diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index be96fb67d..d4a90d378 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,25 +15,25 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - October 24, 2025 + December 05, 2025 1. Introduction Recently, you have begun to find yourself unfulfilled and distant - in your daily occupation. Strange dreams of prospecting, stealing, - crusading, and combat have haunted you in your sleep for many months, - but you aren't sure of the reason. You wonder whether you have in - fact been having those dreams all your life, and somehow managed to - forget about them until now. Some nights you awaken suddenly and cry - out, terrified at the vivid recollection of the strange and powerful - creatures that seem to be lurking behind every corner of the dungeon - in your dream. Could these details haunting your dreams be real? As + in your daily occupation. Strange dreams of prospecting, stealing, + crusading, and combat have haunted you in your sleep for many months, + but you aren't sure of the reason. You wonder whether you have in + fact been having those dreams all your life, and somehow managed to + forget about them until now. Some nights you awaken suddenly and cry + out, terrified at the vivid recollection of the strange and powerful + creatures that seem to be lurking behind every corner of the dungeon + in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered - the caverns before you and did not return. Eventually you can resist + the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they @@ -41,15 +41,15 @@ who did not return had not just kept going? Asking around, you hear about a bauble, called the Amulet of Yen- - dor by some, which, if you can find it, will bring you great wealth. - One legend you were told even mentioned that the one who finds the + dor by some, which, if you can find it, will bring you great wealth. + One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend - into the caverns and seek out that amulet of which they spoke. Even - if the rumors of the amulet's powers are untrue, you decide that you - should at least be able to sell the tales of your adventures to the + into the caverns and seek out that amulet of which they spoke. Even + if the rumors of the amulet's powers are untrue, you decide that you + should at least be able to sell the tales of your adventures to the local minstrels for a tidy sum, especially if you encounter any of the terrifying and magical creatures of your dreams along the way. You spend one last night fortifying yourself at the local inn, becoming @@ -70,23 +70,24 @@ - ancient ruins that mark the entrance to the Mazes of Menace. It is - late at night, so you make camp at the entrance and spend the night - sleeping under the open skies. In the morning, you gather your gear, + ancient ruins that mark the entrance to the Mazes of Menace. It is + late at night, so you make camp at the entrance and spend the night + sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon.... 2. What is going on here? - You have just begun a game of NetHack. Your goal is to grab as - much treasure as you can, retrieve the Amulet of Yendor, and escape + You have just begun a game of NetHack. Your goal is to grab as + much treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of Menace alive. - Your abilities and strengths for dealing with the hazards of + Your abilities and strengths for dealing with the hazards of adventure will vary with your background and training: - Archeologists understand dungeons pretty well; this enables them - to move quickly and sneak up on the local nasties. They start - equipped with the tools for a proper scientific expedition. + Archeologists understand dungeons pretty well; this enables them + to move quickly and sneak up on the local nasties. They start + equipped with the tools for a proper scientific expedition, and are + able to read ancient languages. Barbarians are warriors out of the hinterland, hardened to bat- tle. They begin their quests with naught but uncommon strength, a @@ -102,7 +103,7 @@ them quite reasonable amounts of money, with which they enter the dun- geon. - Knights are distinguished from the common skirmisher by their + Knights are distinguished from the common skirmisher by their devotion to the ideals of chivalry and by the surpassing excellence of their armor. @@ -125,8 +126,7 @@ employ to great advantage. - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -145,28 +145,28 @@ era. Most monsters don't like being photographed. Valkyries are hardy warrior women. Their upbringing in the harsh - Northlands makes them strong, inures them to extremes of cold, and + Northlands makes them strong, inures them to extremes of cold, and instills in them stealth and cunning. Wizards start out with a knowledge of magic, a selection of magi- cal items, and a particular affinity for dweomercraft. Although seem- - ingly weak and easy to overcome at first sight, an experienced Wizard + ingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe. - You may also choose the race of your character (within limits; + You may also choose the race of your character (within limits; most roles have restrictions on which races are eligible for them): - Dwarves are smaller than humans or elves, but are stocky and - solid individuals. Dwarves' most notable trait is their great exper- - tise in mining and metalwork. Dwarvish armor is said to be second in + Dwarves are smaller than humans or elves, but are stocky and + solid individuals. Dwarves' most notable trait is their great exper- + tise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves. - Elves are agile, quick, and perceptive; very little of what goes + Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor. Gnomes are smaller than but generally similar to dwarves. Gnomes - are known to be expert miners, and it is known that a secret under- + are known to be expert miners, and it is known that a secret under- ground mine complex built by this race exists within the Mazes of Men- ace, filled with both riches and danger. @@ -176,14 +176,14 @@ Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a pas- - sion unequalled, and will go out of their way to kill one at any - opportunity. The armor and weapons fashioned by the Orcs are typi- + sion unequalled, and will go out of their way to kill one at any + opportunity. The armor and weapons fashioned by the Orcs are typi- cally of inferior quality. 3. What do all those things on the screen mean? - On the screen is kept a map of where you have been and what you - have seen on the current dungeon level; as you explore more of the + On the screen is kept a map of where you have been and what you + have seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you. When NetHack's ancestor rogue first appeared, its screen orienta- @@ -192,7 +192,7 @@ NetHack continues this fine tradition. Unlike text adventure games - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -205,10 +205,10 @@ that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen. A minimum screen - size of 24 lines by 80 columns is recommended; if the screen is + size of 24 lines by 80 columns is recommended; if the screen is larger, only a 21x80 section will be used for the map. - NetHack can even be played by blind players, with the assistance + NetHack can even be played by blind players, with the assistance of Braille readers or speech synthesisers. Instructions for configur- ing NetHack for the blind are included later in this document. @@ -216,24 +216,24 @@ authors still find it an entertaining and exciting game despite having won several times. - NetHack offers a variety of display options. The options avail- + NetHack offers a variety of display options. The options avail- able to you will vary from port to port, depending on the capabilities of your hardware and software, and whether various compile-time options were enabled when your executable was created. The three pos- - sible display options are: a monochrome character interface, a color - character interface, and a graphical interface using small pictures - called tiles. The two character interfaces allow fonts with other + sible display options are: a monochrome character interface, a color + character interface, and a graphical interface using small pictures + called tiles. The two character interfaces allow fonts with other characters to be substituted, but the default assignments use standard ASCII characters to represent everything. There is no difference between the various display options with respect to game play. Because we cannot reproduce the tiles or colors in the Guidebook, and because it is common to all ports, we will use the default ASCII char- - acters from the monochrome character display when referring to things + acters from the monochrome character display when referring to things you might see on the screen during your game. - In order to understand what is going on in NetHack, first you - must understand what NetHack is doing with the screen. The NetHack - screen replaces the "You see ..." descriptions of text adventure + In order to understand what is going on in NetHack, first you + must understand what NetHack is doing with the screen. The NetHack + screen replaces the "You see ..." descriptions of text adventure games. Figure 1 is a sample of what a NetHack screen might look like. The way the screen looks for you depends on your platform. @@ -258,7 +258,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -268,21 +268,22 @@ - +---------------------------------------------------------------+ - |The bat bites! | - | | - | ------ | - | |....| ---------- | - | |.<..|####...@...$.| | - | |....-# |...B....+ | - | |....| |.d......| | - | ------ -------|-- | - | | - | | - | | - |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | - |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | - +---------------------------Figure-1----------------------------+ + +----------------------------------------------------------------+ + | The bat bites! | + | | + | ------ | + | |....| ---------- | + | |.<..|####...@...$.| | + | |....-# |...B....+ | + | |....| |.d......| | + | ------ -------|-- | + | | + | | + | | + | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | + | Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | + +----------------------------------------------------------------+ + Figure 1 @@ -323,8 +324,7 @@ - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -334,11 +334,12 @@ - +---------------------------------------------------------------+ - |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | - |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | - |Dlvl:1 T:752 Conf | - +---------------------------Figure-2----------------------------+ + +----------------------------------------------------------------+ + | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | + | Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | + | Dlvl:1 T:752 Conf | + +----------------------------------------------------------------+ + Figure 2 3.1. The status lines (bottom) @@ -346,11 +347,11 @@ cryptic pieces of information describing your current status. Figure 1 shows the traditional two-line status area below the map. Figure 2 shows just the status area, when the statuslines:3 option has been set - (not all interfaces support this option). If any status line becomes - wider than the screen, you might not see all of it due to truncation. - When the numbers grow bigger and multiple conditions are present, the - two-line format will run out of room on the second line, but sta- - tuslines:2 is the default because a basic 24-line terminal isn't tall + (not all interfaces support this option). If any status line becomes + wider than the screen, you might not see all of it due to truncation. + When the numbers grow bigger and multiple conditions are present, the + two-line format will run out of room on the second line, but sta- + tuslines:2 is the default because a basic 24-line terminal isn't tall enough for the third line. Here are explanations of what the various status items mean: @@ -364,19 +365,19 @@ attributes. A human character's attributes can range from 3 to 18 inclusive; non-humans may exceed these limits (occasionally you may get super-strengths of the form 18/xx, and magic can also - cause attributes to exceed the normal limits). The higher your - strength, the stronger you are. Strength affects how success- - fully you perform physical tasks, how much damage you do in com- + cause attributes to exceed the normal limits). The higher your + strength, the stronger you are. Strength affects how success- + fully you perform physical tasks, how much damage you do in com- bat, and how much loot you can carry. Dexterity - Dexterity affects your chances to hit in combat, to avoid traps, + Dexterity affects your chances to hit in combat, to avoid traps, and do other tasks requiring agility or manipulation of objects. Constitution - Constitution affects your ability to recover from injuries and - other strains on your stamina. When strength is low or modest, - constitution also affects how much you can carry. With suffi- + Constitution affects your ability to recover from injuries and + other strains on your stamina. When strength is low or modest, + constitution also affects how much you can carry. With suffi- ciently high strength, the contribution to carrying capacity from your constitution no longer matters. @@ -389,8 +390,7 @@ dealing with magic). It affects your magical energy. - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -405,17 +405,17 @@ ticular, it can affect the prices shopkeepers offer you. Alignment - Lawful, Neutral, or Chaotic. Often, Lawful is taken as good and - Chaotic as evil, but legal and ethical do not always coincide. - Your alignment influences how other monsters react toward you. - Monsters of a like alignment are more likely to be non-aggres- - sive, while those of an opposing alignment are more likely to be + Lawful, Neutral, or Chaotic. Often, Lawful is taken as good and + Chaotic as evil, but legal and ethical do not always coincide. + Your alignment influences how other monsters react toward you. + Monsters of a like alignment are more likely to be non-aggres- + sive, while those of an opposing alignment are more likely to be seriously offended at your presence. Dungeon Level - How deep you are in the dungeon. You start at level one and the - number increases as you go deeper into the dungeon. Some levels - are special, and are identified by a name and not a number. The + How deep you are in the dungeon. You start at level one and the + number increases as you go deeper into the dungeon. Some levels + are special, and are identified by a name and not a number. The Amulet of Yendor is reputed to be somewhere beneath the twentieth level. @@ -426,12 +426,12 @@ Hit Points Your current and maximum hit points. Hit points indicate how much damage you can take before you die. The more you get hit in - a fight, the lower they get. You can regain hit points by rest- - ing, or by using certain magical items or spells. The number in + a fight, the lower they get. You can regain hit points by rest- + ing, or by using certain magical items or spells. The number in parentheses is the maximum number your hit points can reach. Power - Spell points. This tells you how much mystic energy (mana) you + Spell points. This tells you how much mystic energy (mana) you have available for spell casting. Again, resting will regenerate the amount available. @@ -444,8 +444,8 @@ Experience Your current experience level. If the showexp option is set, it will be followed by a slash and experience points. As you adven- - ture, you gain experience points. At certain experience point - totals, you gain an experience level. The more experienced you + ture, you gain experience points. At certain experience point + totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. (By the time your level reaches double digits, the usefulness of showing the points with it has dropped significantly. You can use the @@ -456,7 +456,7 @@ The number of turns elapsed so far, displayed if you have the - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -479,14 +479,14 @@ Unencumbered. Fatal conditions: Stone (aka Petrifying, turning to stone), Slime - (turning into green slime), Strngl (being strangled), FoodPois - (suffering from acute food poisoning), TermIll (suffering from a + (turning into green slime), Strngl (being strangled), FoodPois + (suffering from acute food poisoning), TermIll (suffering from a terminal illness). - Non-fatal conditions: Blind (can't see), Deaf (can't hear), Stun + Non-fatal conditions: Blind (can't see), Deaf (can't hear), Stun (stunned), Conf (confused), Hallu (hallucinating). - Movement modifiers: Lev (levitating), Fly (flying), Ride (rid- + Movement modifiers: Lev (levitating), Fly (flying), Ride (rid- ing). Other conditions and modifiers exist, but there isn't enough room @@ -499,19 +499,19 @@ 3.2. The message line (top) The top line of the screen is reserved for messages that describe - things that are impossible to represent visually. If you see a - "--More--" on the top line, this means that NetHack has another mes- - sage to display on the screen, but it wants to make certain that - you've read the one that is there first. To read the next message, + things that are impossible to represent visually. If you see a + "--More--" on the top line, this means that NetHack has another mes- + sage to display on the screen, but it wants to make certain that + you've read the one that is there first. To read the next message, just press the space bar. - To change how and what messages are shown on the message line, + To change how and what messages are shown on the message line, see "Configuring Message Types" and the verbose option. 3.3. The map (rest of the screen) - The rest of the screen is the map of the level as you have - explored it so far. Each symbol on the screen represents something. + The rest of the screen is the map of the level as you have + explored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of the symbols the game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean: @@ -522,7 +522,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -548,7 +548,7 @@ < Stairs up: a way to the previous level. - + A closed door, or a spellbook containing a spell you may be able + + A closed door, or a spellbook containing a spell you may be able to learn. @ Your character or a human or an elf. @@ -579,7 +579,7 @@ ` A boulder or statue or an engraving on the floor of a room. - Note: statues are displayed as if they were the monsters they + Note: statues are displayed as if they were the monsters they depict so won't appear as a grave accent (aka back-tick). 0 An iron ball. @@ -588,7 +588,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -615,7 +615,7 @@ vicious. Sometimes, however, they can be helpful. I Rather than a specific type of monster, this marks the last known - location of an invisible or otherwise unseen monster. Note that + location of an invisible or otherwise unseen monster. Note that the monster could have moved. The `s', `F', and `m' commands may be useful here. @@ -632,20 +632,20 @@ Commands can be initiated by typing one or two characters to which the command is bound to, or typing the command name in the extended commands entry. Some commands, like "search", do not require - that any more information be collected by NetHack. Other commands - might require additional information, for example a direction, or an - object to be used. For those commands that require additional infor- + that any more information be collected by NetHack. Other commands + might require additional information, for example a direction, or an + object to be used. For those commands that require additional infor- mation, NetHack will present you with either a menu of choices or with a command line prompt requesting information. Which you are presented with will depend chiefly on how you have set the menustyle option. - For example, a common question, in the form "What do you want to - use? [a-zA-Z ?*]", asks you to choose an object you are carrying. - Here, "a-zA-Z" are the inventory letters of your possible choices. - Typing `?' gives you an inventory list of these items, so you can see - what each letter refers to. In this example, there is also a `*' - indicating that you may choose an object not on the list, if you - wanted to use something unexpected. Typing a `*' lists your entire + For example, a common question, in the form "What do you want to + use? [a-zA-Z ?*]", asks you to choose an object you are carrying. + Here, "a-zA-Z" are the inventory letters of your possible choices. + Typing `?' gives you an inventory list of these items, so you can see + what each letter refers to. In this example, there is also a `*' + indicating that you may choose an object not on the list, if you + wanted to use something unexpected. Typing a `*' lists your entire inventory, so you can see the inventory letters of every object you're carrying. Finally, if you change your mind and decide you don't want to do this command after all, you can press the ESC key to abort the @@ -654,7 +654,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -666,13 +666,13 @@ You can put a number before some commands to repeat them that many times; for example, "10s" will search ten times. If you have the - number_pad option set, you must type `n' to prefix a count, so the - example above would be typed "n10s" instead. Commands for which - counts make no sense ignore them. In addition, movement commands can - be prefixed for greater control (see below). To cancel a count or a + number_pad option set, you must type `n' to prefix a count, so the + example above would be typed "n10s" instead. Commands for which + counts make no sense ignore them. In addition, movement commands can + be prefixed for greater control (see below). To cancel a count or a prefix, press the ESC key. - The list of commands is rather long, but it can be read at any + The list of commands is rather long, but it can be read at any time during the game through the `?' command, which accesses a menu of helpful texts. Here are the default key bindings for your reference: @@ -683,7 +683,7 @@ word) to explain. Specifying a location is done by moving the cursor to a particular spot on the map and then pressing one of `.', `,', `;', or `:'. `.' will explain the symbol at the chosen - location, conditionally check for "More info?" depending upon + location, conditionally check for "More info?" depending upon whether the help option is on, and then you will be asked to pick another location; `,' will explain the symbol but skip any addi- tional information, then let you pick another location; `;' will @@ -695,32 +695,32 @@ If the autodescribe option is on, a short description of what you see at each location is shown as you move the cursor. Typing `#' - while picking a location will toggle that option on or off. The - whatis_coord option controls whether the short description + while picking a location will toggle that option on or off. The + whatis_coord option controls whether the short description includes map coordinates. - Specifying a name rather than a location always gives any addi- + Specifying a name rather than a location always gives any addi- tional information available about that name. - You may also request a description of nearby monsters, all mon- - sters currently displayed, nearby objects, or all objects. The - whatis_coord option controls which format of map coordinate is + You may also request a description of nearby monsters, all mon- + sters currently displayed, nearby objects, or all objects. The + whatis_coord option controls which format of map coordinate is included with their descriptions. & Tell what a command does. - < Go up to the previous level (if you are on a staircase or lad- + < Go up to the previous level (if you are on a staircase or lad- der). > Go down to the next level (if you are on a staircase or ladder). [yuhjklbn] - Go one step in the direction indicated (see Figure 3). If you - sense or remember a monster there, you will fight the monster - instead. Only these one-step movement commands cause you to + Go one step in the direction indicated (see Figure 3). If you + sense or remember a monster there, you will fight the monster + instead. Only these one-step movement commands cause you to - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -731,14 +731,15 @@ fight monsters; the others (below) are "safe." - +----------------------------------------------------------------+ - | y k u 7 8 9 | - | \ | / \ | / | - | h- . -l 4- . -6 | - | / | \ / | \ | - | b j n 1 2 3 | - | (number_pad off) (number_pad on) | - +---------------------------Figure-3-----------------------------+ + +-----------------------------------------------------+ + | y k u 7 8 9 | + | \ | / \ | / | + | h- . -l 4- . -6 | + | / | \ / | \ | + | b j n 1 2 3 | + | (number_pad off) (number_pad on) | + +-----------------------------------------------------+ + Figure 3 [YUHJKLBN] Go in that direction until you hit a wall or run into something. @@ -748,17 +749,17 @@ remember a monster there). A few non-movement commands use the `m' prefix to request operat- - ing via menu (to temporarily override the menustyle:traditional - option). Primarily useful for `,' (pickup) when there is only - one class of objects present (where there won't be any "what - kinds of objects?" prompt, so no opportunity to answer `m' at + ing via menu (to temporarily override the menustyle:traditional + option). Primarily useful for `,' (pickup) when there is only + one class of objects present (where there won't be any "what + kinds of objects?" prompt, so no opportunity to answer `m' at that prompt). The prefix will make "#travel" command show a menu of interesting targets in sight. It can also be used with the `\' (known, show a list of all discovered objects) and the ``' (knownclass, show a - list of discovered objects in a particular class) commands to - offer a menu of several sorting alternatives (which sets a new + list of discovered objects in a particular class) commands to + offer a menu of several sorting alternatives (which sets a new value for the sortdiscoveries option); also for "#vanquished" and "#genocided" commands to offer a sorting menu. @@ -783,10 +784,9 @@ Note: + means holding the or key down like while typing and releasing , then releas- - ing . ^ is used as shorthand elsewhere in the - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -796,6 +796,7 @@ + ing . ^ is used as shorthand elsewhere in the Guidebook to mean the same thing. Control characters are case- insensitive so ^x and ^X are the same. @@ -803,18 +804,18 @@ Old versions supported `M' as a movement prefix which combined the effect of `m' with +. That is no longer supported as a prefix but similar effect can be achieved by using - `m' and G in combination. m can also be used in com- + `m' and G in combination. m can also be used in com- bination with g, +, or +. _ Travel to a map location via a shortest-path algorithm. - The shortest path is computed over map locations the hero knows - about (e.g. seen or previously traversed). If there is no known - path, a guess is made instead. Stops on most of the same condi- - tions as the `G' prefix, but without picking up objects, so - implicitly forces the `m' prefix. For ports with mouse support, - the command is also invoked when a mouse-click takes place on a + The shortest path is computed over map locations the hero knows + about (e.g. seen or previously traversed). If there is no known + path, a guess is made instead. Stops on most of the same condi- + tions as the `G' prefix, but without picking up objects, so + implicitly forces the `m' prefix. For ports with mouse support, + the command is also invoked when a mouse-click takes place on a location other than the current position. . Wait or rest, do nothing for one turn. Precede with the `m' pre- @@ -851,8 +852,7 @@ - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -892,9 +892,9 @@ specified values (so "!?" means `!' or `?'). If you specify more than one category, an inventory object must meet each of the cat- egory criteria (so "%u" means class `%' and unpaid `u'). Lastly, - you may specify multiple values within multiple categories: - "!?BU" will select all potions and scrolls which are known to be - blessed or uncursed. (In versions prior to 3.6, filter combina- + you may specify multiple values within multiple categories: + "!?BU" will select all potions and scrolls which are known to be + blessed or uncursed. (In versions prior to 3.6, filter combina- tions behaved differently.) ^D Kick something (usually a door). @@ -903,13 +903,13 @@ Normally checks for edible item(s) on the floor, then if none are found or none are chosen, checks for edible item(s) in inventory. - Precede `e' with the `m' prefix to bypass attempting to eat any- + Precede `e' with the `m' prefix to bypass attempting to eat any- thing off the floor. - If you attempt to eat while already satiated, you might choke to - death. If you risk it, you will be asked whether to "continue - eating?" if you survive the first bite. You can set the para- - noid_confirmation:eating option to require a response of yes + If you attempt to eat while already satiated, you might choke to + death. If you risk it, you will be asked whether to "continue + eating?" if you survive the first bite. You can set the para- + noid_confirmation:eating option to require a response of yes instead of just y. E Engrave a message on the floor. @@ -918,7 +918,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -928,7 +928,7 @@ - Engraving the word "Elbereth" will cause most monsters to not + Engraving the word "Elbereth" will cause most monsters to not attack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. @@ -941,16 +941,16 @@ instead of filling the quiver. This will also automatically use a polearm if wielded. If fireassist is true, firing will auto- matically try to wield a launcher (for example, a bow or a sling) - matching the ammo in the quiver; this might take multiple turns, - and get interrupted by a monster. Remember to swap back to your + matching the ammo in the quiver; this might take multiple turns, + and get interrupted by a monster. Remember to swap back to your main melee weapon afterwards. See also `t' (throw) for more general throwing and shooting. i List your inventory (everything you're carrying). - I List selected parts of your inventory, usually be specifying the - character for a particular set of objects, like `[' for armor or + I List selected parts of your inventory, usually be specifying the + character for a particular set of objects, like `[' for armor or `!' for potions. I* - list all gems in inventory; @@ -967,7 +967,7 @@ O Set options. - A menu showing the current option values will be displayed. You + A menu showing the current option values will be displayed. You can change most values simply by selecting the menu entry for the given option (ie, by typing its letter or clicking upon it, depending on your user interface). For the non-boolean choices, @@ -984,7 +984,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1005,17 +1005,17 @@ This command may also be used to wear armor. The prompt for which inventory item to use will only list accessories, but choosing an unlisted item of armor will attempt to wear it. (See - the `W' command below. It lists armor as the inventory choices + the `W' command below. It lists armor as the inventory choices but will accept an accessory and attempt to put that on.) ^P Repeat previous message. - Subsequent `^P's repeat earlier messages. For some interfaces, + Subsequent `^P's repeat earlier messages. For some interfaces, the behavior can be varied via the msg_window option. q Quaff (drink) something (potion, water, etc). - When there is a fountain or sink present, it asks whether to + When there is a fountain or sink present, it asks whether to drink from that. If that is declined, then it offers a chance to choose a potion from inventory. Precede `q' with the `m' prefix to skip asking about drinking from a fountain or sink. @@ -1046,11 +1046,11 @@ search for a turn even next to a hostile monster, if safe_wait is on. - Can also be used to figure out whether there is still a monster + Can also be used to figure out whether there is still a monster at an adjacent "remembered, unseen monster" marker. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1060,18 +1060,18 @@ - S Save the game (which suspends play and exits the program). The - saved game will be restored automatically the next time you play + S Save the game (which suspends play and exits the program). The + saved game will be restored automatically the next time you play using the same character name. - In normal play, once a saved game is restored the file used to - hold the saved data is deleted. In explore mode, once restora- - tion is accomplished you are asked whether to keep or delete the - file. Keeping the file makes it feasible to play for a while + In normal play, once a saved game is restored the file used to + hold the saved data is deleted. In explore mode, once restora- + tion is accomplished you are asked whether to keep or delete the + file. Keeping the file makes it feasible to play for a while then quit without saving and later restore again. - There is no "save current game state and keep playing" command, - not even in explore mode where saved game files can be kept and + There is no "save current game state and keep playing" command, + not even in explore mode where saved game files can be kept and re-used. t Throw an object or shoot a projectile. @@ -1087,14 +1087,14 @@ T Take off armor. - If you're wearing more than one piece, you'll be prompted for + If you're wearing more than one piece, you'll be prompted for which one to take off. (Note that this treats a cloak covering a suit and/or a shirt, or a suit covering a shirt, as if the under- - lying items weren't there.) When you're only wearing one, then - by default it will be taken off without asking, but you can set + lying items weren't there.) When you're only wearing one, then + by default it will be taken off without asking, but you can set the paranoid_confirmation:Remove option to require a prompt. - This command may also be used to remove accessories. The prompt + This command may also be used to remove accessories. The prompt for which inventory item to take off only lists worn armor, but a worn accessory can be chosen. (See the `R' command above. It lists accessories as the inventory choices but will accept an @@ -1116,7 +1116,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1131,11 +1131,11 @@ This command may also be used to put on an accessory (ring, amulet, or blindfold). The prompt for which inventory item to use will only list armor, but choosing an unlisted accessory will - attempt to put it on. (See the `P' command above. It lists - accessories as the inventory choices but will accept an item of + attempt to put it on. (See the `P' command above. It lists + accessories as the inventory choices but will accept an item of armor and attempt to wear it.) - x Exchange your wielded weapon with the item in your alternate + x Exchange your wielded weapon with the item in your alternate weapon slot. The latter is used as your secondary weapon when engaging in two- @@ -1151,11 +1151,11 @@ ^X Display basic information about your character. - Displays name, role, race, gender (unless role name makes that - redundant, such as Caveman or Priestess), and alignment, along - with your patron deity and his or her opposition. It also shows - most of the various items of information from the status line(s) - in a less terse form, including several additional things which + Displays name, role, race, gender (unless role name makes that + redundant, such as Caveman or Priestess), and alignment, along + with your patron deity and his or her opposition. It also shows + most of the various items of information from the status line(s) + in a less terse form, including several additional things which don't appear in the normal status display due to space considera- tions. @@ -1171,7 +1171,7 @@ Z. - to cast at yourself, use `.' for the direction. - ^Z Suspend the game (UNIX(R) versions with job control only). See + ^Z Suspend the game (UNIX(R) versions with job control only). See "#suspend" below for more details. : Look at what is here. @@ -1182,7 +1182,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1248,7 +1248,7 @@ menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1272,10 +1272,10 @@ on others. It is sometimes displayed as ^? even though that is not an actual control character. - Many terminals have an option to swap the and - keys, so typing the key might not execute this - command. If that happens, you can use the extended command - "#terrain" instead. + Many terminals have an option to swap the and keys, so typing the key might not execute this com- + mand. If that happens, you can use the extended command "#ter- + rain" instead. # Perform an extended command. @@ -1283,20 +1283,20 @@ As you can see, the authors of NetHack used up all the letters, so this is a way to introduce the less frequently used commands. What - extended commands are available depends on what features the game was + extended commands are available depends on what features the game was compiled with. #adjust - Adjust inventory letters (most useful when the fixinv option is + Adjust inventory letters (most useful when the fixinv option is "on"). Autocompletes. Default key is `M-a'. - This command allows you to move an item from one particular - inventory slot to another so that it has a letter which is more - meaningful for you or that it will appear in a particular loca- - tion when inventory listings are displayed. You can move to a - currently empty slot, or if the destination is occupied--and - won't merge--the item there will swap slots with the one being - moved. "#adjust" can also be used to split a stack of objects; + This command allows you to move an item from one particular + inventory slot to another so that it has a letter which is more + meaningful for you or that it will appear in a particular loca- + tion when inventory listings are displayed. You can move to a + currently empty slot, or if the destination is occupied--and + won't merge--the item there will swap slots with the one being + moved. "#adjust" can also be used to split a stack of objects; when choosing the item to adjust, enter a count prior to its let- ter. @@ -1304,17 +1304,17 @@ when moving to the destination. That behavior has been changed; to gather compatible stacks, "#adjust" a stack into its own inventory slot. If it has a name assigned, other stacks with the - same name or with no name will merge provided that all their - other attributes match. If it does not have a name, only other + same name or with no name will merge provided that all their + other attributes match. If it does not have a name, only other stacks with no name are eligible. In either case, otherwise com- patible stacks with a different name will not be merged. This contrasts with using "#adjust" to move from one slot to a differ- - ent slot. In that situation, moving (no count given) a compati- - ble stack will merge if either stack has a name when the other - doesn't and give that name to the result, while splitting (count + ent slot. In that situation, moving (no count given) a compati- + ble stack will merge if either stack has a name when the other + doesn't and give that name to the result, while splitting (count - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1324,13 +1324,13 @@ - given) will ignore the source stack's name when deciding whether + given) will ignore the source stack's name when deciding whether to merge with the destination stack. #annotate Allows you to specify one line of text to associate with the cur- rent dungeon level. All levels with annotations are displayed by - the "#overview" command. Autocompletes. Default key is `M-A', + the "#overview" command. Autocompletes. Default key is `M-A', and also `^N' if number_pad is on. #apply @@ -1340,7 +1340,7 @@ If the tool used acts on items on the floor, using the `m' prefix skips those items. - If used on a wand, that wand will be broken, releasing its magic + If used on a wand, that wand will be broken, releasing its magic in the process. Confirmation is required. #attributes @@ -1350,14 +1350,14 @@ Toggle the autopickup option on/off. Default key is `@'. #bugreport - Bring up a browser window to submit a report to the NetHack - Development Team. Can be disabled at the time the program is - built; when enabled, CRASHREPORTURL must be set in the system + Bring up a browser window to submit a report to the NetHack + Development Team. Can be disabled at the time the program is + built; when enabled, CRASHREPORTURL must be set in the system configuration file. #call - Call (name) a monster, or an object in inventory, on the floor, - or in the discoveries list, or add an annotation for the current + Call (name) a monster, or an object in inventory, on the floor, + or in the discoveries list, or add an annotation for the current level (same as "#annotate"). Default key is `C'. #cast @@ -1373,14 +1373,14 @@ Close a door. Default key is `c'. #conduct - List voluntary challenges you have maintained. Autocompletes. + List voluntary challenges you have maintained. Autocompletes. Default key is `M-C'. See the section below entitled "Conduct" for details. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1424,8 +1424,8 @@ Switch from normal play to non-scoring explore mode. Default key is `M-X'. - Requires confirmation; default response is n (no). To really - switch to explore mode, respond with y. You can set the para- + Requires confirmation; default response is n (no). To really + switch to explore mode, respond with y. You can set the para- noid_confirmation:quit option to require a response of yes instead. @@ -1441,12 +1441,12 @@ Force a lock. Autocompletes. Default key is `M-f'. #genocided - List any monster types which have been genocided. In explore - mode and debug mode it also shows types which have become + List any monster types which have been genocided. In explore + mode and debug mode it also shows types which have become extinct. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1473,16 +1473,16 @@ is `;'. #help - Show the help menu. Default key is `?', and also `h' if num- + Show the help menu. Default key is `?', and also `h' if num- ber_pad is on. #herecmdmenu - Show a menu of possible actions directed at your current loca- - tion. The menu is limited to a subset of the likeliest actions, + Show a menu of possible actions directed at your current loca- + tion. The menu is limited to a subset of the likeliest actions, not an exhaustive set of all possibilities. Autocompletes. - If mouse support is enabled and the herecmd_menu option is On, - clicking on the hero (or steed when mounted) will execute this + If mouse support is enabled and the herecmd_menu option is On, + clicking on the hero (or steed when mounted) will execute this command. #history @@ -1495,15 +1495,15 @@ Inventory specific item types. Default key is `I'. #invoke - Invoke an object's special powers. Autocompletes. Default key + Invoke an object's special powers. Autocompletes. Default key is `M-i'. #jump - Jump to another location. Autocompletes. Default key is `M-j', + Jump to another location. Autocompletes. Default key is `M-j', and also `j' if number_pad is on. #kick - Kick something. Default key is `^D', and `k' if number_pad is + Kick something. Default key is `^D', and `k' if number_pad is on. #known @@ -1512,7 +1512,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1522,7 +1522,7 @@ - The `m' prefix allows assigning a new value to the sortdiscover- + The `m' prefix allows assigning a new value to the sortdiscover- ies option to control the order in which the discoveries are dis- played. @@ -1547,16 +1547,16 @@ #loot Loot a box or bag on the floor beneath you, or the saddle from a steed standing next to you. Autocompletes. Precede with the `m' - prefix to skip containers at your location and go directly to - removing a saddle. Default key is `M-l', and also `l' if num- + prefix to skip containers at your location and go directly to + removing a saddle. Default key is `M-l', and also `l' if num- ber_pad is on. #monster - Use a monster's special ability (when polymorphed into monster + Use a monster's special ability (when polymorphed into monster form). Autocompletes. Default key is `M-m'. #name - Name a monster, an individual object, or a type of object. Same + Name a monster, an individual object, or a type of object. Same as "#call". Autocompletes. Default keys are `N', `M-n', and `M- N'. @@ -1578,7 +1578,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1622,10 +1622,10 @@ Pay your shopping bill. Default key is `p'. #perminv - If persistent inventory display is supported and enabled (with - the perm_invent option), interact with it instead of with the - map. You'll be prompted for menu scrolling keystrokes such as - `>' and `<'. Press Return or Escape to resume normal play. + If persistent inventory display is supported and enabled (with + the perm_invent option), interact with it instead of with the + map. You'll be prompted for menu scrolling keystrokes such as + `>' and `<'. Press Return or Escape to resume normal play. Default key is `|'. #pickup @@ -1644,7 +1644,7 @@ right away.) Since using this command by accident can cause - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1710,7 +1710,7 @@ Default key is `M-R'. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1759,24 +1759,24 @@ #seearmor Show the armor currently worn. Default key is `['. - Will display worn armor in a menu even when there is only thing + Will display worn armor in a menu even when there is only thing worn. #seerings Show the ring(s) currently worn. Default key is `='. - Will display worn rings in a menu if there are two (or there is - just one and is a meat ring rather than a "real" ring). Use the + Will display worn rings in a menu if there are two (or there is + just one and is a meat ring rather than a "real" ring). Use the `m' prefix to force a menu for one ring. #seetools Show the tools currently in use. Default key is `('. - Will display the result in a message if there is one tool in use + Will display the result in a message if there is one tool in use (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1792,8 +1792,8 @@ #seeweapon Show the weapon currently wielded. Default key is `)'. - If dual-wielding, a separate message about the secondary weapon - will be given. Using the `m' prefix will force a menu and it + If dual-wielding, a separate message about the secondary weapon + will be given. Using the `m' prefix will force a menu and it will include primary weapon, alternate weapon even when not dual- wielding, and also whatever is currently assigned to the quiver slot. @@ -1802,22 +1802,22 @@ Do a shell escape, switching from NetHack to a subprocess. Can be disabled at the time the program is built. When enabled, access for specific users can be controlled by the system config- - uration file. Use the shell command `exit' to return to the + uration file. Use the shell command `exit' to return to the game. Default key is `!'. #showgold - Report the gold in your inventory, including gold you know about - in containers you're carrying. If you are inside a shop, report + Report the gold in your inventory, including gold you know about + in containers you're carrying. If you are inside a shop, report any credit or debt you have in that shop. Default key is `$'. #showspells List and reorder known spells. Default key is `+'. #showtrap - Describe an adjacent trap, possibly covered by objects or a mon- + Describe an adjacent trap, possibly covered by objects or a mon- ster. To be eligible, the trap must already be discovered. (The "#terrain" command can display your map with all objects and mon- - sters temporarily removed, making it possible to see all discov- + sters temporarily removed, making it possible to see all discov- ered traps.) Default key is `^'. #sit @@ -1827,10 +1827,10 @@ Show memory usage statistics. Autocompletes. Debug mode only. #suspend - Suspend the game, switching from NetHack to the terminal it was - started from without performing save-and-exit. Can be disabled - at the time the program is built. When enabled, mainly useful - for tty and curses interfaces on UNIX. Use the shell command + Suspend the game, switching from NetHack to the terminal it was + started from without performing save-and-exit. Can be disabled + at the time the program is built. When enabled, mainly useful + for tty and curses interfaces on UNIX. Use the shell command `fg' to return to the game. Default key is `^Z'. #swap @@ -1842,7 +1842,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1859,9 +1859,9 @@ Teleport around the level. Default key is `^T'. #terrain - Show map without obstructions. In normal play you can view the - explored portion of the current level's map without monsters; - without monsters and objects; or without monsters, objects, and + Show map without obstructions. In normal play you can view the + explored portion of the current level's map without monsters; + without monsters and objects; or without monsters, objects, and traps. If there are visible clouds of gas in view, they are treated like @@ -1888,9 +1888,9 @@ #tip Tip over a container (bag or box) to pour out its contents. When - there are containers on the floor, the game will prompt to pick - one of them or "tip something being carried". If the latter is - chosen, there will be another prompt for which item from inven- + there are containers on the floor, the game will prompt to pick + one of them or "tip something being carried". If the latter is + chosen, there will be another prompt for which item from inven- tory to tip. The `m' prefix makes the command skip containers on the floor and @@ -1908,7 +1908,7 @@ line will show "(no travel path)" if your character does not know - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1924,17 +1924,17 @@ Turn undead away. Autocompletes. Default key is `M-t'. #twoweapon - Toggle two-weapon combat on or off. Autocompletes. Default key + Toggle two-weapon combat on or off. Autocompletes. Default key is `X', and also `M-2' if number_pad is off. - Note that you must use suitable weapons for this type of combat, + Note that you must use suitable weapons for this type of combat, or it will be automatically turned off. #untrap - Untrap something (trap, door, or chest). Default key is `M-u', + Untrap something (trap, door, or chest). Default key is `M-u', and `u' if number_pad is on. - In some circumstances it can also be used to rescue trapped mon- + In some circumstances it can also be used to rescue trapped mon- sters. #up @@ -1943,16 +1943,16 @@ #vanquished List vanquished monsters by type and count. - Note that the vanquished monsters list includes all monsters - killed by traps and each other as well as by you, and omits any - which got removed from the game without being killed (perhaps by - genocide, or by a mollified shopkeeper dismissing summoned Kops) + Note that the vanquished monsters list includes all monsters + killed by traps and each other as well as by you, and omits any + which got removed from the game without being killed (perhaps by + genocide, or by a mollified shopkeeper dismissing summoned Kops) or were already corpses when placed on the map. - Using the "request menu" prefix prior to #vanquished brings up a - menu of sorting orders available (provided that the vanquished - monsters list contains at least two types of monsters). Which- - ever ordering is picked gets assigned to the sortvanquished + Using the "request menu" prefix prior to #vanquished brings up a + menu of sorting orders available (provided that the vanquished + monsters list contains at least two types of monsters). + Whichever ordering is picked gets assigned to the sortvanquished option so is remembered for subsequent #vanquished requests. The "#genocided" command shares this sorting order. @@ -1967,14 +1967,14 @@ The second paragraph lists the user interface(s) that are included. If there are more than one, you can use the windowtype - option in your run-time configuration file to select the one you + option in your run-time configuration file to select the one you want. Autocompletes. Default key is `M-v'. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -1985,15 +1985,15 @@ #versionshort - Show the program's version number, plus the date and time that - the running copy was built from sources (not the version's + Show the program's version number, plus the date and time that + the running copy was built from sources (not the version's release date). Default key is `v'. #vision Show vision array. Autocompletes. Debug mode only. #wait - Rest one move while doing nothing. Default key is `.', and also + Rest one move while doing nothing. Default key is `.', and also ` ' if rest_on_space is on. #wear @@ -2003,7 +2003,7 @@ Tell what a key does. Default key is `&'. #whatis - Show what type of thing a symbol corresponds to. Default key is + Show what type of thing a symbol corresponds to. Default key is `/'. #wield @@ -2013,19 +2013,19 @@ Wipe off your face. Autocompletes. Default key is `M-w'. #wizborn - Show monster birth, death, genocide, and extinct statistics. + Show monster birth, death, genocide, and extinct statistics. Debug mode only. #wizbury - Bury objects under and around you. Autocompletes. Debug mode + Bury objects under and around you. Autocompletes. Debug mode only. #wizcast Cast any spell. Debug mode only. #wizdetect - Reveal hidden things (secret doors or traps or unseen monsters) - within a modest radius. No time elapses. Autocompletes. Debug + Reveal hidden things (secret doors or traps or unseen monsters) + within a modest radius. No time elapses. Autocompletes. Debug mode only. Default key is `^E'. #wizgenesis @@ -2040,7 +2040,7 @@ Set one or more intrinsic attributes. Autocompletes. Debug mode - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2053,41 +2053,41 @@ only. #wizkill - Remove monsters from play by just pointing at them. By default - the hero gets credit or blame for killing the targets. Precede - this command with the `m' prefix to override that. Autocom- + Remove monsters from play by just pointing at them. By default + the hero gets credit or blame for killing the targets. Precede + this command with the `m' prefix to override that. Autocom- pletes. Debug mode only. #wizlevelport - Teleport to another level. Autocompletes. Debug mode only. + Teleport to another level. Autocompletes. Debug mode only. Default key is `^V'. #wizmap - Map the level. Autocompletes. Debug mode only. Default key is + Map the level. Autocompletes. Debug mode only. Default key is `^F'. #wizrumorcheck - Verify rumor boundaries by displaying first and last true rumors + Verify rumor boundaries by displaying first and last true rumors and first and last false rumors. - Also displays first, second, and last random engravings, epi- + Also displays first, second, and last random engravings, epi- taphs, and hallucinatory monsters. Autocompletes. Debug mode only. #wizseenv - Show map locations' seen vectors. Autocompletes. Debug mode + Show map locations' seen vectors. Autocompletes. Debug mode only. #wizsmell Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Debug mode + Show locations of special levels. Autocompletes. Debug mode only. #wizwish - Wish for something. Autocompletes. Debug mode only. Default + Wish for something. Autocompletes. Debug mode only. Default key is `^W'. #wmode @@ -2101,12 +2101,12 @@ - If your keyboard has a meta key (which, when pressed in combina- - tion with another key, modifies it by setting the "meta" [8th, or - "high"] bit), you can invoke many extended commands by meta-ing the + If your keyboard has a meta key (which, when pressed in combina- + tion with another key, modifies it by setting the "meta" [8th, or + "high"] bit), you can invoke many extended commands by meta-ing the - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2172,7 +2172,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2238,7 +2238,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2304,7 +2304,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2370,7 +2370,7 @@ them). Some monsters who can open doors can also use unlocking tools. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2382,23 +2382,23 @@ 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 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. @@ -2408,23 +2408,23 @@ 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 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. @@ -2433,10 +2433,10 @@ 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 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2446,25 +2446,25 @@ - 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 (`<', `>') @@ -2475,18 +2475,18 @@ early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so - after exploring them (if you choose to do so), you'll need to climb + after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon. - When you traverse a set of stairs, or trigger a trap which sends + When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some - "special" levels, or loaded from the remains of an earlier game for a - "bones" level as briefly described below). Monsters are only active - on the current level; those on other levels are essentially placed + "special" levels, or loaded from the remains of an earlier game for a + "bones" level as briefly described below). Monsters are only active + on the current level; those on other levels are essentially placed into stasis. Ordinarily when you climb a set of stairs, you will arrive on the @@ -2502,7 +2502,7 @@ play. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2517,33 +2517,33 @@ Occasionally you will run across a room with a shopkeeper near the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can inquire about - the price of an item prior to picking it up by using the "#chat" com- - mand while standing on it. Using an item prior to paying for it will - incur a charge, and the shopkeeper won't allow you to leave the shop + the price of an item prior to picking it up by using the "#chat" com- + mand while standing on it. Using an item prior to paying for it will + incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the floor + You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shop- - keeper isn't interested (generally, your item needs to be compatible + keeper isn't interested (generally, your item needs to be compatible with the type of merchandise carried by the shop). - If you drop something in a shop by accident, the shopkeeper will - usually claim ownership without offering any compensation. You'll + If you drop something in a shop by accident, the shopkeeper will + usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it. Shopkeepers sometime run out of money. When that happens, you'll be offered credit instead of gold when you try to sell something. Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it. (If you - happen to find a "credit card" in the dungeon, don't bother trying to + happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.) - The `$' command, which reports the amount of gold you are carry- - ing, will also show current shop debt or credit, if any. The "Iu" - command lists unpaid items (those which still belong to the shop) if - you are carrying any. The "Ix" command shows an inventory-like dis- - play of any unpaid items which have been used up, along with other + The `$' command, which reports the amount of gold you are carry- + ing, will also show current shop debt or credit, if any. The "Iu" + command lists unpaid items (those which still belong to the shop) if + you are carrying any. The "Ix" command shows an inventory-like dis- + play of any unpaid items which have been used up, along with other shop fees, if any. 5.4.1. Shop idiosyncrasies @@ -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 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2580,25 +2580,25 @@ 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 @@ -2615,18 +2615,18 @@ 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 @@ -2634,7 +2634,7 @@ attack, when guessing where an unseen monster is or when deliberately - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2669,13 +2669,13 @@ 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 remove any prior name. @@ -2693,14 +2693,14 @@ 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" - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2714,11 +2714,11 @@ 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 @@ -2728,15 +2728,15 @@ 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 @@ -2746,8 +2746,8 @@ 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 @@ -2766,7 +2766,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2776,8 +2776,8 @@ - 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 @@ -2786,42 +2786,42 @@ 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 @@ -2832,7 +2832,7 @@ are encumbered, one of the conditions Burdened, Stressed, Strained, - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2862,16 +2862,16 @@ 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 @@ -2884,7 +2884,7 @@ 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. @@ -2898,7 +2898,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2913,12 +2913,12 @@ 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.) @@ -2942,12 +2942,12 @@ can be either positive or negative) that adds to your chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most - weapons are subject to some type of damage like rust. Such "erosion" + weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, and - the amount of damage such a hit will do, depends upon many factors. - Among them are: type of weapon, quality of weapon (enchantment and/or + The chance that an attack will successfully hit a monster, and + the amount of damage such a hit will do, depends upon many factors. + Among them are: type of weapon, quality of weapon (enchantment and/or erosion), experience level, strength, dexterity, encumbrance, and pro- ficiency (see below). The monster's armor class--a general defense rating, not necessarily due to wearing of armor--is a factor too; @@ -2957,14 +2957,14 @@ 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- + ready to use by setting things up with the `x' command, which + exchanges your primary (the one being wielded) and alternate weapons. + And if you have proficiency in the "two weapon combat" skill, you may + wield both weapons simultaneously as primary and secondary; use the + `X' command to engage or disengage that. Only some types of charac- - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -2974,19 +2974,19 @@ - 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 + ters (barbarians, for instance) have the necessary skill available. + Even with that skill, using two weapons at once incurs a penalty in + the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon at + There might be times when you'd rather not wield any weapon at all. To accomplish that, wield `-', or else use the `A' command which allows you to unwield the current weapon in addition to taking off other worn items. Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to mon- - sters in NetHack. Some of the more obscure weapons (such as the + sters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement. @@ -3003,26 +3003,26 @@ 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 on it will try to wield a launcher matching the ammo in the quiver. @@ -3030,7 +3030,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3045,7 +3045,7 @@ to load several rounds of ammunition at once--or hold several missiles in your hand--and still hit a target is not an easy task. Rangers are among those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if you're + of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has a chance to fire @@ -3074,13 +3074,13 @@ 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 "grand master". @@ -3090,13 +3090,13 @@ 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 + you'll be told that you feel more confident in your skills. At that - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3106,8 +3106,8 @@ - point you can use "#enhance" to increase one or more skills. Such - skills are not increased automatically because there is a limit to + 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. @@ -3120,16 +3120,16 @@ weapons are not fully equal; the one in the hand you normally wield with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop--or before you begin, - for that matter--wielding two weapons at once. The primary is your - wielded weapon and the secondary is just an item in your inventory + for that matter--wielding two weapons at once. The primary is your + wielded weapon and the secondary is just an item in your inventory that's been designated as alternate weapon.) - If your primary weapon is wielded but your off hand is empty or - has the wrong weapon, use the sequence `x', `w', `x' to first swap - your primary into your off hand, wield whatever you want as secondary - weapon, then swap them both back into the intended hands. If your - secondary or alternate weapon is correct but your primary one is not, - simply use `w' to wield the primary. Lastly, if neither hand holds + If your primary weapon is wielded but your off hand is empty or + has the wrong weapon, use the sequence `x', `w', `x' to first swap + your primary into your off hand, wield whatever you want as secondary + weapon, then swap them both back into the intended hands. If your + secondary or alternate weapon is correct but your primary one is not, + simply use `w' to wield the primary. Lastly, if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended sec- ondary, swap it to off hand, and then wield the primary. @@ -3141,9 +3141,9 @@ 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 - revert to single-weapon combat. + back to single-weapon mode. Throwing or dropping either of the + weapons or having one of them be stolen or destroyed will also make + you revert to single-weapon combat. 7.3. Armor (`[') @@ -3162,7 +3162,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3184,14 +3184,14 @@ You can also wear other pieces of armor (cloak over suit, shirt under suit, helmet, gloves, boots, shield) to lower your armor class even further. Most of these provide a one or two point improvement to - AC (making the overall value smaller and eventually negative) but can - also be enchanted. Shirts are an exception; they don't provide any - protection unless enchanted. Some cloaks also don't improve AC when - unenchanted but all cloaks offer some protection against rust or cor- - rosion to suits worn under them and against some monster touch + AC (making the overall value smaller and eventually negative) but can + also be enchanted. Shirts are an exception; they don't provide any + protection unless enchanted. Some cloaks also don't improve AC when + unenchanted but all cloaks offer some protection against rust or cor- + rosion to suits worn under them and against some monster touch attacks. - If a piece of armor is enchanted, its armor protection will be + If a piece of armor is enchanted, its armor protection will be better (or worse) than normal, and its "plus" (or minus) will subtract from your armor class. For example, a +1 chain mail would give you better protection than normal chain mail, lowering your armor class @@ -3201,11 +3201,11 @@ tion to being unremovable. Many types of armor are subject to some kind of damage like rust. - Such damage can be repaired. Some types of armor may inhibit spell + Such damage can be repaired. Some types of armor may inhibit spell casting. - The nudist option can be set (prior to game start) to attempt to - play the entire game without wearing any armor (a self-imposed chal- + The nudist option can be set (prior to game start) to attempt to + play the entire game without wearing any armor (a self-imposed chal- lenge which is extremely difficult to accomplish). The commands to use armor are `W' (wear) and `T' (take off). The @@ -3223,12 +3223,12 @@ 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." - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3238,7 +3238,7 @@ - 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. @@ -3264,10 +3264,10 @@ 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 @@ -3283,18 +3283,18 @@ 7.6. Potions (`!') - Potions are distinguished by the color of the liquid inside the + Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them. - Clear potions are potions of water. Sometimes these are blessed - or cursed, resulting in holy or unholy water. Holy water is the bane + Clear potions are potions of water. Sometimes these are blessed + or cursed, resulting in holy or unholy water. Holy water is the bane of the undead, so potions of holy water are good things to throw (`t') at them. It is also sometimes very useful to dip ("#dip") an object into a potion. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3309,9 +3309,9 @@ 7.7. Wands (`/') Wands usually have multiple magical charges. Some types of wands - require a direction in which to zap them. You can also zap them at - yourself (just give a `.' or `s' for the direction). Be warned, how- - ever, for this is often unwise. Other types of wands don't require a + require a direction in which to zap them. You can also zap them at + yourself (just give a `.' or `s' for the direction). Be warned, how- + ever, for this is often unwise. Other types of wands don't require a direction. The number of charges in a wand is random and decreases by one whenever you use it. @@ -3323,12 +3323,12 @@ of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged. - In a truly desperate situation, when your back is up against the - wall, you might decide to go for broke and break your wand. This is - not for the faint of heart. Doing so will almost certainly cause a + In a truly desperate situation, when your back is up against the + wall, you might decide to go for broke and break your wand. This is + not for the faint of heart. Doing so will almost certainly cause a catastrophic release of magical energies. - When you have fully identified a particular wand, inventory dis- + When you have fully identified a particular wand, inventory dis- play will include additional information in parentheses: the number of times it has been recharged followed by a colon and then by its cur- rent number of charges. A current charge count of -1 is a special @@ -3360,7 +3360,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3375,17 +3375,17 @@ Spellbooks are tomes of mighty magic. When studied with the `r' (read) command, they transfer to the reader the knowledge of a spell (and therefore eventually become unreadable)--unless the attempt back- - fires. Reading a cursed spellbook or one with mystic runes beyond + fires. Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health! - A spell (even when learned) can also backfire when you cast it. + A spell (even when learned) can also backfire when you cast it. If you attempt to cast a spell well above your experience level, or if you have little skill with the appropriate spell type, or cast it at a - time when your luck is particularly bad, you can end up wasting both + time when your luck is particularly bad, you can end up wasting both the energy and the time required in casting. - Casting a spell calls forth magical energies and focuses them - with your naked mind. Some of the magical energy released comes from + Casting a spell calls forth magical energies and focuses them + with your naked mind. Some of the magical energy released comes from within you. Casting temporarily drains your magical power, which will slowly be recovered, and causes you to need additional food. Casting of spells also requires practice. With practice, your skill in each @@ -3394,16 +3394,16 @@ 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 weapons skills. (See also the section on "Weapon proficiency".) @@ -3411,8 +3411,8 @@ Casting a spell also requires flexible movement, and wearing var- ious types of armor may interfere with that. - The command to read a spellbook is the same as for scrolls, `r' - (read). The `+' command lists each spell you know along with its + The command to read a spellbook is the same as for scrolls, `r' + (read). The `+' command lists each spell you know along with its level, skill category, chance of failure when casting, and an estimate of how strongly it is remembered. The `Z' (cast) command casts a spell. @@ -3426,7 +3426,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3452,26 +3452,26 @@ You may encounter bags, boxes, and chests in your travels. A tool of this sort can be opened with the "#loot" extended command when - you are standing on top of it (that is, on the same floor spot), or - with the `a' (apply) command when you are carrying it. However, - chests are often locked, and are in any case unwieldy objects. You - must set one down before unlocking it by using a key or lock-picking - tool with the `a' (apply) command, by kicking it with the `^D' com- - mand, or by using a weapon to force the lock with the "#force" + 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 @@ -3492,7 +3492,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3505,15 +3505,15 @@ 7.11. Amulets (`"') Amulets are very similar to rings, and often more powerful. Like - rings, amulets have various magical properties, some beneficial, some + rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on. - Only one amulet may be worn at a time, around your neck. Like - wearing rings, wearing an amulet affects your metabolism, causing you + Only one amulet may be worn at a time, around your neck. Like + wearing rings, wearing an amulet affects your metabolism, causing you to grow hungry more rapidly. - The commands to use amulets are the same as for rings, `P' (put - on) and `R' (remove). `A' can be used to remove various worn items + The commands to use amulets are the same as for rings, `P' (put + on) and `R' (remove). `A' can be used to remove various worn items including amulets. Also, `W' (wear) and `T' (take off) which are nor- mally for armor can be used for amulets and other accessories (rings and eyewear), but accessories won't be shown as likely candidates in a @@ -3521,8 +3521,8 @@ 7.12. Gems (`*') - Some gems are valuable, and can be sold for a lot of gold. They - are also a far more efficient way of carrying your riches. Valuable + Some gems are valuable, and can be sold for a lot of gold. They + are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit. Other small rocks are also categorized as gems, but they are much @@ -3537,28 +3537,28 @@ 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. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3585,12 +3585,12 @@ 7.15. Persistence of Objects Normally, if you have seen an object at a particular map location - and move to another location where you can't directly see that object - any more, it will continue to be displayed on your map. That remains - the case even if it is not actually there any more--perhaps a monster + and move to another location where you can't directly see that object + any more, it will continue to be displayed on your map. That remains + the case even if it is not actually there any more--perhaps a monster has picked it up or it has rotted away--until you can see or feel that location again. One notable exception is that if the object gets cov- - ered by the "remembered, unseen monster" marker. When that marker is + ered by the "remembered, unseen monster" marker. When that marker is later removed after you've verified that no monster is there, you will have forgotten that there was any object there regardless of whether the unseen monster actually took the object. If the object is still @@ -3598,7 +3598,7 @@ cover the object and resume remembering it. The situation is the same for a pile of objects, except that only - the top item of the pile is displayed. The hilite_pile option can be + the top item of the pile is displayed. The hilite_pile option can be enabled in order to show an item differently when it is the top one of a pile. @@ -3617,14 +3617,14 @@ Several of the challenges are related to eating behavior. The most difficult of these is the foodless challenge. Although creatures - can survive long periods of time without food, there is a physiologi- - cal need for water; thus there is no restriction on drinking bever- - ages, even if they provide some minor food benefits. Calling upon + can survive long periods of time without food, there is a physiologi- + cal need for water; thus there is no restriction on drinking bever- + ages, even if they provide some minor food benefits. Calling upon your god for help with starvation does not violate any food challenges either. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3639,7 +3639,7 @@ 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 eating such items still counts against foodless conduct. @@ -3652,7 +3652,7 @@ 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 @@ -3663,14 +3663,14 @@ 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- @@ -3683,14 +3683,14 @@ 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. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3700,12 +3700,12 @@ - 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 @@ -3723,40 +3723,40 @@ when in that branch of the dungeon. Some rules can't be bypassed, such as being unable to push a boulder diagonally. Other rules can, such as not smashing boulders with magic or tools, but doing so causes - you to receive a luck penalty. No message about that is given at the + you to receive a luck penalty. No message about that is given at the time, but it is tracked as a conduct. The #conduct command and end of game disclosure will report whether you have abided by the special rules of Sokoban, and if not, how many times you violated them, pro- viding you with a way to discover which actions incur bad luck so that - you can be better informed about whether or not to avoid repeating + you can be better informed about whether or not to avoid repeating those actions in the future. (Note: the Sokoban conduct will only be displayed if you have entered the Sokoban branch of the dungeon during - the current game. Once that has happened, it becomes part of dis- - closed conduct even if you haven't done anything interesting there. - Ending the game with "never broke the Sokoban rules" conduct is most - meaningful if you also manage to perform the "obtained the Sokoban + the current game. Once that has happened, it becomes part of dis- + closed conduct even if you haven't done anything interesting there. + Ending the game with "never broke the Sokoban rules" conduct is most + meaningful if you also manage to perform the "obtained the Sokoban prize" achievement (see Achievements below).) - There are several other challenges tracked by the game. It is - possible to eliminate one or more species of monsters by genocide; + There are several other challenges tracked by the game. It is + possible to eliminate one or more species of monsters by genocide; playing without this feature is considered a challenge. When the game offers you an opportunity to genocide monsters, you may respond with the monster type "none" if you want to decline. You can change the form of an item into another item of the same type ("polypiling") or the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph; avoiding these effects are each consid- - ered challenges. Polymorphing monsters, including pets, does not - break either of these challenges. Finally, you may sometimes receive - wishes; a game without an attempt to wish for any items is a chal- + ered challenges. Polymorphing monsters, including pets, does not + break either of these challenges. Finally, you may sometimes receive + wishes; a game without an attempt to wish for any items is a chal- lenge, as is a game without wishing for an artifact (even if the arti- fact immediately disappears). When the game offers you an opportunity - to make a wish for an item, you may choose "nothing" if you want to + to make a wish for an item, you may choose "nothing" if you want to decline. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3768,12 +3768,12 @@ 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. @@ -3785,12 +3785,12 @@ 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. @@ -3810,19 +3810,19 @@ 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). - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3847,11 +3847,11 @@ 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 @@ -3866,8 +3866,8 @@ 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 before starting the game or a global configuration for system adminis- @@ -3875,10 +3875,10 @@ 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. @@ -3888,7 +3888,7 @@ ning NetHack for the first time, you should find a default template - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3908,9 +3908,9 @@ as a comment and ignored. Empty lines are ignored. Any line beginning with `[' and ending in `]' is a section marker - (the closing `]' can be followed by whitespace and then an arbitrary - comment beginning with `#'). The text between the square brackets is - the section name. Section markers are only valid after a CHOOSE + (the closing `]' can be followed by whitespace and then an arbitrary + comment beginning with `#'). The text between the square brackets is + the section name. Section markers are only valid after a CHOOSE 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 @@ -3925,11 +3925,11 @@ 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 + There are two types of options, boolean and compound options. + Boolean options toggle a setting on or off, while compound options + take more diverse values. Prefix a boolean option with "no" or `!' + to turn it off. For compound options, the option name and value are + separated by a colon. Some options are persistent, and apply only to new games. You can specify multiple OPTIONS directives, and mul- tiple options separated by commas in a single OPTIONS directive. (Comma separated options are processed from right to left.) @@ -3941,20 +3941,20 @@ 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. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -3973,11 +3973,11 @@ 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. 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- mand. Prefix the command with "!" to disable the autocompletion for @@ -3988,11 +3988,11 @@ 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. See the "Changing Key Bindings" section for more information. @@ -4020,7 +4020,7 @@ begins; whatever follows will be common to all sections. Otherwise - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4062,8 +4062,8 @@ WIZKIT Debug mode only: extra items to add to initial inventory. Value is - the name of a text file containing a list of item names, one per - line, up to a maximum of 128 lines. Each line is processed by the + the name of a text file containing a list of item names, one per + line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. Example: @@ -4086,7 +4086,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4117,8 +4117,8 @@ 9.3. Using the NETHACKOPTIONS environment variable - The NETHACKOPTIONS variable is a comma-separated list of initial - values for the various options. Some can only be turned on or off. + The NETHACKOPTIONS variable is a comma-separated list of initial + values for the various options. Some can only be turned on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or "no" before the name. Others take a character string as a value. You can set string options by typing @@ -4152,7 +4152,7 @@ sign) to let NetHack know that the rest is intended as a file name. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4178,7 +4178,7 @@ Add location or direction information to messages (default is off). acoustics - Enable messages about what your character hears (default on). Note + Enable messages about what your character hears (default on). Note that this has nothing to do with your computer's audio capabilities. Persistent. @@ -4189,12 +4189,12 @@ role for a description of how to use negation to exclude choices. If align is not specified, there is no default value; player will be - prompted unless role and/or race forces a choice for alignment. + prompted unless role and/or race forces a choice for alignment. Cannot be set with the `O' command. Persistent. autodescribe - Automatically describe the terrain under cursor when asked to get a - location on the map (default true). The whatis_coord option con- + Automatically describe the terrain under cursor when asked to get a + location on the map (default true). The whatis_coord option con- trols whether the description includes map coordinates. autodig @@ -4206,19 +4206,19 @@ sistent. autopickup - Automatically pick up things onto which you move (default off). + Automatically pick up things onto which you move (default off). Persistent. - See pickup_types and also autopickup_exception for ways to refine + See pickup_types and also autopickup_exception for ways to refine the behavior. Note: prior to version 3.7.0, the default for autopickup was on. autoquiver - This option controls what happens when you attempt the `f' (fire) + This option controls what happens when you attempt the `f' (fire) - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4228,8 +4228,8 @@ - command when nothing is quivered or readied (default false). When - true, the computer will fill your quiver or quiver sack or make + command when nothing is quivered or readied (default false). When + true, the computer will fill your quiver or quiver sack or make ready some suitable weapon. Note that it will not take into account the blessed/cursed status, enchantment, damage, or quality of the weapon; you are free to manually fill your quiver or quiver sack or @@ -4247,12 +4247,12 @@ it will ask whether you want to try to disarm the trap; if you decline, your character will forget that the door or box is trapped; - Apply-Key - if carrying a key or other unlocking tool, prompt about + Apply-Key - if carrying a key or other unlocking tool, prompt about using it; - Kick - kick the door (if you omit untrap or decline to attempt - untrap and you omit apply-key or you lack a key or you + Kick - kick the door (if you omit untrap or decline to attempt + untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on containers); - Force - try to force a container's lid with your currently + Force - try to force a container's lid with your currently wielded weapon (if you omit untrap or decline to attempt untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on doors); @@ -4262,10 +4262,10 @@ Omitting the value is treated as if autounlock:apply-key. Preceding autounlock with `!' or "no" is treated as autounlock:none. - Applying a key might set off a trap if the door or container is - trapped. Successfully kicking a door will break it and wake up - nearby monsters. Successfully forcing a container open will break - its lock and might also destroy some of its contents or damage your + Applying a key might set off a trap if the door or container is + trapped. Successfully kicking a door will break it and wake up + nearby monsters. Successfully forcing a container open will break + its lock and might also destroy some of its contents or damage your weapon or both. The default is Apply-Key. Persistent. @@ -4277,14 +4277,14 @@ Allow saving and loading bones files (default true). Persistent. boulder - Set the character used to display boulders (default is the "large + Set the character used to display boulders (default is the "large rock" class symbol, ``'). catname - Name your starting cat (for example "catname:Morris"). Cannot be + Name your starting cat (for example "catname:Morris"). Cannot be - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4297,7 +4297,7 @@ set with the `O' command. character - Synonym for "role" to pick the type of your character (for example + Synonym for "role" to pick the type of your character (for example "character:Monk"). See role for more details. checkpoint @@ -4350,7 +4350,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4374,12 +4374,12 @@ of-game disclosure follows a set sequence. (for example "disclose:yi na +v -g o") The example sets inventory to - prompt and default to yes, attributes to prompt and default to no, - vanquished to disclose without prompting, genocided to not disclose - and not prompt, conduct to implicitly prompt and default to no, and + prompt and default to yes, attributes to prompt and default to no, + vanquished to disclose without prompting, genocided to not disclose + and not prompt, conduct to implicitly prompt and default to no, and overview to disclose without prompting. - Note that the vanquished monsters list includes all monsters killed + Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dungeon overview shows all levels you had visited but does not reveal things about them that you hadn't discovered. @@ -4394,9 +4394,9 @@ interface except that it does not require that you hit Enter. It is implemented for the tty interface (default off). - For the X11 interface, which always uses a menu for choosing an - extended command, it controls whether the menu shows all available - commands (on) or just the subset of commands which have tradition- + For the X11 interface, which always uses a menu for choosing an + extended command, it controls whether the menu shows all available + commands (on) or just the subset of commands which have tradition- ally been considered extended ones (off). female @@ -4411,12 +4411,12 @@ fixinv An object's inventory letter sticks to it when it's dropped (default - on). If this is off, dropping an object shifts all the remaining + on). If this is off, dropping an object shifts all the remaining inventory letters. Persistent. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4427,11 +4427,11 @@ force_invmenu - Commands asking for an inventory item show a menu instead of a text + Commands asking for an inventory item show a menu instead of a text query with possible menu letters. Default is off. fruit - Name a fruit after something you enjoy eating (for example + Name a fruit after something you enjoy eating (for example "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy that NetHack uses from time to time. You should set this to some- thing you find more appetizing than slime mold. Apples, oranges, @@ -4445,8 +4445,8 @@ gender option is also present it will take precedence. See role for a description of how to use negation to exclude choices. - If gender is not specified, there is no default value; player will - be prompted unless role and/or race forces a choice for gender. + 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. goldX @@ -4466,23 +4466,23 @@ herecmd_menu When using a windowport that supports mouse and clicking on yourself - or next to you, show a menu of possible actions for the location. + or next to you, show a menu of possible actions for the location. Same as "#herecmdmenu" and "#therecmdmenu" commands. hilite_pet - Visually distinguish pets from similar animals (default off). The - behavior of this option depends on the type of windowing you use. + Visually distinguish pets from similar animals (default off). The + behavior of this option depends on the type of windowing you use. In text windowing, text highlighting or inverse video is often used; with tiles, generally displays a heart symbol near pets. With the tty or curses interface, the petattr option controls how to - highlight pets and setting it will turn the hilite_pet option on or + highlight pets and setting it will turn the hilite_pet option on or off as warranted. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4494,28 +4494,28 @@ hilite_pile Visually distinguish piles of objects from individual objects - (default off). The behavior of this option depends on the type of - windowing you use. In text windowing, text highlighting or inverse - video is often used; with tiles, generally displays a small plus- + (default off). The behavior of this option depends on the type of + windowing you use. In text windowing, text highlighting or inverse + video is often used; with tiles, generally displays a small plus- symbol beside the object on the top of the pile. hitpointbar - Show a hit point bar graph behind your name and title in the status + Show a hit point bar graph behind your name and title in the status display (default off). - The "curses" interface supports it even if the status highlighting - feature has been disabled when building the program. The "tty" and - "mswin" (aka "Windows GUI") interfaces support it only if status - highlighting is left enabled when building. You don't need to set - up any highlighting rules in order to display the bar. If there is - one for hitpoints in effect and it specifies color, that color will + The "curses" interface supports it even if the status highlighting + feature has been disabled when building the program. The "tty" and + "mswin" (aka "Windows GUI") interfaces support it only if status + highlighting is left enabled when building. You don't need to set + up any highlighting rules in order to display the bar. If there is + one for hitpoints in effect and it specifies color, that color will be used for the bar. However if it specifies video attributes, they will be ignored in favor of inverse. For tty and curses, blink will also be used if the current hitpoint value is at or below the criti- cal HP threshold. The "Qt" interface also supports hitpointbar, by drawing a solid bar - above the name and title with a hard-coded color scheme. (As of + above the name and title with a hard-coded color scheme. (As of this writing, having the bar enabled unintentionally inhibits resiz- ing the status panel. To resize that, use the #optionsfull command to toggle the hitpointbar option off, perform the resize while it's @@ -4544,11 +4544,11 @@ your character as lit (default off). Persistent. lootabc - When using a menu to interact with a container, use the old `a', - `b', and `c' keyboard shortcuts rather than the mnemonics `o', `i', + When using a menu to interact with a container, use the old `a', + `b', and `c' keyboard shortcuts rather than the mnemonics `o', `i', - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4564,24 +4564,24 @@ Enable mail delivery during the game (default on). Persistent. male - An obsolete synonym for "gender:male". Cannot be set with the `O' + An obsolete synonym for "gender:male". Cannot be set with the `O' command. mention_decor - Give feedback when walking onto various dungeon features such as - stairs, fountains, or altars which are ordinarily only described - when covered by one or more objects (default off). Cannot be set + Give feedback when walking onto various dungeon features such as + stairs, fountains, or altars which are ordinarily only described + when covered by one or more objects (default off). Cannot be set with the `O' command. Persistent. mention_map Give feedback when interesting map locations change (default off). mention_walls - Give feedback when walking against a wall (default off). Persis- + Give feedback when walking against a wall (default off). Persis- tent. menucolors - Enable coloring menu lines (default off). See "Configuring Menu + Enable coloring menu lines (default off). See "Configuring Menu Colors" on how to configure the colors. menustyle @@ -4595,12 +4595,12 @@ it consists of a prompt for object class characters, followed by an object-by-object prompt for all items matching the selected object class(es). Combination starts with a prompt for object class(es) of - interest, but then displays a menu of matching objects rather than + interest, but then displays a menu of matching objects rather than prompting one-by-one. Full displays a menu of object classes rather than a character prompt, and then a menu of matching objects for selection. (Choosing its `A' (Autoselect-All) choice skips the sec- - ond menu. To avoid choosing that by accident, set paranoid_con- - firm:AutoAll to require confirmation.) Partial skips the object + ond menu. To avoid choosing that by accident, set paranoid_con- + firm:AutoAll to require confirmation.) Partial skips the object class filtering and immediately displays a menu of all objects. menu_deselect_all @@ -4614,7 +4614,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4625,9 +4625,9 @@ menu_headings - Controls how the headings in a menu are highlighted. Takes a text - attribute, or text color and attribute separated by ampersand. For - allowed attributes and colors, see "Configuring Menu Colors". Not + Controls how the headings in a menu are highlighted. Takes a text + attribute, or text color and attribute separated by ampersand. For + allowed attributes and colors, see "Configuring Menu Colors". Not all ports can actually display all types. menu_invert_all @@ -4643,11 +4643,11 @@ Key to go to the next menu page. Default `>'. menu_objsyms - Inventory and other object menus are normally separated by object + 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 + 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- @@ -4658,13 +4658,13 @@ 1 - Headers - show symbols on header lines but not entries; 2 - Entries - show symbols on menu entry lines but not headers; 3 - Both - show symbols on headers and entries; - 4 - Conditional - only show symbols for entries if there are no + 4 - Conditional - only show symbols for entries if there are no headers; - 5 - One-or-other - show symbols on headers, or on entries if no + 5 - One-or-other - show symbols on headers, or on entries if no headers. - Supported by tty and curses. When setting the value, it can be - specified by digit or keyword. The default value is Conditional + Supported by tty and curses. When setting the value, it can be + specified by digit or keyword. The default value is Conditional (4). menu_overlay @@ -4680,7 +4680,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4698,11 +4698,11 @@ menu_shift_left Key to scroll a menu--one which has been scrolled right--back to the - left. Implemented for perm_invent only by curses and X11. Default + left. Implemented for perm_invent only by curses and X11. Default `{'. menu_shift_right - Key to scroll a menu which has text beyond the right edge to the + Key to scroll a menu which has text beyond the right edge to the right. Implemented for perm_invent only by curses and X11. Default `}'. @@ -4746,7 +4746,7 @@ defaults to "full"), or it can be negated (which defaults to "sin- - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4767,7 +4767,7 @@ On some systems, the default is the player's user name; on others, there is no default and the player will be prompted. The former can - made to behave like the latter by specifying a generic name such as + made to behave like the latter by specifying a generic name such as ``player''. Cannot be set with the `O' command. news @@ -4812,7 +4812,7 @@ A space separated list of specific situations where alternate - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4829,17 +4829,17 @@ than `y', also require "no" to reject instead of accepting any non-yes response as no; changes pray and AutoAll to require "yes" or `no' too; - quit - require "yes" rather than `y' to confirm quitting the + quit - require "yes" rather than `y' to confirm quitting the game or switching into non-scoring explore mode; - die - require "yes" rather than `y' to confirm dying (not + die - require "yes" rather than `y' to confirm dying (not useful in normal play; applies to explore mode); - bones - require "yes" rather than `y' to confirm saving bones + bones - require "yes" rather than `y' to confirm saving bones data when dying in debug mode; - attack - require "yes" rather than `y' to confirm attacking a + attack - require "yes" rather than `y' to confirm attacking a peaceful monster; - wand-break - require "yes" rather than `y' to confirm breaking a + wand-break - require "yes" rather than `y' to confirm breaking a wand with the apply command; - eating - require "yes" rather than `y' to confirm whether to + eating - require "yes" rather than `y' to confirm whether to continue eating; Were-change - require "yes" rather than `y' to confirm changing form due to lycanthropy when hero has polymorph control; @@ -4847,27 +4847,27 @@ immediately praying; on by default; (to require "yes" rather than just `y', set Confirm too); trap - require `y' to confirm an attempt to move into or onto - a known trap, unless doing so is considered to be + a known trap, unless doing so is considered to be harmless; when enabled, this confirmation is also used for moving into visible gas cloud regions; (to require - "yes" rather than just `y', set Confirm too); confir- - mation can be skipped by using the `m' movement pre- + "yes" rather than just `y', set Confirm too); confir- + mation can be skipped by using the `m' movement pre- fix; swim - prevent walking into water or lava; on by default; (to deliberately step onto/into such terrain when this is set, use the `m' movement prefix when adjacent); AutoAll - require confirmation when the `A' (Autoselect-All) choice is selected in object class filtering menus for - menustyle:Full; (to require "yes" rather than just + menustyle:Full; (to require "yes" rather than just `y', set Confirm too); - Remove - require selection from inventory for `R' and `T' com- + Remove - require selection from inventory for `R' and `T' com- mands even when wearing just one applicable item; all - turn on all of the above. By default, the pray, swim, and trap choices are enabled, the others disabled. To disable them without setting any of the other choices, - use paranoid_confirmation:none. To keep them enabled while setting - any of the others, you can include them in the new list, such as + use paranoid_confirmation:none. To keep them enabled while setting + any of the others, you can include them in the new list, such as paranoid_confirmation:attack pray swim Remove or you can precede the first entry in the list with a plus sign, paranoid_confirma- tion:+attack Remove. To remove an entry that has been previously @@ -4878,7 +4878,7 @@ list entries to be added by their name and entries to be removed by - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4892,11 +4892,11 @@ can be intermixed. pauper - Start the character with no possessions (default false). Persis- + Start the character with no possessions (default false). Persis- tent. perm_invent - If true, always display your current inventory in a window (default + If true, always display your current inventory in a window (default false). This only makes sense for windowing system interfaces that implement @@ -4921,8 +4921,8 @@ petattr Specifies one or more text highlighting attributes to use when show- - ing pets on the map. Effectively a superset of the hilite_pet bool- - ean option. Curses or tty interface only; value is one of none, + ing pets on the map. Effectively a superset of the hilite_pet + boolean option. Curses or tty interface only; value is one of none, bold, dim, underline, italic, blink, and inverse. Some of those choices might not work, depending upon terminal hardware or terminal emulation software. @@ -4930,21 +4930,21 @@ pettype Specify the type of your initial pet, if you are playing a character class that uses multiple types of pets; or choose to have no initial - pet at all. Possible values are "cat", "dog", "horse", and "none". + pet at all. Possible values are "cat", "dog", "horse", and "none". If the choice is not allowed for the role you are currently playing, it will be silently ignored. For example, "horse" will only be hon- ored when playing a knight. Cannot be set with the `O' command. pickup_burden - When you pick up an item that would exceed this encumbrance level - (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- - Loaded), you will be asked if you want to continue. (Default `S'). + When you pick up an item that would exceed this encumbrance level + (Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over- + Loaded), you will be asked if you want to continue. (Default `S'). Persistent. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -4955,8 +4955,8 @@ pickup_stolen - If this option is on and autopickup is also on, try to pick up - things that a monster stole from you, even if they aren't in + If this option is on and autopickup is also on, try to pick up + things that a monster stole from you, even if they aren't in pickup_types or match an autopickup exception. Default is on. Per- sistent. @@ -4984,14 +4984,14 @@ pile_limit When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given - instead of showing a popup list of those objects. A value of 0 + instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. playmode - Values are "normal", "explore", or "debug". Allows selection of - explore mode (also known as discovery mode) or debug mode (also + Values are "normal", "explore", or "debug". Allows selection of + explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user systems) or specifying a particular character name (on @@ -5010,7 +5010,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5022,14 +5022,14 @@ quick_farsight When set, usually prevents the "you sense your surroundings" message - where play pauses to allow you to browse the map whenever clairvoy- - ance randomly activates. Some situations, such as being underwater - or engulfed, ignore this option. It does not affect the clairvoy- - ance spell where pausing to examine revealed objects or monsters is + where play pauses to allow you to browse the map whenever clairvoy- + ance randomly activates. Some situations, such as being underwater + or engulfed, ignore this option. It does not affect the clairvoy- + ance spell where pausing to examine revealed objects or monsters is less intrusive. Default is off. Persistent. race - Selects your race (for example, race:human). Choices are human, + Selects your race (for example, race:human). Choices are human, dwarf, elf, gnome, and orc but most roles restrict which of the non- human races are allowed. See role for a description of how to use negation to exclude choices. @@ -5038,8 +5038,19 @@ 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. + + Note that rerolling your character is not a recommended way to play + if aiming merely to win (a lucky start has a much smaller influence + on whether or not you win the game than your actions later in the + game). This option exists partly as an acknowledgement that some + players will insist on doing so anyway, and partly because rerolling + may be necessary for certain types of challenge games. + rest_on_space - Make the space bar a synonym for the `.' (#wait) command (default + Make the space bar a synonym for the `.' (#wait) command (default off). Persistent. role @@ -5057,26 +5068,15 @@ OPTIONS=role:!arc !bar !kni OPTIONS=!role:arc bar kni - There can be multiple instances of the role option if they're all + There can be multiple instances of the role option if they're all negations. - If role is not specified, there is no default value; player will be + If role is not specified, there is no default value; player will be prompted. Cannot be set with the `O' command. Persistent. - roguesymset - This option may be used to select one of the named symbol sets found - within "symbols" to alter the symbols displayed on the screen on the - rogue level. - - rlecomp - When writing out a save file, perform run length compression of the - map. Not all ports support run length compression. It has no effect - on reading an existing save file. - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5086,6 +5086,16 @@ + roguesymset + This option may be used to select one of the named symbol sets found + within "symbols" to alter the symbols displayed on the screen on the + rogue level. + + rlecomp + When writing out a save file, perform run length compression of the + map. Not all ports support run length compression. It has no effect + on reading an existing save file. + runmode Controls the amount of screen updating for the map window when engaged in multi-turn movement (running via shift+direction or con- @@ -5108,41 +5118,31 @@ sistent. safe_wait - Prevents you from waiting or searching when next to a hostile mon- + Prevents you from waiting or searching when next to a hostile mon- ster (default on). Persistent. sanity_check - Evaluate monsters, objects, and map prior to each turn (default + Evaluate monsters, objects, and map prior to each turn (default off). Debug mode only. scores - Control what parts of the score list you are shown at the end (for - example "scores:5 top scores/4 around my score/own scores"). Only - the first letter of each category (`t', `a', or `o') is necessary. + Control what parts of the score list you are shown at the end (for + example "scores:5 top scores/4 around my score/own scores"). Only + the first letter of each category (`t', `a', or `o') is necessary. Persistent. showdamage - Whenever your character takes damage, show a message of the damage + Whenever your character takes damage, show a message of the damage taken, and the amount of hit points left. showexp - Show your accumulated experience points on bottom line (default + Show your accumulated experience points on bottom line (default off). Persistent. - showrace - Display yourself as the glyph for your race, rather than the glyph - for your role (default off). Note that this setting affects only - the appearance of the display, not the way the game treats you. - Persistent. - - showscore - Show your approximate accumulated score on bottom line (default - off). By default, this feature is suppressed when building the pro- - gram. Persistent. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5152,6 +5152,17 @@ + showrace + Display yourself as the glyph for your race, rather than the glyph + for your role (default off). Note that this setting affects only + the appearance of the display, not the way the game treats you. + Persistent. + + showscore + Show your approximate accumulated score on bottom line (default + off). By default, this feature is suppressed when building the pro- + gram. Persistent. + showvers Include the game's version number on the status lines (default off). Potentially useful if you switch between different versions or vari- @@ -5170,32 +5181,45 @@ The possible values are: - o - list object types by class, in discovery order within each + o - list object types by class, in discovery order within each class; default; - s - list object types by sortloot classification: by class, by sub- - class within class for classes which have substantial groupings - (like helmets, boots, gloves, and so forth for armor), with - object types partly-discovered via assigned name coming before + s - list object types by sortloot classification: by class, by sub- + class within class for classes which have substantial groupings + (like helmets, boots, gloves, and so forth for armor), with + object types partly-discovered via assigned name coming before fully identified types; c - list by class, alphabetically within each class; a - list alphabetically across all classes. - Can be interactively set via the `O' command or via using the `m' + Can be interactively set via the `O' command or via using the `m' prefix before the `\' or ``' command. sortloot - Controls the sorting behavior of the pickup lists for inventory and + Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: full - always sort the lists; - loot - only sort the lists that don't use inventory letters, like + loot - only sort the lists that don't use inventory letters, like with the #loot and pickup commands; none - show lists the traditional way without sorting; default. + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 80 + + + sortpack - Sort the pack contents by type when displaying inventory (default + Sort the pack contents by type when displaying inventory (default on). Persistent. sortvanquished @@ -5206,21 +5230,9 @@ t - traditional--order by monster level; ties are broken by internal monster index; default; - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 80 - - - - d - order by monster difficulty rating; ties broken by internal + d - order by monster difficulty rating; ties broken by internal index; - a - order alphabetically, first any unique monsters then all the + 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 @@ -5236,7 +5248,7 @@ on). sparkle - Display a sparkly effect when a monster (including yourself) is hit + Display a sparkly effect when a monster (including yourself) is hit by an attack to which it is resistant (default on). Persistent. spot_monsters @@ -5251,14 +5263,27 @@ ing Status Hilites" for further information. status_updates - Allow updates to the status lines at the bottom of the screen + Allow updates to the status lines at the bottom of the screen (default true). suppress_alert - This option may be set to a NetHack version level to suppress alert - notification messages about feature changes for that and prior ver- + This option may be set to a NetHack version level to suppress alert + notification messages about feature changes for that and prior ver- sions (for example "suppress_alert:3.3.1"). + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 81 + + + symset This option may be used to select one of the named symbol sets found within "symbols" to alter the symbols displayed on the screen. Use @@ -5272,18 +5297,6 @@ When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters to the screen. (Applies to "tty" and "curses" interfaces only; - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 81 - - - "X11" interface always uses a timer-based delay. The default is on if configured into the program.) Persistent. @@ -5314,8 +5327,8 @@ Provide more commentary during the game (default on). Persistent. whatis_coord - When using the `/' or `;' commands to look around on the map with - autodescribe on, display coordinates after the description. Also + When using the `/' or `;' commands to look around on the map with + autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The possible settings are: @@ -5326,21 +5339,8 @@ s - screen [row,column] (row is offset to match tty usage); n - none (no coordinates shown) [default]. - The whatis_coord option is also used with the "/m", "/M", "/o", and - "/O" sub-commands of `/', where the "none" setting is overridden - with "map". - whatis_filter - When getting a location on the map, and using the keys to cycle - through next and previous targets, allows filtering the possible - targets. - - n - no filtering [default] - v - in view only - a - in same area only - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5350,31 +5350,44 @@ - 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. + The whatis_coord option is also used with the "/m", "/M", "/o", + and "/O" sub-commands of `/', where the "none" setting is over- + ridden with "map". + + whatis_filter + When getting a location on the map, and using the keys to cycle + through next and previous targets, allows filtering the possible + targets. + + n - no filtering [default] + v - in view only + a - in same area only + + The area-filter tries to be slightly predictive--if you're standing + on a doorway, it will consider the area on the side of the door you + were last moving towards. Filtering can also be changed when getting a location with the "get- pos.filter" key. whatis_menu When getting a location on the map, and using a key to cycle through - next and previous targets, use a menu instead to pick a target. + next and previous targets, use a menu instead to pick a target. (default off) whatis_moveskip - When getting a location on the map, and using shifted movement keys - or meta-digit keys to fast-move, instead of moving 8 units at a + When getting a location on the map, and using shifted movement keys + or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) windowtype - When the program has been built to support multiple interfaces, - select which one to use, such as "tty" or "X11" (default depends on - build-time settings; use "#version" to check). Cannot be set with + When the program has been built to support multiple interfaces, + select which one to use, such as "tty" or "X11" (default depends on + build-time settings; use "#version" to check). Cannot be set with the `O' command. - When used, it should be the first option set since its value might - enable or disable the availability of various other options. For + When used, it should be the first option set since its value might + enable or disable the availability of various other options. For multiple lines in a configuration file, that would be the first non- comment line. For a comma-separated list in NETHACKOPTIONS or an OPTIONS line in a configuration file, that would be the rightmost @@ -5389,24 +5402,11 @@ contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file. - 9.5. Window Port Customization options - - Here are explanations of the various options that are used to - customize and change the characteristics of the windowtype that you - have chosen. Character strings that are too long may be truncated. - Not all window ports will adjust for all settings listed here. You - can safely add any of these options to your configuration file, and if - the window port is capable of adjusting to suit your preferences, it - will attempt to do so. If it can't it will silently ignore it. You - can find out if an option is supported by the window port that you are - currently using by checking to see if it shows up in the Options list. - Some options are dynamic and can be specified during the game with the - `O' command. - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5416,6 +5416,20 @@ + 9.5. Window Port Customization options + + Here are explanations of the various options that are used to + customize and change the characteristics of the windowtype that you + have chosen. Character strings that are too long may be truncated. + Not all window ports will adjust for all settings listed here. You + can safely add any of these options to your configuration file, and if + the window port is capable of adjusting to suit your preferences, it + will attempt to do so. If it can't it will silently ignore it. You + can find out if an option is supported by the window port that you are + currently using by checking to see if it shows up in the Options list. + Some options are dynamic and can be specified during the game with the + `O' command. + align_message Where to align or place the message window (top, bottom, left, or right) @@ -5457,6 +5471,17 @@ If NetHack can, it should use a font by the chosen name for the sta- tus window. + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 84 + + + font_text If NetHack can, it should use a font by the chosen name for text windows. @@ -5470,18 +5495,6 @@ font_size_message If NetHack can, it should use this size font for the message window. - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 84 - - - font_size_status If NetHack can, it should use this size font for the status window. @@ -5493,8 +5506,8 @@ than in a window. guicolor - Use color text and/or highlighting attributes when displaying some - non-map data (such as menu selector letters). Curses interface + Use color text and/or highlighting attributes when displaying some + non-map data (such as menu selector letters). Curses interface only; default is on. large_font @@ -5504,17 +5517,17 @@ If NetHack can, it should display the map in the manner specified. player_selection - If NetHack can, it should pop up dialog boxes, or use prompts for + If NetHack can, it should pop up dialog boxes, or use prompts for character selection. popup_dialog If NetHack can, it should pop up dialog boxes for input. preload_tiles - If NetHack can, it should preload tiles into memory. For example, + If NetHack can, it should preload tiles into memory. For example, in the protected mode MS-DOS version, control whether tiles get pre- loaded into RAM at the start of the game. Doing so enhances perfor- - mance of the tile graphics, but uses more memory. (default on). + mance of the tile graphics, but uses more memory. (default on). Cannot be set with the `O' command. scroll_amount @@ -5523,22 +5536,9 @@ scroll_margin If NetHack can, it should scroll the display when the hero or cursor - is this number of cells away from the edge of the window. - - selectsaved - If NetHack can, it should display a menu of existing saved games for - the player to choose from at game startup, if it can. Not all ports - support this option. - - softkeyboard - Display an onscreen keyboard. Handhelds are most likely to support - this option. - - splash_screen - If NetHack can, it should display an opening splash screen when it - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5548,6 +5548,19 @@ + is this number of cells away from the edge of the window. + + selectsaved + If NetHack can, it should display a menu of existing saved games for + the player to choose from at game startup, if it can. Not all ports + support this option. + + softkeyboard + Display an onscreen keyboard. Handhelds are most likely to support + this option. + + splash_screen + If NetHack can, it should display an opening splash screen when it starts up (default yes). statuslines @@ -5562,11 +5575,11 @@ The curses interface does likewise if the align_status option is set to top or bottom but ignores statuslines when set to left or right. - The Qt interface already displays more than 3 lines for status so + The Qt interface already displays more than 3 lines for status so uses the statuslines value differently. A value of 3 renders status in the Qt interface's original format, with the status window spread - out vertically. A value of 2 makes status be slightly condensed, - moving some fields to different lines to eliminate one whole line, + out vertically. A value of 2 makes status be slightly condensed, + moving some fields to different lines to eliminate one whole line, reducing the height needed. (If NetHack has been built using a ver- sion of Qt older than qt-5.9, statuslines can only be set in the run-time configuration file or via NETHACKOPTIONS, not during play @@ -5588,6 +5601,19 @@ options to select an alternate tile file. See NetHack.ad, the sam- ple X "application defaults" file. + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 86 + + + tile_height Specify the preferred height of each tile in a tile capable port. @@ -5603,17 +5629,6 @@ use_darkgray Use bold black instead of blue for black glyphs (TTY only). - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 86 - - - use_inverse If NetHack can, it should display inverse when the game specifies it. @@ -5624,7 +5639,7 @@ windowborders Whether to draw boxes around the map, status area, message area, and - persistent inventory window if enabled. Curses interface only. + persistent inventory window if enabled. Curses interface only. Acceptable values are 0 - off, never show borders @@ -5633,17 +5648,17 @@ 3 - on, except forced off for perm_invent 4 - auto, except forced off for perm_invent - (The 26x82 size threshold for `2' refers to number of rows and col- - umns of the display. A width of at least 110 columns (80+2+26+2) is - needed to show borders if align_status is set to left or right.) + (The 26x82 size threshold for `2' refers to number of rows and + columns of the display. A width of at least 110 columns (80+2+26+2) + is needed to show borders if align_status is set to left or right.) The persistent inventory window, when enabled, can grow until it is too big to fit on most displays, resulting in truncation of its con- tents. If borders are forced on (1) or the display is big enough to show them (2), setting the value to 3 or 4 instead will keep borders for the map, message, and status windows but have room for two addi- - tional lines of inventory plus widen each inventory line by two col- - umns. + tional lines of inventory plus widen each inventory line by two + columns. windowcolors If NetHack can, it should display all windows of a particular style @@ -5652,9 +5667,22 @@ OPTION=windowcolors:style foreground/background + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 87 + + + where style is one of "menu", "message", "status", or "text", and foreground and background are colors, either numeric (hash sign fol- - lowed by three pairs of hexadecimal digits, #rrggbb), one of the + lowed by three pairs of hexadecimal digits, #rrggbb), one of the named colors (black, red, green, brown, blue, magenta, cyan, orange, bright-green, yellow, bright-blue, bright-magenta, bright-cyan, white, gray, purple, silver, maroon, fuchsia, lime, olive, navy, @@ -5668,18 +5696,6 @@ If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 87 - - - 9.6. Crash Report Options Please note that NetHack does not send any information off your @@ -5715,13 +5731,24 @@ prompts. Note that typing one or more digits as a count prefix prior to a command--preceded by n if the number_pad option is set-- is also subject to this conversion, so attempting to abort the count - by typing ESC will leave NetHack waiting for another character to - complete the two character sequence. Type a second ESC to finish + by typing ESC will leave NetHack waiting for another character to + complete the two character sequence. Type a second ESC to finish cancelling such a count. At other prompts a single ESC suffices. + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 88 + + + BIOS - Use BIOS calls to update the screen display quickly and to read the - keyboard (allowing the use of arrow keys to move) on machines with + Use BIOS calls to update the screen display quickly and to read the + keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). @@ -5734,21 +5761,9 @@ 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- - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 88 - - - - 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- + 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 @@ -5756,9 +5771,9 @@ "default", "vga", or "vesa". Setting "vesa" will cause the game to display tiles, using the full capability of the VGA hardware. Set- ting "vga" will cause the game to display tiles, fixed at 640x480 in - 16 colors, a mode that is compatible with all VGA hardware. Third - party tilesets will probably not work. Setting "autodetect" - attempts "vesa", then "vga", and finally sets "default" if neither + 16 colors, a mode that is compatible with all VGA hardware. Third + party tilesets will probably not work. Setting "autodetect" + attempts "vesa", then "vga", and finally sets "default" if neither of those modes works. Cannot be set with the `O' command. video_height @@ -5768,41 +5783,26 @@ Set the VGA mode resolution width (MS-DOS only, with video:vesa) videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of - colors is red, green, brown, blue, magenta, cyan, bright.white, - bright.red, bright.green, yellow, bright.blue, bright.magenta, and + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of + colors is red, green, brown, blue, magenta, cyan, bright.white, + bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set with the `O' command. videoshades - Set the intensity level of the three gray scales available (default - dark normal light, PC NetHack only). If the game display is diffi- - cult to read, try adjusting these scales; if this does not correct + Set the intensity level of the three gray scales available (default + dark normal light, PC NetHack only). If the game display is diffi- + cult to read, try adjusting these scales; if this does not correct the problem, try !color. Cannot be set with the `O' command. 9.8. Regular Expressions - Regular expressions are normally POSIX extended regular expres- - sions. It is possible to compile NetHack without regular expression - support on a platform where there is no regular expression library. - While this is not true of any modern platform, if your NetHack was - built this way, patterns are instead glob patterns; regardless, this - document refers to both as `regular expressions.' This applies to - Autopickup exceptions, Message types, Menu colors, and User sounds. - - 9.9. Configuring Autopickup Exceptions - - You can further refine the behavior of the autopickup option - beyond what is available through the pickup_types option. - - By placing autopickup_exception lines in your configuration file, - you can define patterns to be checked when the game is about to - autopickup something. + Regular expressions are normally POSIX extended regular expres- + sions. It is possible to compile NetHack without regular expression + support on a platform where there is no regular expression library. - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5812,6 +5812,20 @@ + While this is not true of any modern platform, if your NetHack was + built this way, patterns are instead glob patterns; regardless, this + document refers to both as `regular expressions.' This applies to + Autopickup exceptions, Message types, Menu colors, and User sounds. + + 9.9. Configuring Autopickup Exceptions + + You can further refine the behavior of the autopickup option + beyond what is available through the pickup_types option. + + By placing autopickup_exception lines in your configuration file, + you can define patterns to be checked when the game is about to + autopickup something. + autopickup_exception Sets an exception to the pickup_types option. The autopickup_excep- tion option should be followed by a regular expression to be used as @@ -5829,7 +5843,7 @@ to override an earlier rule. Exceptions can be set with the `O' command, but because they are not - included in your configuration file, they won't be in effect if you + included in your configuration file, they won't be in effect if you save and then restore your game. autopickup_exception rules and not saved with the game. @@ -5841,7 +5855,7 @@ The first example above will result in autopickup of any type of arrow. The second example results in the exclusion of any corpse from - autopickup. The last example results in the exclusion of items known + autopickup. The last example results in the exclusion of items known to be cursed from autopickup. 9.10. Changing Key Bindings @@ -5853,6 +5867,17 @@ character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), a mouse button, or a three-digit decimal ASCII code. + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 90 + + + For example: BIND=^X:getpos.autodescribe @@ -5866,19 +5891,7 @@ Menu accelerator keys The menu control or accelerator keys can also be rebound via OPTIONS - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 90 - - - - lines in the configuration file. You cannot bind object symbols or + lines in the configuration file. You cannot bind object symbols or selection letters into menu accelerators. Some interfaces only sup- port some of the menu accelerators. @@ -5893,17 +5906,17 @@ available. Special command can only be bound to a single key. count - Prefix key to start a count, to repeat a command this many times. + Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is `n'. getdir.help - When asked for a direction, the key to show the help. Default is + When asked for a direction, the key to show the help. Default is `?'. getdir.mouse - When asked for a direction, the key to initiate a simulated mouse - click. You will be asked to pick a location. Use movement key- - strokes to move the cursor around the map, then type the get- + When asked for a direction, the key to initiate a simulated mouse + click. You will be asked to pick a location. Use movement key- + strokes to move the cursor around the map, then type the get- pos.pick.once key (default `,') or the getpos.pick key (default `.') to finish as if performing a left or right click. Only useful when using the #therecmdmenu command. Default is `_'. @@ -5920,21 +5933,8 @@ When asked for a location, the key to toggle autodescribe. Default is `#'. - getpos.all.next - When asked for a location, the key to go to next closest interesting - thing. Default is `a'. - getpos.all.prev - When asked for a location, the key to go to previous closest inter- - esting thing. Default is `A'. - - getpos.door.next - When asked for a location, the key to go to next closest door or - doorway. Default is `d'. - - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -5944,6 +5944,18 @@ + getpos.all.next + When asked for a location, the key to go to next closest interesting + thing. Default is `a'. + + getpos.all.prev + When asked for a location, the key to go to previous closest inter- + esting thing. Default is `A'. + + getpos.door.next + When asked for a location, the key to go to next closest door or + 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'. @@ -5968,39 +5980,27 @@ Default is `O'. getpos.menu - When asked for a location, and using one of the next or previous - keys to cycle through targets, toggle showing a menu instead. + When asked for a location, and using one of the next or previous + keys to cycle through targets, toggle showing a menu instead. Default is `!'. getpos.moveskip - When asked for a location, and using the shifted movement keys or - meta-digit keys to fast-move around, move by skipping the same + When asked for a location, and using the shifted movement keys or + meta-digit keys to fast-move around, move by skipping the same glyphs instead of by 8 units. Default is `*'. getpos.filter - When asked for a location, change the filtering mode when using one - of the next or previous keys to cycle through targets. Toggles - between no filtering, in view only, and in the same area only. + When asked for a location, change the filtering mode when using one + of the next or previous keys to cycle through targets. Toggles + between no filtering, in view only, and in the same area only. Default is `"'. getpos.pick - When asked for a location, the key to choose the location, and pos- - sibly ask for more info. When simulating a mouse click after being - asked for a direction (see getdir.mouse above), the key to use to - respond as right click. Default is `.'. - - getpos.pick.once - When asked for a location, the key to choose the location, and skip - asking for more info. When simulating a mouse click after being - asked for a direction, the key to respond as left click. Default is - `,'. - - 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 + When asked for a location, the key to choose the location, and pos- + sibly ask for more info. When simulating a mouse click after being - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6010,26 +6010,38 @@ + asked for a direction (see getdir.mouse above), the key to use to + respond as right click. Default is `.'. + + getpos.pick.once + When asked for a location, the key to choose the location, and skip + asking for more info. When simulating a mouse click after being + asked for a direction, the key to respond as left click. Default is + `,'. + + getpos.pick.quick + When asked for a location, the key to choose the location, skip ask- + ing for more info, and exit the location asking loop. Default is `;'. getpos.pick.verbose - When asked for a location, the key to choose the location, and show + When asked for a location, the key to choose the location, and show more info without asking. Default is `:'. getpos.self - When asked for a location, the key to go to your location. Default + When asked for a location, the key to go to your location. Default is `@'. getpos.unexplored.next - When asked for a location, the key to go to next closest unexplored + When asked for a location, the key to go to next closest unexplored location. Default is `x'. getpos.unexplored.prev - When asked for a location, the key to go to previous closest unex- + When asked for a location, the key to go to previous closest unex- plored location. Default is `X'. getpos.valid - When asked for a location, the key to go to show valid target loca- + When asked for a location, the key to go to show valid target loca- tions. Default is `$'. getpos.valid.next @@ -6051,6 +6063,19 @@ type - how the message should be shown; pattern - the pattern to match. + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 93 + + + The pattern should be a regular expression. Allowed types are: @@ -6064,18 +6089,6 @@ Here's an example of message types using NetHack's internal pattern matching facility: - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 93 - - - MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." @@ -6108,31 +6121,18 @@ Allowed colors are black, red, green, brown, blue, magenta, cyan, gray, orange, light-green, yellow, light-blue, light-magenta, light- - cyan, and white. And no-color, the default foreground color, which + cyan, and white. And no-color, the default foreground color, which isn't necessarily the same as any of the other colors. - Allowed attributes are none, bold, dim, italic, underline, blink, + Allowed attributes are none, bold, dim, italic, underline, blink, and inverse. "Normal" is a synonym for "none". Note that the plat- form used may interpret the attributes any way it wants. Here's an example of menu colors using NetHack's internal pattern matching facility: - MENUCOLOR="* blessed *"=green - MENUCOLOR="* cursed *"=red - MENUCOLOR="* cursed *(being worn)"=red&underline - specifies that any menu line with " blessed " contained in it will - be shown in green color, lines with " cursed " will be shown in red, - and lines with " cursed " followed by "(being worn)" on the same - line will be shown in red color and underlined. You can have multi- - ple MENUCOLOR entries in your configuration file, and the last MENU- - COLOR line that matches a menu line will be used for the line. - - - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6142,14 +6142,25 @@ - Note that if you intend to have one or more color specifications + MENUCOLOR="* blessed *"=green + MENUCOLOR="* cursed *"=red + MENUCOLOR="* cursed *(being worn)"=red&underline + + specifies that any menu line with " blessed " contained in it will + be shown in green color, lines with " cursed " will be shown in red, + and lines with " cursed " followed by "(being worn)" on the same + line will be shown in red color and underlined. You can have multi- + ple MENUCOLOR entries in your configuration file, and the last 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 + 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 + Some platforms allow you to define sound files to be played when a message that matches a user-defined pattern is delivered to the mes- sage window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. @@ -6164,9 +6175,9 @@ An entry that maps a sound file to a user-specified message pattern. Each SOUND entry is broken down into the following parts: - MESG - message window mapping (the only one supported in + MESG - message window mapping (the only one supported in 3.7.0); - msgtype - optional; message type to use, see "Configuring Mes- + msgtype - optional; message type to use, see "Configuring Mes- sage Types" pattern - the pattern to match; sound file - the sound file to play; @@ -6183,22 +6194,11 @@ - 9.14. Configuring Status Hilites - - Your copy of NetHack may have been compiled with support for - "Status Hilites". If so, you can customize your game display by set- - ting thresholds to change the color or appearance of fields in the - status display. - - The format for defining status colors is: - - OPTION=hilite_status:field-name/behavior/color&attributes - - For example, the following line in your configuration file will - cause the hitpoints field to display in the color red if your hit- - NetHack 3.7.0 October 24, 2025 + + + NetHack 3.7.0 December 05, 2025 @@ -6208,63 +6208,63 @@ + 9.14. Configuring Status Hilites + + Your copy of NetHack may have been compiled with support for + "Status Hilites". If so, you can customize your game display by set- + ting thresholds to change the color or appearance of fields in the + status display. + + The format for defining status colors is: + + OPTION=hilite_status:field-name/behavior/color&attributes + + For example, the following line in your configuration file will + cause the hitpoints field to display in the color red if your hit- points drop to or below a threshold of 30%: OPTION=hilite_status:hitpoints/<=30%/red/normal - (That example is actually specifying red&normal for <=30% and no- + (That example is actually specifying red&normal for <=30% and no- color&normal for >30%.) - For another example, the following line in your configuration + For another example, the following line in your configuration file will cause wisdom to be displayed red if it drops and green if it rises: OPTION=hilite_status:wisdom/down/red/up/green Allowed colors are black, red, green, brown, blue, magenta, cyan, - gray, orange, light-green, yellow, light-blue, light-magenta, light- - cyan, and white. And "no-color", the default foreground color on the + gray, orange, light-green, yellow, light-blue, light-magenta, light- + cyan, and white. And "no-color", the default foreground color on the display, which is not necessarily the same as black or white or any of the other colors. Allowed attributes are none, bold, dim, underline, italic, blink, - and inverse. "Normal" is a synonym for "none"; they should not be + and inverse. "Normal" is a synonym for "none"; they should not be used in combination with any of the other attributes. - To specify both a color and an attribute, use `&' to combine - them. To specify multiple attributes, use `+' to combine those. For + To specify both a color and an attribute, use `&' to combine + them. To specify multiple attributes, use `+' to combine those. For example: "magenta&inverse+dim". - Note that the display may substitute or ignore particular - attributes depending upon its capabilities, and in general may inter- - pret the attributes any way it wants. For example, on some display - systems a request for bold might yield blink or vice versa. On oth- - ers, issuing an attribute request while another is already set up will - replace the earlier attribute rather than combine with it. Since - NetHack issues attribute requests sequentially (at least with the tty - interface) rather than all at once, the only way a situation like that - can be controlled is to specify just one attribute. + Note that the display may substitute or ignore particular attrib- + utes depending upon its capabilities, and in general may interpret the + attributes any way it wants. For example, on some display systems a + request for bold might yield blink or vice versa. On others, issuing + an attribute request while another is already set up will replace the + earlier attribute rather than combine with it. Since NetHack issues + attribute requests sequentially (at least with the tty interface) + rather than all at once, the only way a situation like that can be + controlled is to specify just one attribute. You can adjust the appearance of the following status fields: title dungeon-level experience-level strength gold experience - dexterity hitpoints HD - constitution hitpoints-max time - intelligence power hunger - wisdom power-max carrying-capacity - charisma armor-class condition - alignment score - - The pseudo-field "characteristics" can be used to set all six of - Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an - approximation of experience level displayed when polymorphed. - "experience", "time", and "score" are conditionally displayed - depending upon your other option settings. - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6274,14 +6274,27 @@ - Instead of a behavior, "condition" takes the following condition - flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, + dexterity hitpoints HD + constitution hitpoints-max time + intelligence power hunger + wisdom power-max carrying-capacity + charisma armor-class condition + alignment score + + The pseudo-field "characteristics" can be used to set all six of + Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an + approximation of experience level displayed when polymorphed. + "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. - Allowed behaviors are "always", "up", "down", "changed", a percent- + Allowed behaviors are "always", "up", "down", "changed", a percent- age or absolute number threshold, or text to match against. For the hitpoints field, the additional behavior "criticalhp" is available. It overrides other behavior rules if hit points are at or below the @@ -6304,33 +6317,20 @@ matches the percentage. It is specified as a number between 0 and 100, followed by `%' (percent sign). If the percentage is prefixed with `<=' or `>=', it also matches when value is below - or above the percentage. Use prefix `<' or `>' to match when + or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed - slightly for those: >-1% and <101% are allowed.) Only four - fields support percentage rules. Percentages for "hitpoints" - and "power" are straightforward; they're based on the corre- - sponding maximum field. Percentage highlight rules are also - allowed for "experience level" and "experience points" (valid + slightly for those: >-1% and <101% are allowed.) Only four + fields support percentage rules. Percentages for "hitpoints" + and "power" are straightforward; they're based on the corre- + sponding maximum field. Percentage highlight rules are also + allowed for "experience level" and "experience points" (valid when the showexp option is enabled). For those, the percentage is based on the progress from the start of the current experi- ence level to the start of the next level. So if level 2 starts at 20 points and level 3 starts at 40 points, having 30 - points is 50% and 35 points is 75%. 100% is unattainable for - experience because you'll gain a level and the calculations - will be reset for that new level, but a rule for =100% is - allowed and matches the special case of being exactly 1 experi- - ence point short of the next level. - - * absolute value sets the attribute when the field value matches - that number. The number must be 0 or higher, except for - "armor-class' which allows negative values, and may optionally - be preceded by `='. If the number is preceded by `<=' or `>=' - instead, it also matches when value is below or above. If the - prefix is `<' or `>', only match when strictly above or below. - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6340,7 +6340,20 @@ - * criticalhp only applies to the hitpoints field and only when + points is 50% and 35 points is 75%. 100% is unattainable for + experience because you'll gain a level and the calculations + will be reset for that new level, but a rule for =100% is + allowed and matches the special case of being exactly 1 experi- + ence point short of the next level. + + * absolute value sets the attribute when the field value matches + that number. The number must be 0 or higher, except for + "armor-class' which allows negative values, and may optionally + be preceded by `='. If the number is preceded by `<=' or `>=' + instead, it also matches when value is below or above. If the + prefix is `<' or `>', only match when strictly above or below. + + * 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- @@ -6377,26 +6390,13 @@ NetHack can load entire symbol sets from the symbol file. - The options that are used to select a particular symbol set from + The options that are used to select a particular symbol set from the symbol file are: - symset - Set the name of the symbol set that you want to load. - - roguesymset - Set the name of the symbol set that you want to load for display on - the rogue level. - - You can also override one or more symbols using the SYMBOLS and - ROGUESYMBOLS configuration file options. Symbols are specified as - name:value pairs. Note that NetHack escape-processes the value string - in conventional C fashion. This means that \ is a prefix to take the - following character literally. Thus \ needs to be represented as \\. - The special prefix form \m switches on the meta bit in the symbol - value, and the ^ prefix causes the following character to be treated - NetHack 3.7.0 October 24, 2025 + + NetHack 3.7.0 December 05, 2025 @@ -6406,6 +6406,20 @@ + symset + Set the name of the symbol set that you want to load. + + roguesymset + Set the name of the symbol set that you want to load for display on + the rogue level. + + You can also override one or more symbols using the SYMBOLS and + ROGUESYMBOLS configuration file options. Symbols are specified as + name:value pairs. Note that NetHack escape-processes the value string + in conventional C fashion. This means that \ is a prefix to take the + following character literally. Thus \ needs to be represented as \\. + The special prefix form \m switches on the meta bit in the symbol + value, and the ^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -6445,6 +6459,19 @@ # S_darkroom (dark room) ^ S_dart_trap (dart trap) & S_demon (major demon) + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 99 + + + * S_digbeam (dig beam) > S_dnladder (ladder down) > S_dnstair (staircase down) @@ -6459,19 +6486,6 @@ \ S_expl_tr (explosion top right) | S_expl_ml (explosion middle left) S_expl_mc (explosion middle center) - - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 99 - - - | S_expl_mr (explosion middle right) \ S_expl_bl (explosion bottom left) - S_expl_bc (explosion bottom center) @@ -6511,6 +6525,19 @@ } S_lava (molten lava) } S_lavawall (wall of lava) l S_leprechaun (leprechaun) + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 100 + + + ^ S_level_teleporter (level teleporter) L S_lich (lich) y S_light (light) @@ -6525,19 +6552,6 @@ N S_naga (naga) . S_ndoor (doorway without door) n S_nymph (nymph) - - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 100 - - - O S_ogre (ogre) o S_orc (orc) p S_piercer (piercer) @@ -6577,6 +6591,19 @@ | S_sw_ml (swallow middle left) | S_sw_mr (swallow middle right) - S_sw_tc (swallow top center) + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 101 + + + / S_sw_tl (swallow top left) \ S_sw_tr (swallow top right) - S_tdwall (wall) @@ -6591,19 +6618,6 @@ # S_tree (tree) T S_troll (troll) | S_trwall (wall) - - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 101 - - - - S_tuwall (wall) U S_umber (umber hulk) S_unexplored (unexplored terrain) @@ -6639,28 +6653,14 @@ * Several symbols in this table appear to be blank. They are the space character, except for S_pet_override and S_hero_override which - don't have any default value and can only be used if enabled in the + don't have any default value and can only be used if enabled in the "sysconf" file. - * S_rock is misleadingly named; rocks and stones use S_gem. Statues - and boulders are the rock being referred to, but since version - 3.6.0, statues are displayed as the monster they depict. So S_rock - is only used for boulders and not used at all if overridden by the - more specific S_boulder. - - 9.16. Customizing Map Glyph Representations Using Unicode - - If your platform or terminal supports the display of UTF-8 char- - acter sequences, you can customize your game display by assigning Uni- - code codepoint values and red-green-blue colors to glyph representa- - tions. The customizations can be specified for use with a symset that - has a UTF8 handler within the symbols file such as the enhanced1 set, - or individually within your nethack.rc file. + * S_rock is misleadingly named; rocks and stones use S_gem. Statues + and boulders are the rock being referred to, but since version - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6670,6 +6670,19 @@ + 3.6.0, statues are displayed as the monster they depict. So S_rock + is only used for boulders and not used at all if overridden by the + more specific S_boulder. + + 9.16. Customizing Map Glyph Representations Using Unicode + + If your platform or terminal supports the display of UTF-8 char- + acter sequences, you can customize your game display by assigning Uni- + code codepoint values and red-green-blue colors to glyph representa- + tions. The customizations can be specified for use with a symset that + has a UTF8 handler within the symbols file such as the enhanced1 set, + or individually within your nethack.rc file. + The format for defining a glyph representation is: OPTIONS=glyph:glyphid/U+nnnn/R-G-B @@ -6677,13 +6690,13 @@ 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 + following line in your configuration file will cause the glyph repre- + sentation for glyphid G_pool to use Unicode codepoint U+224B and the color represented by R-G-B value 0-0-160: OPTIONS=glyph:G_pool/U+224B/0-0-160 - The list of acceptable glyphid's can be produced by nethack --dumpg- + The list of acceptable glyphid's can be produced by nethack --dumpg- lyphids. Individual NetHack glyphs can be specified using the G_ pre- fix, or you can use an S_ symbol for a glyphid and store the custom representation for all NetHack glyphs that would map to that particu- @@ -6700,33 +6713,20 @@ pletely accessible to the blind who use speech and/or Braille access technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate - horizontally and vertically character by character. They will also + horizontally and vertically character by character. They will also find the search capabilities of their screen-readers to be quite valu- able. Be certain to examine this Guidebook before playing so you have an idea what the screen layout is like. You'll also need to be able to - locate the PC cursor. It is always where your character is located. - Merely searching for an @-sign will not always find your character - since there are other humanoids represented by the same sign. Your - screen-reader should also have a function which gives you the row and - column of your review cursor and the PC cursor. These co-ordinates + locate the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your character + since there are other humanoids represented by the same sign. Your + screen-reader should also have a function which gives you the row and + column of your review cursor and the PC cursor. These co-ordinates are often useful in giving players a better sense of the overall loca- tion of items on the screen. - NetHack can also be compiled with support for sending the game - messages to an external program, such as a text-to-speech synthesizer. - If the "#version" extended command shows "external program as a mes- - sage handler", your NetHack has been compiled with the capability. - When compiling NetHack from source on Linux and other POSIX systems, - define MSGHANDLER to enable it. To use the capability, set the envi- - ronment variable NETHACK_MSGHANDLER to an executable, which will be - executed with the game message as the program's only parameter. - The most crucial settings to make the game more accessible are: - - - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6736,6 +6736,17 @@ + NetHack can also be compiled with support for sending the game + messages to an external program, such as a text-to-speech synthesizer. + If the "#version" extended command shows "external program as a mes- + sage handler", your NetHack has been compiled with the capability. + When compiling NetHack from source on Linux and other POSIX systems, + define MSGHANDLER to enable it. To use the capability, set the envi- + ronment variable NETHACK_MSGHANDLER to an executable, which will be + executed with the game message as the program's only parameter. + + The most crucial settings to make the game more accessible are: + symset:plain Load a symbol set appropriate for use by blind players. @@ -6746,8 +6757,8 @@ Show menus on a cleared screen and aligned to the left edge. number_pad - A lot of speech access programs use the number-pad to review the - screen. If this is the case, disable the number_pad option and use + A lot of speech access programs use the number-pad to review the + screen. If this is the case, disable the number_pad option and use the traditional Rogue-like commands. paranoid_confirmation:swim @@ -6757,11 +6768,11 @@ Adds direction or location information to messages. spot_monsters - Shows a message when hero notices a monster; combine with accessi- + Shows a message when hero notices a monster; combine with accessi- blemsg. mon_movement - Shows a message when hero notices a monster movement; combine with + Shows a message when hero notices a monster movement; combine with spot_monsters and accessiblemsg. autodescribe @@ -6771,15 +6782,28 @@ Give feedback messages when interesting map locations change. mention_walls - Give feedback messages when walking towards a wall or when travel + Give feedback messages when walking towards a wall or when travel command was interrupted. whatis_coord:compass - When targeting with cursor, describe the cursor position with coor- + When targeting with cursor, describe the cursor position with coor- dinates relative to your character. + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 104 + + + whatis_filter:area - When targeting with cursor, filter possible locations so only those + When targeting with cursor, filter possible locations so only those in the same area (eg. same room, or same corridor) are considered. whatis_moveskip @@ -6791,17 +6815,6 @@ your screen-reader reads those lines. The same information can be seen via the "#attributes" command. - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 104 - - - showdamage Give a message of damage taken and how many hit points are left. @@ -6842,6 +6855,19 @@ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE option. When disabled, incubi and succubi behave like nymphs. + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 105 + + + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check for the player name instead of the user's login name. @@ -6856,40 +6882,28 @@ ENTRYMAX = Maximum number of entries in the score file. - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 105 - - - - POINTSMIN = Minimum number of points to get an entry in the score + POINTSMIN = Minimum number of points to get an entry in the score file. - PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- + PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec- tively, to identify unique people for the score file. - HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- + HIDEUSAGE = 0 or 1 to control whether the help menu entry for com- mand line usage is shown or suppressed. - MAX_STATUENAME_RANK = Maximum number of score file entries to use + MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil- ity for players to set S_pet_override and S_hero_override symbols in their configuration file. - PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look - for all of its external files, and write to all of its output files + PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look + for all of its external files, and write to all of its output files in one place rather than at the standard locations. - DUMPLOGFILE = A filename where the end-of-game dumplog is saved. - Not defining this will prevent dumplog from being created. Only + DUMPLOGFILE = A filename where the end-of-game dumplog is saved. + Not defining this will prevent dumplog from being created. Only available if your game is compiled with DUMPLOG. Allows the follow- ing placeholders: @@ -6908,23 +6922,9 @@ panying the program contains a comment which lists the meaning of the various bits used. Intended for server systems supporting simultaneous play by multiple players (to be clear, each one running - a separate single player game), for displaying their game progress - to observers. Only relevant if the program was built with LIVELOG - enabled. When available, it should be left commented out on single - player installations because over time the file could grow to be - extremely large unless it is actively maintained. - - CRASHREPORTURL = If set to - https://www.nethack.org/links/cr-37BETA.html and support is compiled - in, brings up a browser window pre-populated with the information - needed to report a problem if the game panics or ends up in an - internally inconsistent state, or if the #bugreport command is - invoked. - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -6934,6 +6934,19 @@ + a separate single player game), for displaying their game progress + to observers. Only relevant if the program was built with LIVELOG + enabled. When available, it should be left commented out on single + player installations because over time the file could grow to be + extremely large unless it is actively maintained. + + CRASHREPORTURL = If set to + https://www.nethack.org/links/cr-37BETA.html and support is compiled + in, brings up a browser window pre-populated with the information + needed to report a problem if the game panics or ends up in an + internally inconsistent state, or if the #bugreport command is + invoked. + 10. Scoring NetHack maintains a list of the top scores or scorers on your @@ -6966,13 +6979,27 @@ paltry cost of not getting on the high score list. There are two ways of enabling explore mode. One is to start the - game with the -X command-line switch or with the playmode:explore - option. The other is to issue the "#exploremode" extended command - while already playing the game. Starting a new game in explore mode - provides your character with a wand of wishing in initial inventory; - switching during play does not. The other benefits of explore mode + game with the -X command-line switch or with the playmode:explore + option. The other is to issue the "#exploremode" extended command + while already playing the game. Starting a new game in explore mode + provides your character with a wand of wishing in initial inventory; + switching during play does not. The other benefits of explore mode are left for the trepid reader to discover. + + + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 107 + + + 11.1. Debug mode Debug mode, also known as wizard mode, is undocumented aside from @@ -6985,27 +7012,15 @@ option. For some systems, the player must be logged in under a particular - user name to be allowed to use debug mode; for others, the hero must - be given a particular character name (but may be any role; there's no - connection between "wizard mode" and the Wizard role). Attempting to - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 107 - - - - start a game in debug mode when not allowed or not available will + user name to be allowed to use debug mode; for others, the hero must + be given a particular character name (but may be any role; there's no + connection between "wizard mode" and the Wizard role). Attempting to + start a game in debug mode when not allowed or not available will result in falling back to explore mode instead. 12. Credits - The original hack game was modeled on the Berkeley UNIX rogue + The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the @@ -7039,24 +7054,9 @@ Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4 in 1987. He then coordinated a cast of thousands in enhancing and - debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like - Hack, they were released by posting their source code to Usenet where - they remained available in various archives accessible via ftp and - uucp after expiring from the newsgroup. - - Later, Mike coordinated a major re-write of the game, heading a - team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, - Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike - Threepoint, and Janet Walz, to produce NetHack 3.0c. - - NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by - Timo Hakulinen, and to VMS by David Gentzel. The three of them and - Kevin Darcy later joined the main NetHack Development Team to produce - subsequent revisions of 3.0. - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7066,6 +7066,21 @@ + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like + Hack, they were released by posting their source code to Usenet where + they remained available in various archives accessible via ftp and + uucp after expiring from the newsgroup. + + Later, Mike coordinated a major re-write of the game, heading a + team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, + Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike + Threepoint, and Janet Walz, to produce NetHack 3.0c. + + NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by + Timo Hakulinen, and to VMS by David Gentzel. The three of them and + Kevin Darcy later joined the main NetHack Development Team to produce + subsequent revisions of 3.0. + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. @@ -7074,7 +7089,7 @@ Version 3.0 went through ten relatively rapidly released "patch- level" revisions. Versions at the time were known as 3.0 for the base - release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" + release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme began to be used with 3.1.0. @@ -7090,11 +7105,11 @@ NetHack 3.1. Version 3.1.0 was released in January of 1993. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard - Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for + Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. - Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, - Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack + Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, + Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng- @@ -7105,24 +7120,9 @@ Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. - Michael Allison ported NetHack 3.1 to Windows NT. - - Dean Luick, with help from David Cohrs, developed NetHack 3.1 for - X11. It drew the map as text rather than graphically but included - nh10.bdf, an optionally used custom X11 font which has tiny images in - place of letters and punctuation, a precursor of tiles. Those images - don't extend to individual monster and object types, just replacements - for monster and object classes (so one custom image for all "a" - insects and another for all "[" armor and so forth, not separate - images for beetles and ants or for cloaks and boots). - - Warwick Allison wrote a graphically displayed version of NetHack - for the Atari where the tiny pictures were described as "icons" and - were distinct for specific types of monsters and objects rather than - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7132,6 +7132,21 @@ + Delahunty, was responsible for the VMS version of NetHack 3.1. + Michael Allison ported NetHack 3.1 to Windows NT. + + Dean Luick, with help from David Cohrs, developed NetHack 3.1 for + X11. It drew the map as text rather than graphically but included + nh10.bdf, an optionally used custom X11 font which has tiny images in + place of letters and punctuation, a precursor of tiles. Those images + don't extend to individual monster and object types, just replacements + for monster and object classes (so one custom image for all "a" + insects and another for all "[" armor and so forth, not separate + images for beetles and ants or for cloaks and boots). + + Warwick Allison wrote a graphically displayed version of NetHack + for the Atari where the tiny pictures were described as "icons" and + were distinct for specific types of monsters and objects rather than just their classes. He contributed them to the NetHack Development Team which rechristened them "tiles", original usage which has subse- quently been picked up by various other games. NetHack's tiles sup- @@ -7146,19 +7161,19 @@ Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all - thirteen members of the original NetHack Development Team remained on - the team at the start of work on that release. During the interval + thirteen members of the original NetHack Development Team remained on + the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2.0, one of the founding members of the NetHack Development Team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams. - Version 3.2 proved to be more stable than previous versions. - Many bugs were fixed, abuses eliminated, and game features tuned for + Version 3.2 proved to be more stable than previous versions. + Many bugs were fixed, abuses eliminated, and game features tuned for better game play. - During the lifespan of NetHack 3.1 and 3.2, several enthusiasts - of the game added their own modifications to the game and made these + During the lifespan of NetHack 3.1 and 3.2, several enthusiasts + of the game added their own modifications to the game and made these "variants" publicly available: Tom Proudfoot and Yuval Oren created NetHack++, which was quickly @@ -7171,6 +7186,18 @@ Warren Cheung combined SLASH with the Wizard Patch to produce Slash'EM, and with the help of Kevin Hugo, added more features. Kevin + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 110 + + + later joined the NetHack Development Team and incorporated the best of these ideas into NetHack 3.3. @@ -7181,23 +7208,11 @@ systems that usually had such. (To anyone considering resurrecting an old version: all versions - before 3.2.3 had a Y2K bug. The high scores file and the log file - contained dates which were formatted using a two-digit year, and - 1999's year 99 was followed by 2000's year 100. That got written out - successfully but it unintentionally introduced an extra column in the + before 3.2.3 had a Y2K bug. The high scores file and the log file + contained dates which were formatted using a two-digit year, and + 1999's year 99 was followed by 2000's year 100. That got written out + successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in cor- - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 110 - - - 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.) @@ -7205,7 +7220,7 @@ The 3.3 NetHack Development Team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat - Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, + Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to sep- @@ -7238,6 +7253,17 @@ Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 111 + + + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the @@ -7252,24 +7278,12 @@ Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. - - - NetHack 3.7.0 October 24, 2025 - - - - - - NetHack Guidebook 111 - - - Christian "Marvin" Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1. - The release of NetHack 3.4.3 in December 2003 marked the begin- - ning of a long release hiatus. 3.4.3 proved to be a remarkably stable - version that provided continued enjoyment by the community for more + The release of NetHack 3.4.3 in December 2003 marked the begin- + ning of a long release hiatus. 3.4.3 proved to be a remarkably stable + version that provided continued enjoyment by the community for more than a decade. The NetHack Development Team slowly and quietly contin- ued to work on the game behind the scenes during the tenure of 3.4.3. It was during that same period that several new variants emerged @@ -7280,8 +7294,8 @@ enjoyed by the community to this day. In September 2014, an interim snapshot of the code under develop- - ment was released publicly by other parties. Since that code was a - work-in-progress and had not gone through the process of debugging it + ment was released publicly by other parties. Since that code was a + work-in-progress and had not gone through the process of debugging it as a suitable release, it was decided that the version numbers present on that code snapshot would be retired and never used in an official NetHack release. An announcement was posted on the NetHack Develop- @@ -7304,23 +7318,9 @@ game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him. - 3.6.0 was released in December 2015, and merged work done by the - development team since the release of 3.4.3 with some of the beloved - community patches. Many bugs were fixed and some code was restruc- - tured. - - The NetHack Development Team, as well as Steve VanDevender and - Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on - various UNIX flavors and maintained the X11 interface. - - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained - the port of NetHack 3.6 for MacOS. - - Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex - Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7330,22 +7330,36 @@ + 3.6.0 was released in December 2015, and merged work done by the + development team since the release of 3.4.3 with some of the beloved + community patches. Many bugs were fixed and some code was restruc- + tured. + + The NetHack Development Team, as well as Steve VanDevender and + Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on + various UNIX flavors and maintained the X11 interface. + + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained + the port of NetHack 3.6 for MacOS. + + Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex + Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows. - Pat Rankin attempted to keep the VMS port running for NetHack - 3.6, hindered by limited access. Kevin Smolkowski has updated and - tested it for the most recent version of OpenVMS (V8.4 as of this + Pat Rankin attempted to keep the VMS port running for NetHack + 3.6, hindered by limited access. Kevin Smolkowski has updated and + tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. - Ray Chason resurrected the MS-DOS port for 3.6 and contributed + Ray Chason resurrected the MS-DOS port for 3.6 and contributed the necessary updates to the community at large. - In late April 2018, several hundred bug fixes for 3.6.0 and some - new features were assembled and released as NetHack 3.6.1. The - NetHack Development Team at the time of release of 3.6.1 consisted of - Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie - Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat - Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and + In late April 2018, several hundred bug fixes for 3.6.0 and some + new features were assembled and released as NetHack 3.6.1. The + NetHack Development Team at the time of release of 3.6.1 consisted of + Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie + Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat + Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner. In early May 2019, another 320 bug fixes along with some enhance- @@ -7367,10 +7381,22 @@ NetHack 3.6.6 was released on March 8, 2020 containing a security fix and some bug fixes. - NetHack 3.6.7 was released on February 16, 2023 containing a + NetHack 3.6.7 was released on February 16, 2023 containing a security fix and some bug fixes. - The official NetHack web site is maintained by Ken Lorber at + + + NetHack 3.7.0 December 05, 2025 + + + + + + NetHack Guidebook 113 + + + + The official NetHack web site is maintained by Ken Lorber at https://www.nethack.org/. @@ -7386,73 +7412,47 @@ - NetHack 3.7.0 October 24, 2025 - NetHack Guidebook 113 + + + + + + + + + + + + + + + + + + + 12.1. Special Thanks - On behalf of the NetHack community, thank you very much once - again to M. Drew Streib and Pasi Kallinen for providing a public - NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy - Thomson for hardfought.org. Thanks to all those unnamed dungeoneers - who invest their time and effort into annual NetHack tournaments such - as Junethack, The November NetHack Tournament, and in days past, + On behalf of the NetHack community, thank you very much once + again to M. Drew Streib and Pasi Kallinen for providing a public + NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy + Thomson for hardfought.org. Thanks to all those unnamed dungeoneers + who invest their time and effort into annual NetHack tournaments such + as Junethack, The November NetHack Tournament, and in days past, devnull.net (gone for now, but not forgotten). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12.2. Dungeoneers - - From time to time, some depraved individual out there in netland - sends a particularly intriguing modification to help out with the - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7462,7 +7462,11 @@ - game. The NetHack Development Team sometimes makes note of the names + 12.2. Dungeoneers + + From time to time, some depraved individual out there in netland + sends a particularly intriguing modification to help out with the + game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers: @@ -7511,14 +7515,10 @@ Andy Church Jeff Bailey Pasi Kallinen Andy Swanson Jochen Erwied Pat Rankin Andy Thomson John Kallen Patric Mueller - Ari Huttunen John Rupley Paul Winner - Bart House John S. Bien Pierre Martineau - Benson I. Margulies Johnny Lee Ralf Brown - Bill Dyer Jon W{tte Ray Chason - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7528,6 +7528,10 @@ + Ari Huttunen John Rupley Paul Winner + Bart House John S. Bien Pierre Martineau + Benson I. Margulies Johnny Lee Ralf Brown + Bill Dyer Jon W{tte Ray Chason Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Holloway Karl Garrison Richard P. Hughey @@ -7580,11 +7584,7 @@ - - - - - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025 @@ -7594,7 +7594,7 @@ - Brand and product names are trademarks or registered trademarks + Brand and product names are trademarks or registered trademarks of their respective holders. @@ -7650,7 +7650,7 @@ - NetHack 3.7.0 October 24, 2025 + NetHack 3.7.0 December 05, 2025