstacles to position them at designated locations. In NetHack, the goal is to push boulders into pits or holes until those traps have all - been nullified, giving access to whatever is beyond them. In the + been nullified, giving access to whatever is beyond them. In the - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2446,63 +2446,63 @@ - Sokoban game, you can only move in the four cardinal compass direc- - tions, and a crate in its final destination blocks further access to - that spot. In the Sokoban levels of NetHack, you can move diagonally - (unless that would let you pass between two neighboring boulders) but - you can only push boulders in the four cardinal directions, and a - boulder which fills a pit or hole removes both the boulder and the - trap so opens up normal access to that spot. With careful foresight, - it is possible to complete all of the levels according to the tradi- - tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often - need to move things away from their eventual destinations in order to - open up more room to maneuver.) Since NetHack does not support an - undo capability, some allowances are permitted in case you get stuck. - For example, each level has at least one extra boulder. Also, it is - possible to drop everything in order to be able to squeeze into the - same location as a boulder (and then presumably move past it), or to - destroy a boulder with magic or tools, or to create new boulders with - a scroll of earth. However, doing such things will lower your luck - without any specific message given about that. See the Conduct sec- - tion for information about getting feedback for your actions in + Sokoban game, you can only move in the four cardinal compass direc- + tions, and a crate in its final destination blocks further access to + that spot. In the Sokoban levels of NetHack, you can move diagonally + (unless that would let you pass between two neighboring boulders) but + you can only push boulders in the four cardinal directions, and a + boulder which fills a pit or hole removes both the boulder and the + trap so opens up normal access to that spot. With careful foresight, + it is possible to complete all of the levels according to the tradi- + tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often + need to move things away from their eventual destinations in order to + open up more room to maneuver.) Since NetHack does not support an + undo capability, some allowances are permitted in case you get stuck. + For example, each level has at least one extra boulder. Also, it is + possible to drop everything in order to be able to squeeze into the + same location as a boulder (and then presumably move past it), or to + destroy a boulder with magic or tools, or to create new boulders with + a scroll of earth. However, doing such things will lower your luck + without any specific message given about that. See the Conduct sec- + tion for information about getting feedback for your actions in Sokoban. 5.3. Stairs and ladders (`<', `>') In general, each level in the dungeon will have a staircase going - up (`<') to the previous level and another going down (`>') to the - next level. There are some exceptions though. For instance, fairly - early in the dungeon you will find a level with two down staircases, - one continuing into the dungeon and the other branching into an area + up (`<') to the previous level and another going down (`>') to the + next level. There are some exceptions though. For instance, fairly + early in the dungeon you will find a level with two down staircases, + one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so - after exploring them (if you choose to do so), you'll need to climb + after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon. - When you traverse a set of stairs, or trigger a trap which sends + When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and - stored in a file on disk. If you're moving to a previously visited - level, it will be loaded from its file on disk and reactivated. If - you're moving to a level which has not yet been visited, it will be + stored in a file on disk. If you're moving to a previously visited + level, it will be loaded from its file on disk and reactivated. If + you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some - "special" levels, or loaded from the remains of an earlier game for a - "bones" level as briefly described below). Monsters are only active - on the current level; those on other levels are essentially placed + "special" levels, or loaded from the remains of an earlier game for a + "bones" level as briefly described below). Monsters are only active + on the current level; those on other levels are essentially placed into stasis. Ordinarily when you climb a set of stairs, you will arrive on the - corresponding staircase at your destination. However, pets (see - below) and some other monsters will follow along if they're close - enough when you travel up or down stairs, and occasionally one of + corresponding staircase at your destination. However, pets (see + below) and some other monsters will follow along if they're close + enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two types - of inter-level connections are nearly indistinguishable during game + Ladders serve the same purpose as staircases, and the two types + of inter-level connections are nearly indistinguishable during game play. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2514,36 +2514,36 @@ 5.4. Shops and shopping - Occasionally you will run across a room with a shopkeeper near - the door and many items lying on the floor. You can buy items by + Occasionally you will run across a room with a shopkeeper near + the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can inquire about - the price of an item prior to picking it up by using the "#chat" com- - mand while standing on it. Using an item prior to paying for it will - incur a charge, and the shopkeeper won't allow you to leave the shop + the price of an item prior to picking it up by using the "#chat" com- + mand while standing on it. Using an item prior to paying for it will + incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the floor + You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shop- - keeper isn't interested (generally, your item needs to be compatible + keeper isn't interested (generally, your item needs to be compatible with the type of merchandise carried by the shop). - If you drop something in a shop by accident, the shopkeeper will - usually claim ownership without offering any compensation. You'll + If you drop something in a shop by accident, the shopkeeper will + usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it. Shopkeepers sometime run out of money. When that happens, you'll - be offered credit instead of gold when you try to sell something. - Credit can be used to pay for purchases, but it is only good in the + be offered credit instead of gold when you try to sell something. + Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it. (If you - happen to find a "credit card" in the dungeon, don't bother trying to + happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.) - The `$' command, which reports the amount of gold you are carry- - ing, will also show current shop debt or credit, if any. The "Iu" - command lists unpaid items (those which still belong to the shop) if - you are carrying any. The "Ix" command shows an inventory-like dis- - play of any unpaid items which have been used up, along with other + The `$' command, which reports the amount of gold you are carry- + ing, will also show current shop debt or credit, if any. The "Iu" + command lists unpaid items (those which still belong to the shop) if + you are carrying any. The "Ix" command shows an inventory-like dis- + play of any unpaid items which have been used up, along with other shop fees, if any. 5.4.1. Shop idiosyncrasies @@ -2552,23 +2552,23 @@ * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if it + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. - * While the shopkeeper watches you like a hawk, he or she will gener- + * While the shopkeeper watches you like a hawk, he or she will gener- ally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its own + * If a shop is "closed for inventory," it will not open of its own accord. - * Shops do not get restocked with new items, regardless of inventory + * Shops do not get restocked with new items, regardless of inventory depletion. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2580,61 +2580,61 @@ 5.5. Movement feedback - Moving around the map usually provides no feedback--other than - drawing the hero at the new location--unless you step on an object or - pile of objects, or on a trap, or attempt to move onto a spot where a - monster is located. There are several options which can be used to + Moving around the map usually provides no feedback--other than + drawing the hero at the new location--unless you step on an object or + pile of objects, or on a trap, or attempt to move onto a spot where a + monster is located. There are several options which can be used to augment the normal feedback. - The pile_limit option controls how many objects can be in a - pile--sharing the same map location--for the game to state "there are - objects here" instead of listing them. The default is 5. Setting it - to 1 would always give that message instead of listing any objects. - Setting it to 0 is a special case which will always list all objects + The pile_limit option controls how many objects can be in a + pile--sharing the same map location--for the game to state "there are + objects here" instead of listing them. The default is 5. Setting it + to 1 would always give that message instead of listing any objects. + Setting it to 0 is a special case which will always list all objects no matter how big a pile is. Note that the number refers to the count of separate stacks of objects present rather than the sum of the quan- - tities of those stacks (so 7 arrows or 25 gold pieces will each count - as 1 rather than as 7 and 25, respectively, and total to 2 when both + tities of those stacks (so 7 arrows or 25 gold pieces will each count + as 1 rather than as 7 and 25, respectively, and total to 2 when both are at the same location). - The "nopickup" command prefix (default `m') can be used before a - movement direction to step on objects without attempting auto-pickup + The "nopickup" command prefix (default `m') can be used before a + movement direction to step on objects without attempting auto-pickup and without giving feedback about them. The mention_walls option controls whether you get feedback if you - try to walk into a wall or solid stone or off the edge of the map. - Normally nothing happens (unless the hero is blind and no wall is - shown, then the wall that is being bumped into will be drawn on the - map). This option also gives feedback when rushing or running stops + try to walk into a wall or solid stone or off the edge of the map. + Normally nothing happens (unless the hero is blind and no wall is + shown, then the wall that is being bumped into will be drawn on the + map). This option also gives feedback when rushing or running stops for some non-obvious reason. - The mention_decor option controls whether you get feedback when - walking on "furniture." Normally stepping onto stairs or a fountain - or an altar or various other things doesn't elicit anything unless it - is covered by one or more objects so is obscured on the map. Setting - this option to true will describe such things even when they aren't - obscured. Doorless doorways and open doors aren't considered worthy + The mention_decor option controls whether you get feedback when + walking on "furniture." Normally stepping onto stairs or a fountain + or an altar or various other things doesn't elicit anything unless it + is covered by one or more objects so is obscured on the map. Setting + this option to true will describe such things even when they aren't + obscured. Doorless doorways and open doors aren't considered worthy of mention; closed doors (if you can move onto their spots) and broken - doors are. Assuming that you're able to do so, moving onto water or - lava or ice will give feedback if not yet on that type of terrain but - not repeat it (unless there has been some intervening message) when - moving from water to another water spot, or lava to lava, or ice to - ice. Moving off of any of those back onto "normal" terrain will give - one message too, unless there is feedback about one or more objects, + doors are. Assuming that you're able to do so, moving onto water or + lava or ice will give feedback if not yet on that type of terrain but + not repeat it (unless there has been some intervening message) when + moving from water to another water spot, or lava to lava, or ice to + ice. Moving off of any of those back onto "normal" terrain will give + one message too, unless there is feedback about one or more objects, in which case the back on land circumstance is implied. - The confirm and safe_pet options control what happens when you + The confirm and safe_pet options control what happens when you try to move onto a peaceful monster's spot or a tame one's spot. - The "nopickup" command prefix (default `m') is also the move- + The "nopickup" command prefix (default `m') is also the move- without-attacking prefix and can be used to try to step onto a visible - monster's spot without the move being considered an attack (see the - Fighting subsection of Monsters below). The "fight" command prefix - (default `F'; also `-' if number_pad is on) can be used to force an - attack, when guessing where an unseen monster is or when deliberately + monster's spot without the move being considered an attack (see the + Fighting subsection of Monsters below). The "fight" command prefix + (default `F'; also `-' if number_pad is on) can be used to force an + attack, when guessing where an unseen monster is or when deliberately - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2646,22 +2646,22 @@ attacking a peaceful or tame creature. - The run_mode option controls how frequently the map gets redrawn - when moving more than one step in a single command (so when rushing, + The run_mode option controls how frequently the map gets redrawn + when moving more than one step in a single command (so when rushing, running, or traveling). 5.6. Rogue level - One dungeon level (occurring in mid to late teens of the main + One dungeon level (occurring in mid to late teens of the main dungeon) is a tribute to the ancestor game hack's inspiration rogue. - It is usually displayed differently from other levels: possibly - in characters instead of tiles, or without line-drawing symbols if - already in characters; also, gold is shown as * rather than $ and - stairs are shown as % rather than < and >. There are some minor dif- - ferences in actual game play: doorways lack doors; a scroll, wand, or - spell of light used in a room lights up the whole room rather than - within a radius around your character. And monsters represented by + It is usually displayed differently from other levels: possibly + in characters instead of tiles, or without line-drawing symbols if + already in characters; also, gold is shown as * rather than $ and + stairs are shown as % rather than < and >. There are some minor dif- + ferences in actual game play: doorways lack doors; a scroll, wand, or + spell of light used in a room lights up the whole room rather than + within a radius around your character. And monsters represented by lower-case letters aren't randomly generated on the rogue level. The slight strangeness of this level is a feature, not a bug.... @@ -2669,38 +2669,38 @@ 6. Monsters Monsters you cannot see are not displayed on the screen. Beware! - You may suddenly come upon one in a dark place. Some magic items can - help you locate them before they locate you (which some monsters can + You may suddenly come upon one in a dark place. Some magic items can + help you locate them before they locate you (which some monsters can do very well). - The commands `/' and `;' may be used to obtain information about - those monsters who are displayed on the screen. The command "#name" - (by default bound to `C'), allows you to assign a name to a monster, + The commands `/' and `;' may be used to obtain information about + those monsters who are displayed on the screen. The command "#name" + (by default bound to `C'), allows you to assign a name to a monster, which may be useful to help distinguish one from another when multiple - monsters are present. Assigning a name which is just a space will + 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 useful + The extended command "#chat" can be used to interact with an + adjacent monster. There is no actual dialog (in other words, you + don't get to choose what you'll say), but chatting with some monsters + such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting - If you see a monster and you wish to fight it, just attempt to - walk into it. Many monsters you find will mind their own business + If you see a monster and you wish to fight it, just attempt to + walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. - In most circumstances, if you attempt to attack a peaceful mon- - ster by moving into its location, you'll be asked to confirm your - intent. By default an answer of `y' acknowledges that intent, which + In most circumstances, if you attempt to attack a peaceful mon- + ster by moving into its location, you'll be asked to confirm your + intent. By default an answer of `y' acknowledges that intent, which can be error prone if you're using `y' to move. You can set the para- - noid_confirmation:attack option to require a response of "yes" + noid_confirmation:attack option to require a response of "yes" - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2712,61 +2712,61 @@ instead. - If you can't see a monster (if it is invisible, or if you are + If you can't see a monster (if it is invisible, or if you are blinded), the symbol `I' will be shown when you learn of its presence. - If you attempt to walk into it, you will try to fight it just like a - monster that you can see; of course, if the monster has moved, you - will attack empty air. If you guess that the monster has moved and - you don't wish to fight, you can use the `m' command to move without - fighting; likewise, if you don't remember a monster but want to try + If you attempt to walk into it, you will try to fight it just like a + monster that you can see; of course, if the monster has moved, you + will attack empty air. If you guess that the monster has moved and + you don't wish to fight, you can use the `m' command to move without + fighting; likewise, if you don't remember a monster but want to try fighting anyway, you can use the `F' command. 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or pony - (`u'), which follows you about the dungeon and fights monsters with + (`u'), which follows you about the dungeon and fights monsters with you. Like you, your pet needs food to survive. Dogs and cats usually feed themselves on fresh carrion and other meats; horses need vegetar- ian food which is harder to come by. If you're worried about your pet - or want to train it, you can feed it, too, by throwing it food. A + or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. - Your pet also gains experience from killing monsters, and can - grow over time, gaining hit points and doing more damage. Initially, - your pet may even be better at killing things than you, which makes + 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 + Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become - wild. Similarly, when you trigger certain types of traps which alter - your location (for instance, a trap door which drops you to a lower - dungeon level), any adjacent pet will accompany you and any non-adja- + wild. Similarly, when you trigger certain types of traps which alter + your location (for instance, a trap door which drops you to a lower + dungeon level), any adjacent pet will accompany you and any non-adja- cent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. 6.3. Steeds - Some types of creatures in the dungeon can actually be ridden if - you have the right equipment and skill. Convincing a wild beast to + Some types of creatures in the dungeon can actually be ridden if + you have the right equipment and skill. Convincing a wild beast to let you saddle it up is difficult to say the least. Many a dungeoneer - has had to resort to magic and wizardry in order to forge the - 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 + has had to resort to magic and wizardry in order to forge the + alliance. Once you do have the beast under your control however, you + can easily climb in and out of the saddle with the "#ride" command. + Lead the beast around the dungeon when riding, in the same manner as + you would move yourself. It is the beast that you will see displayed on the map. - Riding skill is managed by the "#enhance" command. See the sec- + Riding skill is managed by the "#enhance" command. See the sec- tion on Weapon proficiency for more information about that. - Use the `a' (apply) command and pick a saddle in your inventory + Use the `a' (apply) command and pick a saddle in your inventory to attempt to put that saddle on an adjacent creature. If successful, it will be transferred to that creature's inventory. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2776,63 +2776,63 @@ - Use the "#loot" command while adjacent to a saddled creature to - try to remove the saddle from that creature. If successful, it will + Use the "#loot" command while adjacent to a saddled creature to + try to remove the saddle from that creature. If successful, it will be transferred to your inventory. 6.4. Bones levels You may encounter the shades and corpses of other adventurers (or - even former incarnations of yourself!) and their personal effects. - Ghosts are hard to kill, but easy to avoid, since they're slow and do + 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 + 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 + Monsters (a generic reference which also includes humans and pets) are only shown while they can be seen or otherwise sensed. Mov- ing to a location where you can't see or sense a monster any more will - result in it disappearing from your map, similarly if it is the one + 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 + However, if you encounter a monster which you can't see or sense--perhaps it is invisible and has just tapped you on the noggin-- a special "remembered, unseen monster" marker will be displayed at the - location where you think it is. That will persist until you have - proven that there is no monster there, even if the unseen monster - moves to another location or you move to a spot where the marker's + location where you think it is. That will persist until you have + proven that there is no monster there, even if the unseen monster + moves to another location or you move to a spot where the marker's 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 by using the `,' com- - mand. If autopickup option is on, you will automatically pick up the + When you find something in the dungeon, it is common to want to + pick it up. In NetHack, this is accomplished by using the `,' com- + mand. If autopickup option is on, you will automatically pick up the object by walking over, unless you move with the `m' prefix. - If you're carrying too many items, NetHack will tell you so and - you won't be able to pick up anything more. Otherwise, it will add + If you're carrying too many items, NetHack will tell you so and + you won't be able to pick up anything more. Otherwise, it will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight of - that object to your load. The amount that you can carry depends on - your strength and your constitution. The stronger and sturdier you - are, the less the additional load will affect you. There comes a - point, though, when the weight of all of that stuff you are carrying + As you add items to your inventory, you also add the weight of + that object to your load. The amount that you can carry depends on + your strength and your constitution. The stronger and sturdier you + are, the less the additional load will affect you. There comes a + point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you. Your reactions - will get slower and you'll burn calories faster, requiring food more - frequently to cope with it. Eventually, you'll be so overloaded that + will get slower and you'll burn calories faster, requiring food more + frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. NetHack will tell you how badly you have loaded yourself. If you - are encumbered, one of the conditions Burdened, Stressed, Strained, + are encumbered, one of the conditions Burdened, Stressed, Strained, - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2842,63 +2842,63 @@ - Overtaxed, or Overloaded will be shown on the bottom line status dis- + Overtaxed, or Overloaded will be shown on the bottom line status dis- play. - When you pick up an object, it is assigned an inventory letter. - Many commands that operate on objects must ask you to find out which - object you want to use. When NetHack asks you to choose a particular - object you are carrying, you are usually presented with a list of + When you pick up an object, it is assigned an inventory letter. + Many commands that operate on objects must ask you to find out which + object you want to use. When NetHack asks you to choose a particular + object you are carrying, you are usually presented with a list of inventory letters to choose from (see Commands, above). - Some objects, such as weapons, are easily differentiated. Oth- - ers, like scrolls and potions, are given descriptions which vary - according to type. During a game, any two objects with the same - description are the same type. However, the descriptions will vary + Some objects, such as weapons, are easily differentiated. Oth- + ers, like scrolls and potions, are given descriptions which vary + according to type. During a game, any two objects with the same + description are the same type. However, the descriptions will vary from game to game. - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - 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 + 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 instead of assigning a new + of a particular type or just an individual object. When you use + "#name" on an object which has already been named, specifying a space + as the value will remove the prior name instead of assigning a new one. 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object is - otherwise helpful. The most common effect of a curse is being stuck - with (and to) the item. Cursed weapons weld themselves to your hand + Any object that you find may be cursed, even if the object is + otherwise helpful. The most common effect of a curse is being stuck + with (and to) the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is - not removable by ordinary means. In addition, cursed arms and armor - usually, but not always, bear negative enchantments that make them - less effective in combat. Other cursed objects may act poorly or + not removable by ordinary means. In addition, cursed arms and armor + usually, but not always, bear negative enchantments that make them + less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed instead. Blessed items usually work - better or more beneficially than normal uncursed items. For example, + Objects can also be blessed instead. Blessed items usually work + better or more beneficially than normal uncursed items. For example, a blessed weapon will do slightly more damage against demons. - Objects which are neither cursed nor blessed are referred to as + Objects which are neither cursed nor blessed are referred to as uncursed. They could just as easily have been described as unblessed, - but the uncursed designation is what you will see within the game. A + but the uncursed designation is what you will see within the game. A "glass half full versus glass half empty" situation; make of that what you will. - There are magical means of bestowing or removing curses upon - objects, so even if you are stuck with one, you can still have the - curse lifted and the item removed. Priests and Priestesses have an - innate sensitivity to this property in any object, so they can more - easily avoid cursed objects than other character roles. Dropping - objects onto an altar will reveal their bless or curse state provided + There are magical means of bestowing or removing curses upon + objects, so even if you are stuck with one, you can still have the + curse lifted and the item removed. Priests and Priestesses have an + innate sensitivity to this property in any object, so they can more + easily avoid cursed objects than other character roles. Dropping + objects onto an altar will reveal their bless or curse state provided that you can see them land. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2908,44 +2908,44 @@ - An item with unknown status will be reported in your inventory - with no prefix. An item which you know the state of will be distin- - guished in your inventory by the presence of the word cursed, - uncursed, or blessed in the description of the item. In some cases + An item with unknown status will be reported in your inventory + with no prefix. An item which you know the state of will be distin- + guished in your inventory by the presence of the word cursed, + uncursed, or blessed in the description of the item. In some cases uncursed will be omitted as being redundant when enough other informa- - tion is displayed. The implicit_uncursed option can be used to con- - trol this; toggle it off to have uncursed be displayed even when that + tion is displayed. The implicit_uncursed option can be used to con- + trol this; toggle it off to have uncursed be displayed even when that can be deduced from other attributes. - Sometimes the bless or curse state of objects is referred to as - their "BUC" attribute, for Blessed, Uncursed, or Cursed state, or + Sometimes the bless or curse state of objects is referred to as + their "BUC" attribute, for Blessed, Uncursed, or Cursed state, or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term beatitude is occasionally used as well.) 7.2. Artifacts - Some objects have been imbued with special powers and are known - as Artifacts. They have specific types (such as long sword or orcish + Some objects have been imbued with special powers and are known + as Artifacts. They have specific types (such as long sword or orcish dagger) and distinct names such as Giantslayer or Grimtooth. Artifact - weapons typically do more damage than their ordinary counterparts. - Some do extra damage against all monsters, others only against spe- - cific types of monsters so aren't better than regular weapons against - other types. Some confer defensive capabilities when wielded or have + weapons typically do more damage than their ordinary counterparts. + Some do extra damage against all monsters, others only against spe- + cific types of monsters so aren't better than regular weapons against + other types. Some confer defensive capabilities when wielded or have other powers that aren't listed here. - You might find them simply lying on the floor, including but not - limited to inside shops, or be granted as a reward for "#offer" on an - altar to your patron deity. A few might be dropped by monsters, or - might be converted from an ordinary object of the same type via - assigning the right name. Or you might wish for them, if you happen + You might find them simply lying on the floor, including but not + limited to inside shops, or be granted as a reward for "#offer" on an + altar to your patron deity. A few might be dropped by monsters, or + might be converted from an ordinary object of the same type via + assigning the right name. Or you might wish for them, if you happen to be granted a wish, but such wishes can fail. - Some artifacts have a specific alignment, others don't. You - won't obtain aligned ones that have a different alignment from yours - via offering and might get a shock if you attempt to wish for any of + Some artifacts have a specific alignment, others don't. You + won't obtain aligned ones that have a different alignment from yours + via offering and might get a shock if you attempt to wish for any of those or find one and attempt to use it. - Each role has a distinct artifact that is contained in the Quest + Each role has a distinct artifact that is contained in the Quest dungeon branch. These are commonly known as quest artifacts. All are aligned and most are non-weapons. They won't be found randomly. @@ -2955,16 +2955,16 @@ 7.3. Relics There are three unique items that are named and have limited spe- - cial powers but aren't classified as artifacts. Each is guarded by a - particular monster and you'll need to collect all three for use late - in the game. They are the Bell of Opening, the Book of the Dead, and - the Candelabrum of Invocation. Their corresponding descriptions when - not yet identified are silver bell, papyrus spellbook, and cande- + cial powers but aren't classified as artifacts. Each is guarded by a + particular monster and you'll need to collect all three for use late + in the game. They are the Bell of Opening, the Book of the Dead, and + the Candelabrum of Invocation. Their corresponding descriptions when + not yet identified are silver bell, papyrus spellbook, and cande- labrum. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -2976,61 +2976,61 @@ 7.4. Weapons (`)') - Given a chance, most monsters in the Mazes of Menace will gratu- - itously try to kill you. You need weapons for self-defense (killing - them first). Without a weapon, you do only 1-2 hit points of damage - (plus bonuses, if any). Monk characters are an exception; they nor- - mally do more damage with bare (or gloved) hands than they do with + Given a chance, most monsters in the Mazes of Menace will gratu- + itously try to kill you. You need weapons for self-defense (killing + them first). Without a weapon, you do only 1-2 hit points of damage + (plus bonuses, if any). Monk characters are an exception; they nor- + mally do more damage with bare (or gloved) hands than they do with weapons. - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, you - must wield it and attack them, or throw it at them. You can simply - elect to throw a spear. To shoot an arrow, you should first wield a - bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, you + must wield it and attack them, or throw it at them. You can simply + elect to throw a spear. To shoot an arrow, you should first wield a + bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a "plus" (or "to hit enhancement" which - can be either positive or negative) that adds to your chance to hit - and the damage you do to a monster. The only way to determine a + Enchanted weapons have a "plus" (or "to hit enhancement" which + can be either positive or negative) that adds to your chance to hit + and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most - weapons are subject to some type of damage like rust. Such "erosion" + weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, and - the amount of damage such a hit will do, depends upon many factors. - Among them are: type of weapon, quality of weapon (enchantment and/or + The chance that an attack will successfully hit a monster, and + the amount of damage such a hit will do, depends upon many factors. + Among them are: type of weapon, quality of weapon (enchantment and/or erosion), experience level, strength, dexterity, encumbrance, and pro- - ficiency (see below). The monster's armor class--a general defense - rating, not necessarily due to wearing of armor--is a factor too; - also, some monsters are particularly vulnerable to certain types of + ficiency (see below). The monster's armor class--a general defense + rating, not necessarily due to wearing of armor--is a factor too; + also, some monsters are particularly vulnerable to certain types of weapons. Many weapons can be wielded in one hand; some require both hands. When wielding a two-handed weapon, you can not wear a shield, and vice versa. When wielding a one-handed weapon, you can have another weapon - ready to use by setting things up with the `x' command, which - exchanges your primary (the one being wielded) and alternate weapons. - And if you have proficiency in the "two weapon combat" skill, you may - wield both weapons simultaneously as primary and secondary; use the - `X' command to engage or disengage that. Only some types of charac- - ters (barbarians, for instance) have the necessary skill available. - Even with that skill, using two weapons at once incurs a penalty in - the chance to hit your target compared to using just one weapon at a + ready to use by setting things up with the `x' command, which + exchanges your primary (the one being wielded) and alternate weapons. + And if you have proficiency in the "two weapon combat" skill, you may + wield both weapons simultaneously as primary and secondary; use the + `X' command to engage or disengage that. Only some types of charac- + ters (barbarians, for instance) have the necessary skill available. + Even with that skill, using two weapons at once incurs a penalty in + the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon at + There might be times when you'd rather not wield any weapon at all. To accomplish that, wield `-', or else use the `A' command which - allows you to unwield the current weapon in addition to taking off + allows you to unwield the current weapon in addition to taking off other worn items. - Those of you in the audience who are AD&D players, be aware that + Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to mon- - sters in NetHack. Some of the more obscure weapons (such as the + sters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3042,61 +3042,61 @@ Unearthed Arcana, an AD&D supplement. - The commands to use weapons are `w' (wield), `t' (throw), `f' - (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" + The commands to use weapons are `w' (wield), `t' (throw), `f' + (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" (see below). 7.4.1. 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 tar- - get. The distance something can be thrown depends mainly on the type + You can throw just about anything via the `t' command. It will + prompt for the item to throw; picking `?' will list things in your + inventory which are considered likely to be thrown, or picking `*' + will list your entire inventory. After you've chosen what to throw, + you will be prompted for a direction rather than for a specific tar- + get. The distance something can be thrown depends mainly on the type of object and your strength. Arrows can be thrown by hand, but can be - thrown much farther and will be more likely to hit when thrown while + thrown much farther and will be more likely to hit when thrown while you are wielding a bow. - Some weapons will return when thrown. A boomerang--provided it - fails to hit anything--is an obvious example. If an aklys (thonged - club) is thrown while it is wielded, it will return even when it hits - something. A sufficiently strong hero can throw the warhammer Mjoll- - nir; when thrown by a Valkyrie it will return too. However, aklyses - and Mjollnir occasionally fail to return. Returning thrown objects - occasionally fail to be caught, sometimes even hitting the thrower, + Some weapons will return when thrown. A boomerang--provided it + fails to hit anything--is an obvious example. If an aklys (thonged + club) is thrown while it is wielded, it will return even when it hits + something. A sufficiently strong hero can throw the warhammer Mjoll- + nir; when thrown by a Valkyrie it will return too. However, aklyses + and Mjollnir occasionally fail to return. Returning thrown objects + occasionally fail to be caught, sometimes even hitting the thrower, but when caught they become re-wielded. - You can simplify the throwing operation by using the `Q' command - to select your preferred "missile", then using the `f' command to - throw it. You'll be prompted for a direction as above, but you don't - have to specify which item to throw each time you use `f'. There is - also an option, autoquiver, which has NetHack choose another item to - automatically fill your quiver (or quiver sack, or have at the ready) - when the inventory slot used for `Q' runs out. If your quiver is - empty, autoquiver is false, and you are wielding a weapon which + You can simplify the throwing operation by using the `Q' command + to select your preferred "missile", then using the `f' command to + throw it. You'll be prompted for a direction as above, but you don't + have to specify which item to throw each time you use `f'. There is + also an option, autoquiver, which has NetHack choose another item to + automatically fill your quiver (or quiver sack, or have at the ready) + when the inventory slot used for `Q' runs out. If your quiver is + empty, autoquiver is false, and you are wielding a weapon which returns when thrown, you will throw that weapon instead of filling the - quiver. The fire command also has extra assistance, if fireassist is + quiver. The fire command also has extra assistance, if fireassist is on it will try to wield a launcher matching the ammo in the quiver. - Some characters have the ability to throw or shoot a volley of - multiple items (from the same stack) in a single action. Knowing how + Some characters have the ability to throw or shoot a volley of + multiple items (from the same stack) in a single action. Knowing how to load several rounds of ammunition at once--or hold several missiles in your hand--and still hit a target is not an easy task. Rangers are among those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if you're + of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one - to shoot bolts, or in sling skill if you're wielding one to shoot - stones). The number of items that the character has a chance to fire - varies from turn to turn. You can explicitly limit the number of - shots by using a numeric prefix before the `t' or `f' command. For + to shoot bolts, or in sling skill if you're wielding one to shoot + stones). The number of items that the character has a chance to fire + varies from turn to turn. You can explicitly limit the number of + shots by using a numeric prefix before the `t' or `f' command. For example, "2f" (or "n2f" if using number_pad mode) would ensure that at most 2 arrows are shot even if you could have fired 3. If you specify - a larger number than would have been shot ("4f" in this example), - you'll just end up shooting the same number (3, here) as if no limit + 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 - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3106,63 +3106,63 @@ - had been specified. Once the volley is in motion, all of the items - will travel in the same direction; if the first ones kill a monster, + had been specified. Once the volley is in motion, all of the items + will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot. 7.4.2. Weapon proficiency - You will have varying degrees of skill in the weapons available. + You will have varying degrees of skill in the weapons available. Weapon proficiency, or weapon skills, affect how well you can use par- ticular types of weapons, and you'll be able to improve your skills as - you progress through a game, depending on your role, your experience + you progress through a game, depending on your role, your experience level, and use of the weapons. - For the purposes of proficiency, weapons have been divided up - into various groups such as daggers, broadswords, and polearms. Each - role has a limit on what level of proficiency a character can achieve - for each group. For instance, wizards can become highly skilled in + For the purposes of proficiency, weapons have been divided up + into various groups such as daggers, broadswords, and polearms. Each + role has a limit on what level of proficiency a character can achieve + for each group. For instance, wizards can become highly skilled in daggers or staves but not in swords or bows. The "#enhance" extended command is used to review current weapons - proficiency (also spell proficiency) and to choose which skill(s) to - improve when you've used one or more skills enough to become eligible - to do so. The skill rankings are "none" (sometimes also referred to - as "restricted", because you won't be able to advance), "unskilled", - "basic", "skilled", and "expert". Restricted skills simply will not - appear in the list shown by "#enhance". (Divine intervention might - unrestrict a particular skill, in which case it will start at + proficiency (also spell proficiency) and to choose which skill(s) to + improve when you've used one or more skills enough to become eligible + to do so. The skill rankings are "none" (sometimes also referred to + as "restricted", because you won't be able to advance), "unskilled", + "basic", "skilled", and "expert". Restricted skills simply will not + appear in the list shown by "#enhance". (Divine intervention might + unrestrict a particular skill, in which case it will start at unskilled and be limited to basic.) Some characters can enhance their - barehanded combat or martial arts skill beyond expert to "master" or + 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 the - amount of damage done when you do hit; at basic level, there is no - penalty or bonus; at skilled level, you receive a modest bonus in the + Use of a weapon in which you're restricted or unskilled will + incur a modest penalty in the chance to hit a monster and also in the + amount of damage done when you do hit; at basic level, there is no + penalty or bonus; at skilled level, you receive a modest bonus in the chance to hit and amount of damage done; at expert level, the bonus is - higher. A successful hit has a chance to boost your training towards + higher. A successful hit has a chance to boost your training towards the next skill level (unless you've already reached the limit for this skill). Once such training reaches the threshold for that next level, - you'll be told that you feel more confident in your skills. At that - point you can use "#enhance" to increase one or more skills. Such - skills are not increased automatically because there is a limit to + you'll be told that you feel more confident in your skills. At that + point you can use "#enhance" to increase one or more skills. Such + skills are not increased automatically because there is a limit to your total overall skills, so you need to actively choose which skills to enhance and which to ignore. 7.4.3. Two-Weapon combat - Some characters can use two weapons at once. Setting things up - to do so can seem cumbersome but becomes second nature with use. To - wield two weapons, you need to use the "#twoweapon" command. But - first you need to have a weapon in each hand. (Note that your two - weapons are not fully equal; the one in the hand you normally wield - with is considered primary and the other one is considered secondary. + Some characters can use two weapons at once. Setting things up + to do so can seem cumbersome but becomes second nature with use. To + wield two weapons, you need to use the "#twoweapon" command. But + first you need to have a weapon in each hand. (Note that your two + weapons are not fully equal; the one in the hand you normally wield + with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop--or before you begin, - for that matter--wielding two weapons at once. The primary is your + for that matter--wielding two weapons at once. The primary is your - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3172,40 +3172,40 @@ - wielded weapon and the secondary is just an item in your inventory + wielded weapon and the secondary is just an item in your inventory that's been designated as alternate weapon.) - If your primary weapon is wielded but your off hand is empty or - has the wrong weapon, use the sequence `x', `w', `x' to first swap - your primary into your off hand, wield whatever you want as secondary - weapon, then swap them both back into the intended hands. If your - secondary or alternate weapon is correct but your primary one is not, - simply use `w' to wield the primary. Lastly, if neither hand holds + If your primary weapon is wielded but your off hand is empty or + has the wrong weapon, use the sequence `x', `w', `x' to first swap + your primary into your off hand, wield whatever you want as secondary + weapon, then swap them both back into the intended hands. If your + secondary or alternate weapon is correct but your primary one is not, + simply use `w' to wield the primary. Lastly, if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended sec- ondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the pushweapon - option. When it is enabled, then using `w' to wield something causes - the currently wielded weapon to become your alternate weapon. So the - sequence `w', `w' can be used to first wield the weapon you intend to - be secondary, and then wield the one you want as primary which will + The whole process can be simplified via use of the pushweapon + option. When it is enabled, then using `w' to wield something causes + the currently wielded weapon to become your alternate weapon. So the + sequence `w', `w' can be used to first wield the weapon you intend to + be secondary, and then wield the one you want as primary which will push the first into secondary position. - When in two-weapon combat mode, using the `X' command toggles - back to single-weapon mode. Throwing or dropping either of the weap- - ons or having one of them be stolen or destroyed will also make you + When in two-weapon combat mode, using the `X' command toggles + back to single-weapon mode. Throwing or dropping either of the weap- + ons or having one of them be stolen or destroyed will also make you revert to single-weapon combat. 7.5. Armor (`[') - Lots of unfriendly things lurk about; you need armor to protect - yourself from their blows. Some types of armor offer better protec- - tion than others. Your armor class is a measure of this protection. - Armor class (AC) is measured as in AD&D, with 10 being the equivalent - of no armor, and lower numbers meaning better armor. Each suit of + Lots of unfriendly things lurk about; you need armor to protect + yourself from their blows. Some types of armor offer better protec- + tion than others. Your armor class is a measure of this protection. + Armor class (AC) is measured as in AD&D, with 10 being the equivalent + of no armor, and lower numbers meaning better armor. Each suit of armor which exists in AD&D gives the same protection in NetHack. - Here is a list of the armor class values provided by suits of + Here is a list of the armor class values provided by suits of armor: Dragon scale mail 1 Plate mail, Crystal plate mail 3 @@ -3219,16 +3219,16 @@ Leather jacket 9 none 10 - You can also wear other pieces of armor (cloak over suit, shirt - under suit, helmet, gloves, boots, shield) to lower your armor class + You can also wear other pieces of armor (cloak over suit, shirt + under suit, helmet, gloves, boots, shield) to lower your armor class even further. Most of these provide a one or two point improvement to - AC (making the overall value smaller and eventually negative) but can - also be enchanted. Shirts are an exception; they don't provide any - protection unless enchanted. Some cloaks also don't improve AC when - unenchanted but all cloaks offer some protection against rust or cor- + AC (making the overall value smaller and eventually negative) but can + also be enchanted. Shirts are an exception; they don't provide any + protection unless enchanted. Some cloaks also don't improve AC when + unenchanted but all cloaks offer some protection against rust or cor- - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3238,63 +3238,63 @@ - rosion to suits worn under them and against some monster touch + rosion to suits worn under them and against some monster touch attacks. - If a piece of armor is enchanted, its armor protection will be + If a piece of armor is enchanted, its armor protection will be better (or worse) than normal, and its "plus" (or minus) will subtract - from your armor class. For example, a +1 chain mail would give you - better protection than normal chain mail, lowering your armor class - one unit further to 4. When you put on a piece of armor, you immedi- - ately find out the armor class and any "plusses" it provides. Cursed - pieces of armor usually have negative enchantments (minuses) in addi- + from your armor class. For example, a +1 chain mail would give you + better protection than normal chain mail, lowering your armor class + one unit further to 4. When you put on a piece of armor, you immedi- + ately find out the armor class and any "plusses" it provides. Cursed + pieces of armor usually have negative enchantments (minuses) in addi- tion to being unremovable. Many types of armor are subject to some kind of damage like rust. - Such damage can be repaired. Some types of armor may inhibit spell + Such damage can be repaired. Some types of armor may inhibit spell casting. - The nudist option can be set (prior to game start) to attempt to - play the entire game without wearing any armor (a self-imposed chal- + The nudist option can be set (prior to game start) to attempt to + play the entire game without wearing any armor (a self-imposed chal- lenge which is extremely difficult to accomplish). The commands to use armor are `W' (wear) and `T' (take off). The `A' command can be used to take off armor as well as other worn items. Also, `P' (put on) and `R' (remove) which are normally for accessories - can be used for armor, but pieces of armor won't be shown as likely + can be used for armor, but pieces of armor won't be shown as likely candidates in a prompt for choosing what to put on or remove. 7.6. Food (`%') - Food is necessary to survive. If you go too long without eating - you will faint, and eventually die of starvation. Some types of food - will spoil, and become unhealthy to eat, if not protected. Food - stored in ice boxes or tins ("cans") will usually stay fresh, but ice + Food is necessary to survive. If you go too long without eating + you will faint, and eventually die of starvation. Some types of food + will spoil, and become unhealthy to eat, if not protected. Food + stored in ice boxes or tins ("cans") will usually stay fresh, but ice boxes are heavy, and tins take a while to open. When you kill monsters, they usually leave corpses which are also - "food." Many, but not all, of these are edible; some also give you - special powers when you eat them. A good rule of thumb is "you are + "food." Many, but not all, of these are edible; some also give you + special powers when you eat them. A good rule of thumb is "you are what you eat." - Some character roles and some monsters are vegetarian. Vegetar- + Some character roles and some monsters are vegetarian. Vegetar- ian monsters will typically never eat animal corpses, while vegetarian players can, but with some rather unpleasant side-effects. - You can name one food item after something you like to eat with + You can name one food item after something you like to eat with the fruit option. The command to eat food is `e'. 7.7. Scrolls (`?') - Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (for example "READ ME," or - "THANX MAUD" backwards). Scrolls disappear after you read them + Scrolls are labeled with various titles, probably chosen by + ancient wizards for their amusement value (for example "READ ME," or + "THANX MAUD" backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3304,28 +3304,28 @@ - One of the most useful of these is the scroll of identify, which - can be used to determine what another object is, whether it is cursed - or blessed, and how many uses it has left. Some objects of subtle + One of the most useful of these is the scroll of identify, which + can be used to determine what another object is, whether it is cursed + or blessed, and how many uses it has left. Some objects of subtle enchantment are difficult to identify without these. - A scroll whose label is known can be read even when the hero is - blind. If a scroll has been discovered, it will be listed in inven- + A scroll whose label is known can be read even when the hero is + blind. If a scroll has been discovered, it will be listed in inven- tory by type rather than by label, but the label is known in that sit- uation even though it isn't shown. - Many scrolls produce a different effect from usual if they are + Many scrolls produce a different effect from usual if they are blessed or cursed, or read while the hero is confused. - A mail daemon may run up and deliver mail to you as a scroll of + A mail daemon may run up and deliver mail to you as a scroll of mail (on versions compiled with this feature). To use this feature on - versions where NetHack mail delivery is triggered by electronic mail - appearing in your system mailbox, you must let NetHack know where to - look for new mail by setting the "MAIL" environment variable to the - file name of your mailbox. You may also want to set the "MAILREADER" - environment variable to the file name of your favorite reader, so - NetHack can shell to it when you read the scroll. On versions of - NetHack where mail is randomly generated internal to the game, these + versions where NetHack mail delivery is triggered by electronic mail + appearing in your system mailbox, you must let NetHack know where to + look for new mail by setting the "MAIL" environment variable to the + file name of your mailbox. You may also want to set the "MAILREADER" + environment variable to the file name of your favorite reader, so + NetHack can shell to it when you read the scroll. On versions of + NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning off the mail option. @@ -3333,13 +3333,13 @@ 7.8. Potions (`!') - Potions are distinguished by the color of the liquid inside the + Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them. - Clear potions are potions of water. Sometimes these are blessed - or cursed, resulting in holy or unholy water. Holy water is the bane + Clear potions are potions of water. Sometimes these are blessed + or cursed, resulting in holy or unholy water. Holy water is the bane of the undead, so potions of holy water are good things to throw (`t') - at them. It is also sometimes very useful to dip ("#dip") an object + at them. It is also sometimes very useful to dip ("#dip") an object into a potion. The command to drink a potion is `q' (quaff). @@ -3347,20 +3347,20 @@ 7.9. Wands (`/') Wands usually have multiple magical charges. Some types of wands - require a direction in which to zap them. You can also zap them at - yourself (just give a `.' or `s' for the direction). Be warned, how- - ever, for this is often unwise. Other types of wands don't require a + require a direction in which to zap them. You can also zap them at + yourself (just give a `.' or `s' for the direction). Be warned, how- + ever, for this is often unwise. Other types of wands don't require a direction. The number of charges in a wand is random and decreases by one whenever you use it. - When the number of charges left in a wand becomes zero, attempts - to use the wand will usually result in nothing happening. Occasion- - ally, however, it may be possible to squeeze the last few mana points - from an otherwise spent wand, destroying it in the process. A wand - may be recharged by using suitable magic, but doing so runs the risk + When the number of charges left in a wand becomes zero, attempts + to use the wand will usually result in nothing happening. Occasion- + ally, however, it may be possible to squeeze the last few mana points + from an otherwise spent wand, destroying it in the process. A wand + may be recharged by using suitable magic, but doing so runs the risk - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3373,60 +3373,60 @@ of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged. - In a truly desperate situation, when your back is up against the - wall, you might decide to go for broke and break your wand. This is - not for the faint of heart. Doing so will almost certainly cause a + In a truly desperate situation, when your back is up against the + wall, you might decide to go for broke and break your wand. This is + not for the faint of heart. Doing so will almost certainly cause a catastrophic release of magical energies. - When you have fully identified a particular wand, inventory dis- + When you have fully identified a particular wand, inventory dis- play will include additional information in parentheses: the number of - times it has been recharged followed by a colon and then by its cur- - rent number of charges. A current charge count of -1 is a special + times it has been recharged followed by a colon and then by its cur- + rent number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled. - The command to use a wand is `z' (zap). To break one, use the + The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. 7.10. Rings (`=') - Rings are very useful items, since they are relatively permanent - magic, unlike the usually fleeting effects of potions, scrolls, and + Rings are very useful items, since they are relatively permanent + magic, unlike the usually fleeting effects of potions, scrolls, and wands. - Putting on a ring activates its magic. You can wear at most two + Putting on a ring activates its magic. You can wear at most two rings at any time, one on the ring finger of each hand. - Most worn rings also cause you to grow hungry more rapidly, the + Most worn rings also cause you to grow hungry more rapidly, the rate varying with the type of ring. - When wearing gloves, rings are worn underneath. If the gloves - are cursed, rings cannot be put on and any already being worn cannot - be removed. When worn gloves aren't cursed, you don't have to manu- - ally take them off before putting on or removing a ring and then re- + When wearing gloves, rings are worn underneath. If the gloves + are cursed, rings cannot be put on and any already being worn cannot + be removed. When worn gloves aren't cursed, you don't have to manu- + ally take them off before putting on or removing a ring and then re- wear them after. That's done implicitly to avoid unnecessary tedium. - The commands to use rings are `P' (put on) and `R' (remove). + The commands to use rings are `P' (put on) and `R' (remove). `A', `W', and `T' can also be used; see Amulets. 7.11. Spellbooks (`+') - Spellbooks are tomes of mighty magic. When studied with the `r' - (read) command, they transfer to the reader the knowledge of a spell + Spellbooks are tomes of mighty magic. When studied with the `r' + (read) command, they transfer to the reader the knowledge of a spell (and therefore eventually become unreadable)--unless the attempt back- - fires. Reading a cursed spellbook or one with mystic runes beyond + fires. Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health! - A spell (even when learned) can also backfire when you cast it. + A spell (even when learned) can also backfire when you cast it. If you attempt to cast a spell well above your experience level, or if you have little skill with the appropriate spell type, or cast it at a - time when your luck is particularly bad, you can end up wasting both + time when your luck is particularly bad, you can end up wasting both the energy and the time required in casting. - Casting a spell calls forth magical energies and focuses them - with your naked mind. Some of the magical energy released comes from + Casting a spell calls forth magical energies and focuses them + with your naked mind. Some of the magical energy released comes from - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3437,62 +3437,62 @@ within you. Casting temporarily drains your magical power, which will - slowly be recovered, and causes you to need additional food. Casting - of spells also requires practice. With practice, your skill in each + slowly be recovered, and causes you to need additional food. Casting + of spells also requires practice. With practice, your skill in each category of spell casting will improve. Over time, however, your mem- ory of each spell will dim, and you will need to relearn it. Some spells require a direction in which to cast them, similar to wands. To cast one at yourself, just give a `.' or `s' for the direc- - tion. A few spells require you to pick a target location rather than - just specify a particular direction. Other spells don't require any + tion. A few spells require you to pick a target location rather than + just specify a particular direction. Other spells don't require any direction or target. - Just as weapons are divided into groups in which a character can - become proficient (to varying degrees), spells are similarly grouped. - Successfully casting a spell exercises its skill group; using the - "#enhance" command to advance a sufficiently exercised skill will - affect all spells within the group. Advanced skill may increase the - potency of spells, reduce their risk of failure during casting + Just as weapons are divided into groups in which a character can + become proficient (to varying degrees), spells are similarly grouped. + Successfully casting a spell exercises its skill group; using the + "#enhance" command to advance a sufficiently exercised skill will + affect all spells within the group. Advanced skill may increase the + potency of spells, reduce their risk of failure during casting attempts, and improve the accuracy of the estimate for how much longer - they will be retained in your memory. Skill slots are shared with + they will be retained in your memory. Skill slots are shared with weapons skills. (See also the section on "Weapon proficiency".) Casting a spell also requires flexible movement, and wearing var- ious types of armor may interfere with that. - The command to read a spellbook is the same as for scrolls, `r' - (read). The `+' command lists each spell you know along with its + The command to read a spellbook is the same as for scrolls, `r' + (read). The `+' command lists each spell you know along with its level, skill category, chance of failure when casting, and an estimate - of how strongly it is remembered. The `Z' (cast) command casts a + of how strongly it is remembered. The `Z' (cast) command casts a spell. 7.12. Tools (`(') - Tools are miscellaneous objects with various purposes. Some - tools have a limited number of uses, akin to wand charges. For exam- - ple, lamps burn out after a while. Other tools are containers, which + Tools are miscellaneous objects with various purposes. Some + tools have a limited number of uses, akin to wand charges. For exam- + ple, lamps burn out after a while. Other tools are containers, which objects can be placed into or taken out of. - Some tools (such as a blindfold) can be worn and can be put on - and removed like other accessories (rings, amulets); see Amulets. - Other tools (such as pick-axe) can be wielded as weapons in addition - to being applied for their usual purpose, and in some cases (again, + Some tools (such as a blindfold) can be worn and can be put on + and removed like other accessories (rings, amulets); see Amulets. + Other tools (such as pick-axe) can be wielded as weapons in addition + to being applied for their usual purpose, and in some cases (again, pick-axe) become wielded as a weapon even when applied. - The blind option can be set (prior to game start) to attempt to - play the entire game without being able to see (a self-imposed chal- + The blind option can be set (prior to game start) to attempt to + play the entire game without being able to see (a self-imposed chal- lenge which is very difficult to accomplish). The command to use a tool is `a' (apply). 7.12.1. Containers - You may encounter bags, boxes, and chests in your travels. A + You may encounter bags, boxes, and chests in your travels. A tool of this sort can be opened with the "#loot" extended command when - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3502,55 +3502,55 @@ - you are standing on top of it (that is, on the same floor spot), or - with the `a' (apply) command when you are carrying it. However, - chests are often locked, and are in any case unwieldy objects. You - must set one down before unlocking it by using a key or lock-picking - tool with the `a' (apply) command, by kicking it with the `^D' com- - mand, or by using a weapon to force the lock with the "#force" + you are standing on top of it (that is, on the same floor spot), or + with the `a' (apply) command when you are carrying it. However, + chests are often locked, and are in any case unwieldy objects. You + must set one down before unlocking it by using a key or lock-picking + tool with the `a' (apply) command, by kicking it with the `^D' com- + mand, or by using a weapon to force the lock with the "#force" extended command. - Some chests are trapped, causing nasty things to happen when you - unlock or open them. You can check for and try to deactivate traps + Some chests are trapped, causing nasty things to happen when you + unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command. - When the contents of a container are known, that container will - be described as something like "a sack containing 3 items". In this - example, the 3 refers to number of stacks of compatible items, not to - the total number of individual items. So a sack holding 2 sky blue - potions, 7 arrows, and 350 gold pieces would be described as having 3 - items rather than 10 or 359. And you would need to have 3 unused - inventory slots available in order to take everything out (for the - case where the items you remove don't combine into bigger stacks with + When the contents of a container are known, that container will + be described as something like "a sack containing 3 items". In this + example, the 3 refers to number of stacks of compatible items, not to + the total number of individual items. So a sack holding 2 sky blue + potions, 7 arrows, and 350 gold pieces would be described as having 3 + items rather than 10 or 359. And you would need to have 3 unused + inventory slots available in order to take everything out (for the + case where the items you remove don't combine into bigger stacks with things you're already carrying). If a chest or large box is described as "broken", that means that - it can't be locked rather than that it no longer functions as a con- + it can't be locked rather than that it no longer functions as a con- tainer. - The apply and loot commands allow you to take out and/or put in - an arbitrary number of items in a single operation. If you want to - take everything out of a container, you can use the "#tip" command to - pour the contents onto the floor. This may be your only way to get - things out if your hands are stuck to a cursed two-handed weapon. - When your hands aren't stuck, you have the potential to pour the con- - tents into another container. (As of this writing, the other con- + The apply and loot commands allow you to take out and/or put in + an arbitrary number of items in a single operation. If you want to + take everything out of a container, you can use the "#tip" command to + pour the contents onto the floor. This may be your only way to get + things out if your hands are stuck to a cursed two-handed weapon. + When your hands aren't stuck, you have the potential to pour the con- + tents into another container. (As of this writing, the other con- tainer must be carried rather than on the floor.) 7.13. Amulets (`"') Amulets are very similar to rings, and often more powerful. Like - rings, amulets have various magical properties, some beneficial, some + rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on. - Only one amulet may be worn at a time, around your neck. Like - wearing rings, wearing an amulet affects your metabolism, causing you + Only one amulet may be worn at a time, around your neck. Like + wearing rings, wearing an amulet affects your metabolism, causing you to grow hungry more rapidly. - The commands to use amulets are the same as for rings, `P' (put - on) and `R' (remove). `A' can be used to remove various worn items + The commands to use amulets are the same as for rings, `P' (put + on) and `R' (remove). `A' can be used to remove various worn items including amulets. Also, `W' (wear) and `T' (take off) which are nor- - mally for armor can be used for amulets and other accessories (rings + mally for armor can be used for amulets and other accessories (rings and eyewear), but accessories won't be shown as likely candidates in a prompt for choosing what to wear or take off. @@ -3558,7 +3558,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3570,53 +3570,53 @@ 7.14. Gems (`*') - Some gems are valuable, and can be sold for a lot of gold. They - are also a far more efficient way of carrying your riches. Valuable + Some gems are valuable, and can be sold for a lot of gold. They + are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit. Other small rocks are also categorized as gems, but they are much - less valuable. All rocks, however, can be used as projectile weapons - (if you have a sling). In the most desperate of cases, you can still + less valuable. All rocks, however, can be used as projectile weapons + (if you have a sling). In the most desperate of cases, you can still throw them by hand. 7.15. Large rocks (``') - Statues and boulders are not particularly useful, and are gener- + Statues and boulders are not particularly useful, and are gener- ally heavy. It is rumored that some statues are not what they seem. - Boulders occasionally block your path. You can push one forward + Boulders occasionally block your path. You can push one forward (by attempting to walk onto its spot) when nothing blocks its path, or - you can smash it into a pile of small rocks with breaking magic or a + you can smash it into a pile of small rocks with breaking magic or a pick-axe. It is possible to move onto a boulder's location if certain conditions are met; ordinarily one of those conditions is that pushing - it any further be blocked. Using the move-without-picking-up prefix - (default key `m') prior to the direction of movement will attempt to - move to a boulder's location without pushing it in addition to the + it any further be blocked. Using the move-without-picking-up prefix + (default key `m') prior to the direction of movement will attempt to + move to a boulder's location without pushing it in addition to the prefix's usual action of suppressing auto-pickup at the destination. - Very large humanoids (giants and their ilk) have been known to + Very large humanoids (giants and their ilk) have been known to pick up boulders and use them as missile weapons. - Unlike boulders, statues can't be pushed, but don't need to be - because they don't block movement. They can be smashed into rocks + Unlike boulders, statues can't be pushed, but don't need to be + because they don't block movement. They can be smashed into rocks though. - For some configurations of the program, statues are no longer - shown as ``' but by the letter representing the monster they depict + For some configurations of the program, statues are no longer + shown as ``' but by the letter representing the monster they depict instead. 7.16. Gold (`$') Gold adds to your score, and you can buy things in shops with it. - There are a number of monsters in the dungeon that may be influenced + There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). - Gold pieces are the only type of object where bless/curse state - does not apply. They're always uncursed but never described as - uncursed even if you turn off the implicit_uncursed option. You can - set the goldX option if you prefer to have gold pieces be treated as - bless/curse state unknown rather than as known to be uncursed. Only - matters when you're using an object selection prompt that can filter + Gold pieces are the only type of object where bless/curse state + does not apply. They're always uncursed but never described as + uncursed even if you turn off the implicit_uncursed option. You can + set the goldX option if you prefer to have gold pieces be treated as + bless/curse state unknown rather than as known to be uncursed. Only + matters when you're using an object selection prompt that can filter by "BUCX" state. @@ -3624,7 +3624,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3637,60 +3637,60 @@ 7.17. Persistence of Objects Normally, if you have seen an object at a particular map location - and move to another location where you can't directly see that object - any more, it will continue to be displayed on your map. That remains - the case even if it is not actually there any more--perhaps a monster + and move to another location where you can't directly see that object + any more, it will continue to be displayed on your map. That remains + the case even if it is not actually there any more--perhaps a monster has picked it up or it has rotted away--until you can see or feel that location again. One notable exception is that if the object gets cov- - ered by the "remembered, unseen monster" marker. When that marker is + ered by the "remembered, unseen monster" marker. When that marker is later removed after you've verified that no monster is there, you will - have forgotten that there was any object there regardless of whether - the unseen monster actually took the object. If the object is still - there, then once you see or feel that location again you will re-dis- + have forgotten that there was any object there regardless of whether + the unseen monster actually took the object. If the object is still + there, then once you see or feel that location again you will re-dis- cover the object and resume remembering it. The situation is the same for a pile of objects, except that only - the top item of the pile is displayed. The hilite_pile option can be + the top item of the pile is displayed. The hilite_pile option can be enabled in order to show an item differently when it is the top one of a pile. 8. Conduct - As if winning NetHack were not difficult enough, certain players - seek to challenge themselves by imposing restrictions on the way they - play the game. The game automatically tracks some of these chal- - lenges, which can be checked at any time with the #conduct command or - at the end of the game. When you perform an action which breaks a - challenge, it will no longer be listed. This gives players extra - "bragging rights" for winning the game with these challenges. Note - that it is perfectly acceptable to win the game without resorting to - these restrictions and that it is unusual for players to adhere to + As if winning NetHack were not difficult enough, certain players + seek to challenge themselves by imposing restrictions on the way they + play the game. The game automatically tracks some of these chal- + lenges, which can be checked at any time with the #conduct command or + at the end of the game. When you perform an action which breaks a + challenge, it will no longer be listed. This gives players extra + "bragging rights" for winning the game with these challenges. Note + that it is perfectly acceptable to win the game without resorting to + these restrictions and that it is unusual for players to adhere to challenges the first time they win the game. - Several of the challenges are related to eating behavior. The + Several of the challenges are related to eating behavior. The most difficult of these is the foodless challenge. Although creatures - can survive long periods of time without food, there is a physiologi- - cal need for water; thus there is no restriction on drinking bever- - ages, even if they provide some minor food benefits. Calling upon + can survive long periods of time without food, there is a physiologi- + cal need for water; thus there is no restriction on drinking bever- + ages, even if they provide some minor food benefits. Calling upon your god for help with starvation does not violate any food challenges either. - A strict vegan diet is one which avoids any food derived from - animals. The primary source of nutrition is fruits and vegetables. - The corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') - are also considered to be vegetable matter. Certain human food is + A strict vegan diet is one which avoids any food derived from + animals. The primary source of nutrition is fruits and vegetables. + The corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') + are also considered to be vegetable matter. Certain human food is prepared without animal products; namely, lembas wafers, cram rations, - food rations (gunyoki), K-rations, and C-rations. Metal or another + food rations (gunyoki), K-rations, and C-rations. Metal or another normally indigestible material eaten while polymorphed into a creature - that can digest it is also considered vegan food. Note however that + that can digest it is also considered vegan food. Note however that eating such items still counts against foodless conduct. - Vegetarians do not eat animals; however, they are less selective - about eating animal byproducts than vegans. In addition to the vegan - items listed above, they may eat any kind of pudding (`P') other than + Vegetarians do not eat animals; however, they are less selective + about eating animal byproducts than vegans. In addition to the vegan + items listed above, they may eat any kind of pudding (`P') other than - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3700,63 +3700,63 @@ - the black puddings, eggs and food made from eggs (fortune cookies and - pancakes), food made with milk (cream pies and candy bars), and lumps + the black puddings, eggs and food made from eggs (fortune cookies and + pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet. Eating any kind of meat violates the vegetarian, vegan, and food- - less conducts. This includes tripe rations, the corpses or tins of + less conducts. This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat - found in the dungeon. Swallowing and digesting a monster while poly- - morphed is treated as if you ate the creature's corpse. Eating - leather, dragon hide, or bone items while polymorphed into a creature - that can digest it, or eating monster brains while polymorphed into a - mind flayer, is considered eating an animal, although wax is only an + found in the dungeon. Swallowing and digesting a monster while poly- + morphed is treated as if you ate the creature's corpse. Eating + leather, dragon hide, or bone items while polymorphed into a creature + that can digest it, or eating monster brains while polymorphed into a + mind flayer, is considered eating an animal, although wax is only an animal byproduct. - Regardless of conduct, there will be some items which are indi- + Regardless of conduct, there will be some items which are indi- gestible, and others which are hazardous to eat. Using a swallow-and- - digest attack against a monster is equivalent to eating the monster's - corpse. Please note that the term "vegan" is used here only in the - context of diet. You are still free to choose not to use or wear - items derived from animals (e.g. leather, dragon hide, bone, horns, - coral), but the game will not keep track of this for you. Also note - that "milky" potions may be a translucent white, but they do not con- - tain milk, so they are compatible with a vegan diet. Slime molds or - player-defined "fruits", although they could be anything from "cher- + digest attack against a monster is equivalent to eating the monster's + corpse. Please note that the term "vegan" is used here only in the + context of diet. You are still free to choose not to use or wear + items derived from animals (e.g. leather, dragon hide, bone, horns, + coral), but the game will not keep track of this for you. Also note + that "milky" potions may be a translucent white, but they do not con- + tain milk, so they are compatible with a vegan diet. Slime molds or + player-defined "fruits", although they could be anything from "cher- ries" to "pork chops", are also assumed to be vegan. An atheist is one who rejects religion. This means that you can- not #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest. Particularly selective readers may argue that playing Monk or - Priest characters should violate this conduct; that is a choice left + Priest characters should violate this conduct; that is a choice left to the player. Offering the Amulet of Yendor to your god is necessary to win the game and is not counted against this conduct. You are also - not penalized for being spoken to by an angry god, priest(ess), or + not penalized for being spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special meaning to them. - Most players fight with a wielded weapon (or tool intended to be - wielded as a weapon). Another challenge is to win the game without - using such a wielded weapon. You are still permitted to throw, fire, - and kick weapons; use a wand, spell, or other type of item; or fight + Most players fight with a wielded weapon (or tool intended to be + wielded as a weapon). Another challenge is to win the game without + using such a wielded weapon. You are still permitted to throw, fire, + and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet. - In NetHack, a pacifist refuses to cause the death of any other - monster (i.e. if you would get experience for the death). This is a - particularly difficult challenge, although it is still possible to + In NetHack, a pacifist refuses to cause the death of any other + monster (i.e. if you would get experience for the death). This is a + particularly difficult challenge, although it is still possible to gain experience by other means. - An illiterate character does not read or write. This includes + An illiterate character does not read or write. This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writ- - ing a scroll; or making an engraving of anything other than a single - "X" (the traditional signature of an illiterate person). Reading an - engraving, or any item that is absolutely necessary to win the game, - is not counted against this conduct. The identity of scrolls and - spellbooks (and knowledge of spells) in your starting inventory is + ing a scroll; or making an engraving of anything other than a single + "X" (the traditional signature of an illiterate person). Reading an + engraving, or any item that is absolutely necessary to win the game, + is not counted against this conduct. The identity of scrolls and + spellbooks (and knowledge of spells) in your starting inventory is - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3766,55 +3766,55 @@ - assumed to be learned from your teachers prior to the start of the + assumed to be learned from your teachers prior to the start of the game and isn't counted. - There is a side-branch to the main dungeon called "Sokoban," - briefly described in the earlier section about Traps. As mentioned - there, the goal is to push boulders into pits and/or holes to plug - those in order to both get the boulders out of the way and be able to - go past the traps. There are some special "rules" that are active - when in that branch of the dungeon. Some rules can't be bypassed, - such as being unable to push a boulder diagonally. Other rules can, + There is a side-branch to the main dungeon called "Sokoban," + briefly described in the earlier section about Traps. As mentioned + there, the goal is to push boulders into pits and/or holes to plug + those in order to both get the boulders out of the way and be able to + go past the traps. There are some special "rules" that are active + when in that branch of the dungeon. Some rules can't be bypassed, + such as being unable to push a boulder diagonally. Other rules can, such as not smashing boulders with magic or tools, but doing so causes - you to receive a luck penalty. No message about that is given at the + you to receive a luck penalty. No message about that is given at the time, but it is tracked as a conduct. The #conduct command and end of - game disclosure will report whether you have abided by the special - rules of Sokoban, and if not, how many times you violated them, pro- + game disclosure will report whether you have abided by the special + rules of Sokoban, and if not, how many times you violated them, pro- viding you with a way to discover which actions incur bad luck so that - you can be better informed about whether or not to avoid repeating + you can be better informed about whether or not to avoid repeating those actions in the future. (Note: the Sokoban conduct will only be displayed if you have entered the Sokoban branch of the dungeon during - the current game. Once that has happened, it becomes part of dis- - closed conduct even if you haven't done anything interesting there. - Ending the game with "never broke the Sokoban rules" conduct is most - meaningful if you also manage to perform the "obtained the Sokoban + the current game. Once that has happened, it becomes part of dis- + closed conduct even if you haven't done anything interesting there. + Ending the game with "never broke the Sokoban rules" conduct is most + meaningful if you also manage to perform the "obtained the Sokoban prize" achievement (see Achievements below).) - There are several other challenges tracked by the game. It is - possible to eliminate one or more species of monsters by genocide; + There are several other challenges tracked by the game. It is + possible to eliminate one or more species of monsters by genocide; playing without this feature is considered a challenge. When the game - offers you an opportunity to genocide monsters, you may respond with - the monster type "none" if you want to decline. You can change the - form of an item into another item of the same type ("polypiling") or - the form of your own body into another creature ("polyself") by wand, + offers you an opportunity to genocide monsters, you may respond with + the monster type "none" if you want to decline. You can change the + form of an item into another item of the same type ("polypiling") or + the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph; avoiding these effects are each consid- - ered challenges. Polymorphing monsters, including pets, does not - break either of these challenges. Finally, you may sometimes receive - wishes; a game without an attempt to wish for any items is a chal- + ered challenges. Polymorphing monsters, including pets, does not + break either of these challenges. Finally, you may sometimes receive + wishes; a game without an attempt to wish for any items is a chal- lenge, as is a game without wishing for an artifact (even if the arti- fact immediately disappears). When the game offers you an opportunity - to make a wish for an item, you may choose "nothing" if you want to + to make a wish for an item, you may choose "nothing" if you want to decline. 8.1. Achievements - End of game disclosure will also display various achievements - representing progress toward ultimate ascension, if any have been - attained. They aren't directly related to conduct but are grouped - with it because they fall into the same category of "bragging rights" - and to limit the number of questions during disclosure. Listed here - roughly in order of difficulty and not necessarily in the order in + End of game disclosure will also display various achievements + representing progress toward ultimate ascension, if any have been + attained. They aren't directly related to conduct but are grouped + with it because they fall into the same category of "bragging rights" + and to limit the number of questions during disclosure. Listed here + roughly in order of difficulty and not necessarily in the order in which you might accomplish them. Rank - Attained rank title Rank. @@ -3822,7 +3822,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3839,12 +3839,12 @@ Novel - Read a passage from a Discworld Novel. Sokoban - Entered Sokoban. Big Room - Entered the Big Room. - Soko-Prize - Explored to the top of Sokoban and found a + Soko-Prize - Explored to the top of Sokoban and found a special item there. - Mines' End - Explored to the bottom of the Gnomish Mines + Mines' End - Explored to the bottom of the Gnomish Mines and found a special item there. Medusa - Defeated Medusa. - Tune - Discovered the tune that can be used to open + Tune - Discovered the tune that can be used to open and close the drawbridge on the Castle level. Bell - Acquired the Bell of Opening. Gehennom - Entered Gehennom. @@ -3864,31 +3864,31 @@ Notes: - Achievements are recorded and subsequently reported in the order - in which they happen during your current game rather than the order + Achievements are recorded and subsequently reported in the order + in which they happen during your current game rather than the order listed here. - There are nine titles for each role, bestowed at experi- - ence levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for experi- - ence level 1 is not recorded as an achievement. Losing enough levels + There are nine titles for each role, bestowed at experi- + ence levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for experi- + ence level 1 is not recorded as an achievement. Losing enough levels to revert to lower rank(s) does not discard the corresponding achieve- ment(s). - There's no guaranteed Novel so the achievement to read one might - not always be attainable (except perhaps by wishing). Similarly, the - Big Room level is not always present. Unlike with the Novel, there's + There's no guaranteed Novel so the achievement to read one might + not always be attainable (except perhaps by wishing). Similarly, the + Big Room level is not always present. Unlike with the Novel, there's no way to wish for this opportunity. - The "special items" hidden in Mines' End and Sokoban are not - unique but are considered to be prizes or rewards for exploring those - levels since doing so is not necessary to complete the game. Finding - other instances of the same objects doesn't record the corresponding + The "special items" hidden in Mines' End and Sokoban are not + unique but are considered to be prizes or rewards for exploring those + levels since doing so is not necessary to complete the game. Finding + other instances of the same objects doesn't record the corresponding achievement. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3898,63 +3898,63 @@ - The Medusa achievement is recorded if she dies for any reason, + The Medusa achievement is recorded if she dies for any reason, even if you are not directly responsible, and only if she dies. The 5-note tune can be learned via trial and error with a musical - instrument played closely enough--but not too close!--to the Castle + instrument played closely enough--but not too close!--to the Castle level's drawbridge or can be given to you via prayer boon. - Blind, Deaf, Nudist, and Pauper are also conducts, and they can - only be enabled by setting the correspondingly named option in + Blind, Deaf, Nudist, and Pauper are also conducts, and they can + only be enabled by setting the correspondingly named option in NETHACKOPTIONS or run-time configuration file prior to game start. In - the case of Blind and Deaf, the option also enforces the conduct. - They aren't really significant accomplishments unless/until you make + the case of Blind and Deaf, the option also enforces the conduct. + They aren't really significant accomplishments unless/until you make substantial progress into the dungeon. 9. Options - Due to variations in personal tastes and conceptions of how - NetHack should do things, there are options you can set to change how + Due to variations in personal tastes and conceptions of how + NetHack should do things, there are options you can set to change how NetHack behaves. 9.1. Setting the options Options may be set in a number of ways. Within the game, the `O' - command allows you to view all options and change most of them. You - can also set options automatically by placing them in a configuration + command allows you to view all options and change most of them. You + can also set options automatically by placing them in a configuration file, or in the NETHACKOPTIONS environment variable. Some versions of - NetHack also have front-end programs that allow you to set options + NetHack also have front-end programs that allow you to set options before starting the game or a global configuration for system adminis- trators. 9.2. Using a configuration file - The default name of the configuration file varies on different + The default name of the configuration file varies on different operating systems. - On UNIX, Linux, and macOS it is ".nethackrc" in the user's home + On UNIX, Linux, and macOS it is ".nethackrc" in the user's home directory. The file may not exist, but it is a normal ASCII text file and can be created with any text editor. - On Windows, the name is ".nethackrc" located in the folder - "%USERPROFILE%\NetHack\". The file may not exist, but it is a normal - ASCII text file can can be created with any text editor. After run- - ning NetHack for the first time, you should find a default template - for the configuration file named ".nethackrc.template" in - "%USERPROFILE%\NetHack\". If you have not created the configuration + On Windows, the name is ".nethackrc" located in the folder + "%USERPROFILE%\NetHack\". The file may not exist, but it is a normal + ASCII text file can can be created with any text editor. After run- + ning NetHack for the first time, you should find a default template + for the configuration file named ".nethackrc.template" in + "%USERPROFILE%\NetHack\". If you have not created the configuration file, NetHack will create one for you using the default template file. On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe. - Any line in the configuration file starting with `#' is treated + Any line in the configuration file starting with `#' is treated as a comment and ignored. Empty lines are ignored. Any line beginning with `[' and ending in `]' is a section marker - (the closing `]' can be followed by whitespace and then an arbitrary + (the closing `]' can be followed by whitespace and then an arbitrary - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -3964,29 +3964,29 @@ - comment beginning with `#'). The text between the square brackets is - the section name. Section markers are only valid after a CHOOSE + comment beginning with `#'). The text between the square brackets is + the section name. Section markers are only valid after a CHOOSE directive and their names are case-insensitive. Lines after a section - marker belong to that section up until another section starts or a - marker without a name is encountered or the file ends. Lines within - sections are ignored unless a CHOOSE directive has selected that sec- + marker belong to that section up until another section starts or a + marker without a name is encountered or the file ends. Lines within + sections are ignored unless a CHOOSE directive has selected that sec- tion. - You can use different configuration directives in the file, some - of which can be used multiple times. In general, the directives are - written in capital letters, followed by an equals sign, followed by + You can use different configuration directives in the file, some + of which can be used multiple times. In general, the directives are + written in capital letters, followed by an equals sign, followed by settings particular to that directive. Here is a list of allowed directives: OPTIONS There are two types of options, boolean and compound options. Bool- - ean options toggle a setting on or off, while compound options take - more diverse values. Prefix a boolean option with "no" or `!' to - turn it off. For compound options, the option name and value are - separated by a colon. Some options are persistent, and apply only + ean options toggle a setting on or off, while compound options take + more diverse values. Prefix a boolean option with "no" or `!' to + turn it off. For compound options, the option name and value are + separated by a colon. Some options are persistent, and apply only to new games. You can specify multiple OPTIONS directives, and mul- - tiple options separated by commas in a single OPTIONS directive. + tiple options separated by commas in a single OPTIONS directive. (Comma separated options are processed from right to left.) Example: @@ -3996,15 +3996,15 @@ HACKDIR Default location of files NetHack needs. On Windows HACKDIR defaults - to the location of the NetHack.exe or NetHackw.exe file so setting + to the location of the NetHack.exe or NetHackw.exe file so setting HACKDIR to override that is not usually necessary or recommended. LEVELDIR - The location that in-progress level files are stored. Defaults to + The location that in-progress level files are stored. Defaults to HACKDIR, must be writable. SAVEDIR - The location where saved games are kept. Defaults to HACKDIR, must + The location where saved games are kept. Defaults to HACKDIR, must be writable. BONESDIR @@ -4016,11 +4016,11 @@ HACKDIR, must be writable. TROUBLEDIR - The location that a record of game aborts and self-diagnosed game + The location that a record of game aborts and self-diagnosed game problems is kept. Defaults to HACKDIR, must be writable. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4031,9 +4031,9 @@ AUTOCOMPLETE - Enable or disable an extended command autocompletion. Autocomple- + Enable or disable an extended command autocompletion. Autocomple- tion has no effect for the X11 windowport. You can specify multiple - autocompletions. To enable autocompletion, list the extended com- + autocompletions. To enable autocompletion, list the extended com- mand. Prefix the command with "!" to disable the autocompletion for that command. @@ -4042,13 +4042,13 @@ AUTOCOMPLETE=zap,!annotate AUTOPICKUP_EXCEPTION - Set exceptions to the pickup_types option. See the "Configuring + Set exceptions to the pickup_types option. See the "Configuring Autopickup Exceptions" section. BINDINGS - Change the key bindings of some special keys, menu accelerators, + Change the key bindings of some special keys, menu accelerators, extended commands, or mouse buttons. You can specify multiple bind- - ings. Format is key followed by the command, separated by a colon. + ings. Format is key followed by the command, separated by a colon. See the "Changing Key Bindings" section for more information. Example: @@ -4071,22 +4071,22 @@ OPTIONS=!rest_on_space If [] is present, the preceding section is closed and no new section - begins; whatever follows will be common to all sections. Otherwise + begins; whatever follows will be common to all sections. Otherwise the last section extends to the end of the options file. MENUCOLOR - Highlight menu lines with different colors. See the "Configuring + Highlight menu lines with different colors. See the "Configuring Menu Colors" section. MSGTYPE - Change the way messages are shown in the top status line. See the + Change the way messages are shown in the top status line. See the "Configuring Message Types" section. ROGUESYMBOLS Custom symbols for the rogue level's symbol set. See SYMBOLS below. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4100,12 +4100,12 @@ Define a sound mapping. See the "Configuring User Sounds" section. SOUNDDIR - Define the directory that contains the sound files. See the "Con- + Define the directory that contains the sound files. See the "Con- figuring User Sounds" section. SYMBOLS - Override one or more symbols in the symbol set used for all dungeon - levels except for the special rogue level. See the "Modifying + Override one or more symbols in the symbol set used for all dungeon + levels except for the special rogue level. See the "Modifying NetHack Symbols" section. Example: @@ -4115,9 +4115,10 @@ WIZKIT Debug mode only: extra items to add to initial inventory. Value is - the name of a text file containing a list of item names, one per - line, up to a maximum of 128 lines. Each line is processed by the - function that handles wishing. + 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. Entries are added to the wish his- + tory; see the wizwish-command. Example: @@ -4146,13 +4147,12 @@ - 9.3. Using the NETHACKOPTIONS environment variable - - The NETHACKOPTIONS variable is a comma-separated list of initial - values for the various options. Some can only be turned on or off. - NetHack 3.7.0 March 21, 2026 + + + + NetHack 3.7.0 March 25, 2026 @@ -4162,6 +4162,10 @@ + 9.3. Using the NETHACKOPTIONS environment variable + + The NETHACKOPTIONS variable is a comma-separated list of initial + values for the various options. Some can only be turned on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or "no" before the name. Others take a character string as a value. You can set string options by typing @@ -4213,12 +4217,8 @@ that this has nothing to do with your computer's audio capabilities. Persistent. - alignment - Your starting alignment (align:lawful, align:neutral, or - align:chaotic). You may specify just the first letter. Many roles - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4228,6 +4228,9 @@ + alignment + Your starting alignment (align:lawful, align:neutral, or + align:chaotic). You may specify just the first letter. Many roles and the non-human races restrict which alignments are allowed. See role for a description of how to use negation to exclude choices. @@ -4279,12 +4282,9 @@ if you decline, your character will forget that the door or box is trapped; Apply-Key - if carrying a key or other unlocking tool, prompt about - using it; - Kick - kick the door (if you omit untrap or decline to attempt - untrap and you omit apply-key or you lack a key or you - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4294,6 +4294,9 @@ + using it; + Kick - kick the door (if you omit untrap or decline to attempt + untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on containers); Force - try to force a container's lid with your currently wielded weapon (if you omit untrap or decline to attempt @@ -4346,11 +4349,8 @@ dark_room Show out-of-sight areas of lit rooms (default on). Persistent. - deaf - Start the character permanently deaf (default false). Persistent. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4360,6 +4360,9 @@ + deaf + Start the character permanently deaf (default false). Persistent. + dropped_nopick If this option is on, items you dropped will not be automatically picked up, even if autopickup is also on and they are in @@ -4411,12 +4414,9 @@ Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dungeon overview - shows all levels you had visited but does not reveal things about - them that you hadn't discovered. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4426,6 +4426,9 @@ + shows all levels you had visited but does not reveal things about + them that you hadn't discovered. + dogname Name your starting dog (for example "dogname:Fang"). Cannot be set with the `O' command. @@ -4477,12 +4480,9 @@ If gender is not specified, there is no default value; player will be prompted unless role and/or race forces a choice for gender. - Cannot be set with the `O' command. Persistent. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4492,6 +4492,8 @@ + 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 @@ -4544,11 +4546,9 @@ also be used if the current hitpoint value is at or below the criti- cal HP threshold. - The "Qt" interface also supports hitpointbar, by drawing a solid bar - above the name and title with a hard-coded color scheme. (As of - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4558,6 +4558,8 @@ + The "Qt" interface also supports hitpointbar, by drawing a solid bar + above the name and title with a hard-coded color scheme. (As of this writing, having the bar enabled unintentionally inhibits resiz- ing the status panel. To resize that, use the #optionsfull command to toggle the hitpointbar option off, perform the resize while it's @@ -4610,11 +4612,9 @@ Give feedback when walking against a wall (default off). Persis- tent. - menucolors - Enable coloring menu lines (default off). See "Configuring Menu - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4624,6 +4624,8 @@ + menucolors + Enable coloring menu lines (default off). See "Configuring Menu Colors" on how to configure the colors. menustyle @@ -4676,11 +4678,9 @@ Inventory and other object menus are normally separated by object class (weapons, armor, and so forth), with a menu header line at the beginning of each group. You can have menus add the display symbol - for the class of objects for each header line. You can also add the - display symbol for the individual item in each menu entry. For a - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4690,6 +4690,8 @@ + for the class of objects for each header line. You can also add the + display symbol for the individual item in each menu entry. For a tiles map, that would be a small rendition of an object's tile. For a text map, it is the same character as is used for the object's class, which would be most useful when there are no headers separat- @@ -4742,11 +4744,9 @@ monpolycontrol Prompt for new form whenever any monster changes shape (default - off). Debug mode only. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4756,6 +4756,8 @@ + off). Debug mode only. + montelecontrol Prompt for destination whenever any monster gets teleported (default off). Debug mode only. @@ -4808,11 +4810,9 @@ nudist Start the character with no armor (default false). Persistent. - null - Send padding nulls to the terminal (default on). Persistent. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4822,6 +4822,9 @@ + null + Send padding nulls to the terminal (default on). Persistent. + number_pad Use digit keys instead of letters to move (default 0 or off). Valid settings are: @@ -4873,12 +4876,9 @@ Were-change - require "yes" rather than `y' to confirm changing form due to lycanthropy when hero has polymorph control; pray - require `y' to confirm an attempt to pray rather than - immediately praying; on by default; (to require "yes" - rather than just `y', set Confirm too); - trap - require `y' to confirm an attempt to move into or onto - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4888,6 +4888,9 @@ + immediately praying; on by default; (to require "yes" + rather than just `y', set Confirm too); + trap - require `y' to confirm an attempt to move into or onto a known trap, unless doing so is considered to be harmless; when enabled, this confirmation is also used for moving into visible gas cloud regions; (to require @@ -4939,12 +4942,9 @@ none - behave as if perm_invent is false; all - show all inventory except for gold; - full - show full inventory including gold; - in-use - only show items which are in use (worn, wielded, lit lamp). - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -4954,6 +4954,9 @@ + full - show full inventory including gold; + in-use - only show items which are in use (worn, wielded, lit lamp). + Default is none but if perm_invent gets set to true while it is none it will be changed to all. @@ -5005,12 +5008,9 @@ empty value reverts to "all".) If you want to avoid automatically picking up any types of items but do want to have autopickup on in order to have autopickup_exception settings control what you do and - don't pick up, you can set pickup_types to `.'. That is the type - symbol for venom and you won't come across any venom items so won't - unintentionally pick such up. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5020,6 +5020,10 @@ + don't pick up, you can set pickup_types to `.'. That is the type + symbol for venom and you won't come across any venom items so won't + unintentionally pick such up. + pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given @@ -5070,13 +5074,9 @@ human races are allowed. See role for a description of how to use negation to exclude choices. - If race is not specified, there is no default value; player will be - prompted unless role forces a choice for race. Cannot be set with - the `O' command. Persistent. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5086,6 +5086,10 @@ + If race is not specified, there is no default value; player will be + prompted unless role forces a choice for race. Cannot be set with + the `O' command. Persistent. + reroll Allows rerolling your character's starting inventory and attributes (default false). Persistent. @@ -5136,13 +5140,9 @@ Controls the amount of screen updating for the map window when engaged in multi-turn movement (running via shift+direction or con- trol+direction and so forth, or via the travel command or mouse - click). The possible values are: - - teleport - update the map after movement has finished; - run - update the map after every seven or so steps; - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5152,6 +5152,10 @@ + 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. @@ -5202,13 +5206,9 @@ Include the game's version number on the status lines (default off). Potentially useful if you switch between different versions or vari- ants, or you are making screenshots or streaming video. Using the - statuslines:3 option is recommended so that there will be more room - available for status information, unless you're using NetHack's Qt - interface or your terminal emulator window displays fewer than 25 - lines. Persistent. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5218,6 +5218,11 @@ + statuslines:3 option is recommended so that there will be more room + available for status information, unless you're using NetHack's Qt + interface or your terminal emulator window displays fewer than 25 + lines. Persistent. + silent Suppress terminal beeps (default on). Persistent. @@ -5267,14 +5272,9 @@ index; a - order alphabetically, first any unique monsters then all the others; - c - order by monster class, by low to high level within each class; - n - order by count, high to low; ties are broken by internal monster - index; - z - order by count, low to high; ties broken by internal index. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5284,6 +5284,11 @@ + c - order by monster class, by low to high level within each class; + n - order by count, high to low; ties are broken by internal monster + index; + z - order by count, low to high; ties broken by internal index. + Can be interactively set via the `m O' command or via using the `m' prefix before either the #vanquished command or the #genocided com- mand. @@ -5332,15 +5337,10 @@ "X11" interface always uses a timer-based delay. The default is on if configured into the program.) Persistent. - tips - Show some helpful tips during gameplay (default on). Persistent. - - tombstone - Draw a tombstone graphic upon your death (default on). Persistent. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5350,6 +5350,12 @@ + tips + Show some helpful tips during gameplay (default on). Persistent. + + tombstone + Draw a tombstone graphic upon your death (default on). Persistent. + toptenwin Put the ending display in a NetHack window instead of on stdout (default off). Setting this option makes the score list visible @@ -5398,15 +5404,9 @@ The area-filter tries to be slightly predictive--if you're standing on a doorway, it will consider the area on the side of the door you - were last moving towards. - - Filtering can also be changed when getting a location with the "get- - pos.filter" key. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5416,6 +5416,11 @@ + were last moving towards. + + Filtering can also be changed when getting a location with the "get- + pos.filter" key. + whatis_menu When getting a location on the map, and using a key to cycle through next and previous targets, use a menu instead to pick a target. @@ -5466,13 +5471,8 @@ Where to align or place the message window (top, bottom, left, or right) - align_status - Where to align or place the status window (top, bottom, left, or - right). - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5482,6 +5482,10 @@ + align_status + Where to align or place the status window (top, bottom, left, or + right). + ascii_map If NetHack can, it should display the map using simple characters (letters and punctuation) rather than tiles graphics. In some @@ -5531,14 +5535,10 @@ font_size_status If NetHack can, it should use this size font for the status window. - font_size_text - If NetHack can, it should use this size font for text windows. - - fullscreen - If NetHack can, it should try to display on the entire screen rather - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -5548,6 +5548,11 @@ + font_size_text + If NetHack can, it should use this size font for text windows. + + fullscreen + If NetHack can, it should try to display on the entire screen rather than in a window. guicolor @@ -5596,15 +5601,10 @@ If NetHack can, it should display an opening splash screen when it starts up (default yes). - statuslines - Number of lines for traditional below-the-map status display. - Acceptable values are 2 and 3 (default is 2). - - When set to 3, the tty interface moves some fields around and mainly - shows status conditions on their own line. A display capable of - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -5614,6 +5614,12 @@ + statuslines + Number of lines for traditional below-the-map status display. + Acceptable values are 2 and 3 (default is 2). + + When set to 3, the tty interface moves some fields around and mainly + shows status conditions on their own line. A display capable of showing at least 25 lines is recommended. The value can be toggled back and forth during the game with the `O' command. @@ -5661,16 +5667,10 @@ use_darkgray Use bold black instead of blue for black glyphs (TTY only). - use_inverse - If NetHack can, it should display inverse when the game specifies - it. - - vary_msgcount - If NetHack can, it should display this number of messages at a time - in the message window. - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -5680,6 +5680,14 @@ + use_inverse + If NetHack can, it should display inverse when the game specifies + it. + + vary_msgcount + If NetHack can, it should display this number of messages at a time + in the message window. + windowborders Whether to draw boxes around the map, status area, message area, and persistent inventory window if enabled. Curses interface only. @@ -5726,17 +5734,9 @@ If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. - 9.6. Crash Report Options - - Please note that NetHack does not send any information off your - computer unless you manually click submit on a form. - - OPTION=crash_email:email_address - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5746,6 +5746,13 @@ + 9.6. Crash Report Options + + Please note that NetHack does not send any information off your + computer unless you manually click submit on a form. + + OPTION=crash_email:email_address + OPTION=crash_name:your_name These options are used only to save you some typing on the crash report and #bugreport forms. @@ -5793,16 +5800,9 @@ subkeyvalue (Win32 tty NetHack only). May be used to alter the value of key- strokes that the operating system returns to NetHack to help compen- - sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 - will return 92 to NetHack, if 171 was originally going to be - returned. You can use multiple subkeyvalue assignments in the con- - figuration file if needed. Cannot be set with the `O' command. - - video - Set the video mode used (PC NetHack only). Values are "autodetect", - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5812,6 +5812,13 @@ + sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 + will return 92 to NetHack, if 171 was originally going to be + returned. You can use multiple subkeyvalue assignments in the con- + figuration file if needed. Cannot be set with the `O' command. + + video + Set the video mode used (PC NetHack only). Values are "autodetect", "default", "vga", or "vesa". Setting "vesa" will cause the game to display tiles, using the full capability of the VGA hardware. Set- ting "vga" will cause the game to display tiles, fixed at 640x480 in @@ -5858,17 +5865,10 @@ 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 autopickup_excep- - tion option should be followed by a regular expression to be used as - a pattern to match against the singular form of the description of - an object at your location. - - In addition, some characters are treated specially if they occur as - the first character in the pattern, specifically: - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -5878,6 +5878,15 @@ + autopickup_exception + Sets an exception to the pickup_types option. The autopickup_excep- + tion option should be followed by a regular expression to be used as + a pattern to match against the singular form of the description of + an object at your location. + + In addition, some characters are treated specially if they occur as + the first character in the pattern, specifically: + < - always pickup an object that matches rest of pattern; > - never pickup an object that matches rest of pattern. @@ -5923,18 +5932,9 @@ Menu accelerator keys The menu control or accelerator keys can also be rebound via OPTIONS - lines in the configuration file. You cannot bind object symbols or - selection letters into menu accelerators. Some interfaces only sup- - port some of the menu accelerators. - - Mouse buttons - You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", - "clicklook", or "mouseaction". - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -5944,6 +5944,14 @@ + lines in the configuration file. You cannot bind object symbols or + selection letters into menu accelerators. Some interfaces only sup- + port some of the menu accelerators. + + Mouse buttons + You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", + "clicklook", or "mouseaction". + Special command keys Below are the special commands you can rebind. Some of them can be bound to same keys with no problems, others are in the same "con- @@ -5990,17 +5998,9 @@ When asked for a location, the key to go to next closest door or doorway. Default is `d'. - getpos.door.prev - When asked for a location, the key to go to previous closest door or - doorway. Default is `D'. - - getpos.help - When asked for a location, the key to show help. Default is `?'. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6010,6 +6010,13 @@ + getpos.door.prev + When asked for a location, the key to go to previous closest door or + doorway. Default is `D'. + + getpos.help + When asked for a location, the key to show help. Default is `?'. + getpos.mon.next When asked for a location, the key to go to next closest monster. Default is `m'. @@ -6057,16 +6064,9 @@ getpos.pick.quick When asked for a location, the key to choose the location, skip ask- ing for more info, and exit the location asking loop. Default is - `;'. - - getpos.pick.verbose - When asked for a location, the key to choose the location, and show - more info without asking. Default is `:'. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6076,6 +6076,12 @@ + `;'. + + getpos.pick.verbose + When asked for a location, the key to choose the location, and show + more info without asking. Default is `:'. + getpos.self When asked for a location, the key to go to your location. Default is `@'. @@ -6124,15 +6130,9 @@ Here's an example of message types using NetHack's internal pattern matching facility: - MSGTYPE=stop "You feel hungry." - MSGTYPE=hide "You displaced *." - - specifies that whenever a message "You feel hungry" is shown, the - user is prompted with more-prompt, and a message matching "You dis- - placed ." is not shown at all. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6142,6 +6142,13 @@ + MSGTYPE=stop "You feel hungry." + MSGTYPE=hide "You displaced *." + + specifies that whenever a message "You feel hungry" is shown, the + user is prompted with more-prompt, and a message matching "You dis- + placed ." is not shown at all. + The order of the defined MSGTYPE lines is important; the last match- ing rule is used. Put the general case first, exceptions below them. @@ -6188,17 +6195,10 @@ ple MENUCOLOR entries in your configuration file, and the last MENU- COLOR line that matches a menu line will be used for the line. - Note that if you intend to have one or more color specifications - match " uncursed ", you will probably want to turn the - implicit_uncursed option off so that all items known to be uncursed - are actually displayed with the "uncursed" description. - - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6208,6 +6208,11 @@ + Note that if you intend to have one or more color specifications + match " uncursed ", you will probably want to turn the + implicit_uncursed option off so that all items known to be uncursed + are actually displayed with the "uncursed" description. + 9.13. Configuring User Sounds Some platforms allow you to define sound files to be played when @@ -6257,14 +6262,9 @@ For example, the following line in your configuration file will cause the hitpoints field to display in the color red if your hit- - points drop to or below a threshold of 30%: - - OPTION=hilite_status:hitpoints/<=30%/red/normal - - (That example is actually specifying red&normal for <=30% and no- - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6274,6 +6274,11 @@ + points drop to or below a threshold of 30%: + + OPTION=hilite_status:hitpoints/<=30%/red/normal + + (That example is actually specifying red&normal for <=30% and no- color&normal for >30%.) For another example, the following line in your configuration @@ -6322,15 +6327,10 @@ "experience", "time", and "score" are conditionally displayed depending upon your other option settings. - Instead of a behavior, "condition" takes the following condition - flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, - conf, hallu, lev, fly, and ride. You can use "major_troubles" as an - alias for stone through termill, "minor_troubles" for blind through - hallu, "movement" for lev, fly, and ride, and "all" for every condi- - tion. - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -6340,6 +6340,13 @@ + Instead of a behavior, "condition" takes the following condition + flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, + conf, hallu, lev, fly, and ride. You can use "major_troubles" as an + alias for stone through termill, "minor_troubles" for blind through + hallu, "movement" for lev, fly, and ride, and "all" for every condi- + tion. + Allowed behaviors are "always", "up", "down", "changed", a percent- age or absolute number threshold, or text to match against. For the hitpoints field, the additional behavior "criticalhp" is available. @@ -6387,16 +6394,9 @@ instead, it also matches when value is below or above. If the prefix is `<' or `>', only match when strictly above or below. - * criticalhp only applies to the hitpoints field and only when - current hit points are below a threshold (which varies by maxi- - mum hit points and experience level). When the threshold is - met, a criticalhp rule takes precedence over all other hit- - points rules. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6406,6 +6406,12 @@ + * criticalhp only applies to the hitpoints field and only when + current hit points are below a threshold (which varies by maxi- + mum hit points and experience level). When the threshold is + met, a criticalhp rule takes precedence over all other hit- + points rules. + * text match sets the attribute when the field value matches the text. Text matches can only be used for "alignment", "carry- ing-capacity", "hunger", "dungeon-level", and "title". For @@ -6454,15 +6460,9 @@ following character literally. Thus \ needs to be represented as \\. The special prefix form \m switches on the meta bit in the symbol value, and the ^ prefix causes the following character to be treated - as a control character. - - NetHack Symbols - Symbol Name Description - ----------------------------------------------------------------- - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6472,6 +6472,11 @@ + as a control character. + + NetHack Symbols + Symbol Name Description + ----------------------------------------------------------------- S_air (air) _ S_altar (altar) " S_amulet (amulet) @@ -6520,15 +6525,10 @@ \ S_expl_tr (explosion top right) | S_expl_ml (explosion middle left) S_expl_mc (explosion middle center) - | S_expl_mr (explosion middle right) - \ S_expl_bl (explosion bottom left) - - S_expl_bc (explosion bottom center) - / S_expl_br (explosion bottom right) - e S_eye (eye or sphere) - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6538,6 +6538,11 @@ + | S_expl_mr (explosion middle right) + \ S_expl_bl (explosion bottom left) + - S_expl_bc (explosion bottom center) + / S_expl_br (explosion bottom right) + e S_eye (eye or sphere) ^ S_falling_rock_trap (falling rock trap) f S_feline (cat or other feline) ^ S_fire_trap (fire trap) @@ -6586,15 +6591,10 @@ N S_naga (naga) . S_ndoor (doorway without door) n S_nymph (nymph) - O S_ogre (ogre) - o S_orc (orc) - p S_piercer (piercer) - ^ S_pit (pit) - # S_poisoncloud (poison cloud) - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6604,6 +6604,11 @@ + O S_ogre (ogre) + o S_orc (orc) + p S_piercer (piercer) + ^ S_pit (pit) + # S_poisoncloud (poison cloud) ^ S_polymorph_trap (polymorph trap) } S_pool (water) ! S_potion (potion) @@ -6652,15 +6657,10 @@ # S_tree (tree) T S_troll (troll) | S_trwall (wall) - - S_tuwall (wall) - U S_umber (umber hulk) - S_unexplored (unexplored terrain) - u S_unicorn (unicorn or horse) - < S_upladder (ladder up) - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6670,6 +6670,11 @@ + - S_tuwall (wall) + U S_umber (umber hulk) + S_unexplored (unexplored terrain) + u S_unicorn (unicorn or horse) + < S_upladder (ladder up) < S_upstair (staircase up) V S_vampire (vampire) | S_vbeam (vertical beam [zap animation]) @@ -6718,15 +6723,10 @@ has a UTF8 handler within the symbols file such as the enhanced1 set, or individually within your nethack.rc file. - The format for defining a glyph representation is: - - OPTIONS=glyph:glyphid/U+nnnn/R-G-B - - The window port that is active needs to provide support for dis- - playing UTF-8 character sequences and explicit red-green-blue colors - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -6736,6 +6736,12 @@ + The format for defining a glyph representation is: + + OPTIONS=glyph:glyphid/U+nnnn/R-G-B + + The window port that is active needs to provide support for dis- + playing UTF-8 character sequences and explicit red-green-blue colors in order for the glyph representation to be visible. For example, the following line in your configuration file will cause the glyph repre- sentation for glyphid G_pool to use Unicode codepoint U+224B and the @@ -6783,16 +6789,10 @@ The most crucial settings to make the game more accessible are: - symset:plain - Load a symbol set appropriate for use by blind players. - - menustyle:traditional - This will assist in the interface to speech synthesizers. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6802,6 +6802,12 @@ + symset:plain + Load a symbol set appropriate for use by blind players. + + menustyle:traditional + This will assist in the interface to speech synthesizers. + nomenu_overlay Show menus on a cleared screen and aligned to the left edge. @@ -6851,14 +6857,8 @@ your screen-reader reads those lines. The same information can be seen via the "#attributes" command. - showdamage - Give a message of damage taken and how many hit points are left. - - - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6868,6 +6868,9 @@ + showdamage + Give a message of damage taken and how many hit points are left. + 9.18. Global Configuration for System Administrators If NetHack is compiled with the SYSCF option, a system adminis- @@ -6919,12 +6922,9 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the score - file. - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -6934,6 +6934,9 @@ + 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, respec- tively, to identify unique people for the score file. @@ -6984,13 +6987,10 @@ internally inconsistent state, or if the #bugreport command is invoked. - 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 - NetHack 3.7.0 March 21, 2026 + + NetHack 3.7.0 March 25, 2026 @@ -7000,6 +7000,10 @@ + 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 @@ -7050,13 +7054,9 @@ 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. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7066,6 +7066,9 @@ + 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 @@ -7117,12 +7120,9 @@ Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay code - for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7132,6 +7132,9 @@ + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. @@ -7183,12 +7186,9 @@ Warwick Allison wrote a graphically displayed version of NetHack for the Atari where the tiny pictures were described as "icons" and were distinct for specific types of monsters and objects rather than - just their classes. He contributed them to the NetHack Development - Team which rechristened them "tiles", original usage which has subse- - quently been picked up by various other games. NetHack's tiles sup- - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7198,6 +7198,9 @@ + just their classes. He contributed them to the NetHack Development + Team which rechristened them "tiles", original usage which has subse- + quently been picked up by various other games. NetHack's tiles sup- port was then implemented on other platforms (initially MS-DOS but eventually Windows, Qt, and X11 too). @@ -7249,12 +7252,9 @@ 1999's year 99 was followed by 2000's year 100. That got written out successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in cor- - rectly, interfering with insertion of new high scores and with - retrieval of old character names to use for random ghost and statue - names in the current game.) - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7264,6 +7264,10 @@ + rectly, interfering with insertion of new high scores and with + retrieval of old character names to use for random ghost and statue + names in the current game.) + The 3.3 NetHack Development Team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat @@ -7314,13 +7318,9 @@ Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. - Christian "Marvin" Bressler maintained 3.4 for the Atari after he - resurrected it for 3.3.1. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7330,6 +7330,9 @@ + Christian "Marvin" Bressler maintained 3.4 for the Atari after he + resurrected it for 3.3.1. + The release of NetHack 3.4.3 in December 2003 marked the begin- ning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community for more @@ -7381,12 +7384,9 @@ Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the - port of NetHack 3.6 for Microsoft Windows. - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7396,6 +7396,8 @@ + port of NetHack 3.6 for Microsoft Windows. + Pat Rankin attempted to keep the VMS port running for NetHack 3.6, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this @@ -7450,9 +7452,7 @@ - - - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7518,7 +7518,7 @@ sends a particularly intriguing modification to help out with the - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7584,7 +7584,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7650,7 +7650,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026 @@ -7716,7 +7716,7 @@ - NetHack 3.7.0 March 21, 2026 + NetHack 3.7.0 March 25, 2026