From 84ddf85cb4a0039f72c974a2644375ec89188d72 Mon Sep 17 00:00:00 2001 From: PatR Date: Thu, 16 Apr 2026 13:35:08 -0700 Subject: [PATCH 1/8] new composite status conditions: weaponstatus,\ armorstatus, and terrainstatus This adds three special status items to show at a glance what the hero is wielding, wearing, and standing on. Each of the three items has its own boolean option rather than try to fix them in with the existing opttional status conditions. After a lot of testing, I think the weapon and armor ones will prove useful but the terrain one probably won't be. Presently it is implemented for tty and curses. When I developed it six years ago, it was also working for X11 but I'm not able to test the resurrection of that part so have left it out. --- dat/opthelp | 3 + doc/Guidebook.mn | 42 +++++- doc/Guidebook.tex | 42 +++++- include/botl.h | 32 +++-- include/extern.h | 3 + include/flag.h | 4 + include/optlist.h | 9 ++ include/rm.h | 13 ++ include/winprocs.h | 3 + src/botl.c | 290 +++++++++++++++++++++++++++++++++++++++--- src/dungeon.c | 12 +- src/hack.c | 118 ++++++++++++++++- src/options.c | 21 ++- src/u_init.c | 2 +- src/uhitm.c | 2 +- src/wield.c | 17 ++- src/worn.c | 8 ++ win/curses/cursmain.c | 4 +- win/curses/cursstat.c | 75 +++++++++-- win/tty/wintty.c | 31 +++-- 20 files changed, 659 insertions(+), 72 deletions(-) diff --git a/dat/opthelp b/dat/opthelp index 68eb53215..2decd609c 100644 --- a/dat/opthelp +++ b/dat/opthelp @@ -3,6 +3,7 @@ Boolean options not under specific compile flags (with default values in []): option setting, which is reached via the 'O' command.) acoustics can your character hear anything [True] +armorstatus show extra status field summarizing worn armor [False] autodescribe describe the terrain under cursor [False] autodig dig if moving and wielding digging tool [False] autoopen walking into a door attempts to open it [True] @@ -73,6 +74,7 @@ sparkle display sparkly effect for resisted magical [True] attacks (e.g. fire attack on fire-resistant monster) standout use standout mode for --More-- on messages [False] status_updates update the status lines [True] +terrainstatus show extra status field describing current location [False] time display elapsed game time, in moves [False] tips show some helpful tips during gameplay [True] tombstone print tombstone when you die [True] @@ -83,6 +85,7 @@ travel enables travelling via mouse click if supported; [True] use_darkgray use bold black instead of blue for black glyphs. [True] use_inverse display detected monsters in highlighted manner [False] verbose print more commentary during the game [True] +weaponstatus show extra status field listing wielded weapon(s) [False] whatis_menu show menu when getting a map location [False] whatis_moveskip skip same glyphs when getting a map location [False] diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index aec4cbd6f..09fce691f 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -2724,6 +2724,12 @@ Some of the more obscure weapons (such as the \fIaklys\fP, \fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an appendix to \fIUnearthed Arcana\fP, an AD&D supplement. .pg +Some interfaces support the +.op weaponstatus +option. +When it is enabled, an extra status condition is displayed, describing +the currently wielded weapon. +.pg The commands to use weapons are \(oqw\(cq (wield), \(oqt\(cq (throw), \(oqf\(cq (fire), \(oqQ\(cq (quiver), \(oqx\(cq (exchange), \(oqX\(cq (twoweapon), and \(lq#enhance\(rq @@ -2956,6 +2962,12 @@ option can be set (prior to game start) to attempt to play the entire game without wearing any armor (a self-imposed challenge which is extremely difficult to accomplish). .pg +Some interfaces support the +.op armorstatus +option. +When it is enabled, an extra status condition is displayed, summarizing +currently worn armor. +.pg The commands to use armor are \(oqW\(cq (wear) and \(oqT\(cq (take off). The \(oqA\(cq command can be used to take off armor as well as other worn items. @@ -3734,7 +3746,7 @@ Otherwise the last section extends to the end of the options file. Highlight menu lines with different colors. See the \(lqConfiguring Menu Colors\(rq section. .lp MSGTYPE -Change the way messages are shown in the top status line. +Change the way messages are shown in the top line. See the \(lqConfiguring Message Types\(rq section. .lp ROGUESYMBOLS Custom symbols for the rogue level's symbol set. @@ -3883,6 +3895,21 @@ If \f(CRalign\fP is not specified, there is no default value; player will be prompted unless role and/or race forces a choice for alignment. Cannot be set with the \(oq\f(CRO\fP\(cq command. Persistent. +.lp armorstatus +Display an extra status condition which summarizes currently worn armor +(default off, not supported by all interfaces). +.lp "" +For the usual case where more than one piece of armor is worn, a list of +letters is shown in the following order: +.sd +\f(CRG\fP - gloves; +\f(CRC\fP - cloak; +\f(CRA\fP - suit; +\f(CRU\fP - shirt; +\f(CRH\fP - helmet; +\f(CRB\fP - boots; +\f(CRS\fP - shield. +.ed .lp autodescribe Automatically describe the terrain under cursor when asked to get a location on the map (default true). @@ -4877,6 +4904,9 @@ and prior versions (for example \(lqsuppress_alert:3.3.1\(rq). This option may be used to select one of the named symbol sets found within \(lqsymbols\(rq to alter the symbols displayed on the screen. Use \(lqsymset:default\(rq to explicitly select the default symbols. +.lp terrainstatus +Display an extra status condition describing the spot beneath the hero's +feet (default off, not supported by all interfaces). .lp "time " Show the elapsed game time in turns on bottom line (default off). Persistent. @@ -4913,6 +4943,16 @@ Play a tutorial level at the start of the game. Setting this option on or off in the config file will skip the query. .lp "verbose " Provide more commentary during the game (default on). Persistent. +.lp weaponstatus +Display an extra status condition which describes currently wielded weapon +(default off, not supported by all interfaces). +.lp "" +Some possible displayed values are: +.sd +\f(CRbare-hnds\fP - no weapon and no gloves; +\f(CRempty-hnd\fP - no weapon but gloves are worn; +\f(CRdual-weps\fP - wielding two weapons. +.ed .lp whatis_coord When using the \(oq/\(cq or \(oq;\(cq commands to look around on the map with .op autodescribe diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 8051d8117..cf4a9c687 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -2933,6 +2933,11 @@ weapon which existed in AD\&D does roughly the same damage to monsters in \textit{aklys}, \textit{lucern hammer}, and \textit{bec-de-corbin}) are defined in an appendix to \textit{Unearthed Arcana}, an AD\&D supplement. +%.pg +Some interfaces support the \texttt{weaponstatus} option. +When it is enabled, an extra status condition is displayed, describing +the currently wielded weapon. + %.pg The commands to use weapons are `\texttt{w}' (wield), `\texttt{t}' (throw), `\texttt{f}' (fire), `\texttt{Q}' (quiver), @@ -3161,6 +3166,11 @@ option can be set (prior to game start) to attempt to play the entire game without wearing any armor (a self-imposed challenge which is extremely difficult to accomplish). +%.pg +Some interfaces support the \texttt{armorstatus} option. +When it is enabled, an extra status condition is displayed, summarizing +currently worn armor. + %.pg The commands to use armor are `\texttt{W}' (wear) and `\texttt{T}' (take off). The `\texttt{A}' command can be used to take off armor as well as other @@ -4053,7 +4063,7 @@ Highlight menu lines with different colors. See the ``Configuring Menu Colors`` section. %.lp \item[MSGTYPE] -Change the way messages are shown in the top status line. +Change the way messages are shown in the top line. See the ``Configuring Message Types`` section. %.lp \item[ROGUESYMBOLS] @@ -4215,6 +4225,21 @@ If \texttt{align} is not specified, there is no default value; player will be prompted unless role and/or race forces a choice for alignment. Cannot be set with the `\texttt{O}' command. Persistent. %.lp +\item[armorstatus] +Display an extra status condition which summarizes currently worn armor +(default off, not supported by all interfaces). +%.lp "" +\\ +For the usual case where more than one piece of armor is worn, a list of +letters is shown in the following order: +\\ +\texttt{G} - gloves;\\ +\texttt{C} - cloak;\\ +\texttt{A} - suit;\\ +\texttt{U} - shirt;\\ +\texttt{H} - helmet;\\ +\texttt{B} - boots;\\ +\texttt{S} - shield. \item[autodescribe] Automatically describe the terrain under cursor when asked to get a location on the map (default true). @@ -5307,6 +5332,10 @@ This option may be used to select one of the named symbol sets found within \texttt{symbols} to alter the symbols displayed on the screen. Use ``\texttt{symset:default}'' to explicitly select the default symbols. %.lp +\item[terrainstatus] +Display an extra status condition describing the spot beneath the hero's +feet (default off, not supported by all interfaces). +%.lp \item[time] Show the elapsed game time in turns on bottom line (default off). Persistent. %.lp @@ -5347,6 +5376,17 @@ Setting this option on or off in the config file will skip the query. \item[verbose] Provide more commentary during the game (default on). Persistent. %.lp +\item[weaponstatus] +Display an extra status condition which describes currently wielded weapon +(default off, not supported by all interfaces). +%.lp "" +\\ +Some possible displayed values are: +\\ +\texttt{bare-hnds} - no weapon and no gloves;\\ +\texttt{empty-hnd} - no weapon but gloves are worn;\\ +\texttt{dual-weps} - wielding two weapons. +%.lp \item[whatis\textunderscore coord] When using the `\texttt{/}' or `\texttt{;}' commands to look around on the map with ``\texttt{autodescribe}'' diff --git a/include/botl.h b/include/botl.h index 1a1507010..ad09d51ba 100644 --- a/include/botl.h +++ b/include/botl.h @@ -5,7 +5,12 @@ #ifndef BOTL_H #define BOTL_H -/* MAXCO must hold longest uncompressed status line, and must be larger +/* Note: this comment is about the pre-VIA_WINDOWPORT two line status + * which is still available but has not added a bunch of conditional + * extra status conditions (Grab, InLava, Held, Zzz and many others) + * or the new fields Weapon, Armor, and Terrain. + * + * MAXCO must hold longest uncompressed status line, and must be larger * than COLNO * * longest practical second status line at the moment is @@ -39,13 +44,20 @@ enum statusfields { BL_CHARACTERISTICS = -3, /* alias for BL_STR..BL_CH */ BL_RESET = -2, /* Force everything to redisplay */ BL_FLUSH = -1, /* Finished cycling through bot fields */ + /* + * Note: status_sanity_check() in wintty.c has strings for the rest + * of these, so if any get renumbered or more get added, be sure to + * keep those in sync. + */ BL_TITLE = 0, - BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, /* 1..6 */ - BL_ALIGN, BL_SCORE, BL_CAP, BL_GOLD, BL_ENE, BL_ENEMAX, /* 7..12 */ - BL_XP, BL_AC, BL_HD, BL_TIME, BL_HUNGER, BL_HP, /* 13..18 */ - BL_HPMAX, BL_LEVELDESC, BL_EXP, BL_CONDITION, /* 19..22 */ - BL_VERS, /* 23 */ - MAXBLSTATS, /* [24] */ + BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, /* 1.. 6 */ + BL_ALIGN, BL_SCORE, BL_CAP, BL_GOLD, /* 7..10 */ + BL_ENE, BL_ENEMAX, BL_XP, BL_AC, BL_HD, /* 11..15 */ + BL_TIME, BL_HUNGER, BL_HP, BL_HPMAX, /* 16..19 */ + BL_LEVELDESC, BL_EXP, BL_CONDITION, /* 20..22 */ + BL_WEAPON, BL_ARMOR, BL_TERRAIN, /* 23..25 */ + BL_VERS, /* 26 */ + MAXBLSTATS /* [27] */ }; enum relationships { @@ -55,7 +67,7 @@ enum relationships { }; enum blconditions { - bl_bareh, + bl_bareh, /* deprecated -- bl_weapon encompasses this */ bl_blind, bl_busy, bl_conf, @@ -67,7 +79,7 @@ enum blconditions { bl_grab, bl_hallu, bl_held, - bl_icy, + bl_icy, /* bl_terrain encompasses this */ bl_inlava, bl_lev, bl_parlyz, @@ -78,7 +90,7 @@ enum blconditions { bl_stone, bl_strngl, bl_stun, - bl_submerged, + bl_submerged, /* bl_terrain encompasses this */ bl_termill, bl_tethered, bl_trapped, diff --git a/include/extern.h b/include/extern.h index 3b357ec0d..67fc2292d 100644 --- a/include/extern.h +++ b/include/extern.h @@ -276,6 +276,8 @@ extern void max_rank_sz(void); extern long botl_score(void); #endif extern int describe_level(char *, int); +extern char *weapon_status(char *) NONNULL NONNULLARG1; +extern char *armor_status(char *) NONNULL NONNULLARG1; extern void status_initialize(boolean); extern void status_finish(void); extern boolean exp_percent_changing(void); @@ -1215,6 +1217,7 @@ extern void runmode_delay_output(void); extern void overexert_hp(void); extern boolean overexertion(void); extern void invocation_message(void); +extern void classify_terrain(void); extern void switch_terrain(void); extern void set_uinwater(int); extern boolean pooleffects(boolean); diff --git a/include/flag.h b/include/flag.h index c251236f0..f48b4693c 100644 --- a/include/flag.h +++ b/include/flag.h @@ -17,6 +17,7 @@ struct flag { boolean acoustics; /* allow dungeon sound messages */ + boolean armorstatus; /* show armor info on status lines */ boolean autodig; /* MRKR: Automatically dig */ boolean autoquiver; /* Automatically fill quiver */ boolean autoopen; /* open doors by walking into them */ @@ -63,9 +64,11 @@ struct flag { boolean sortpack; /* sorted inventory */ boolean sparkle; /* show "resisting" special FX (Scott Bigham) */ boolean standout; /* use standout for --More-- */ + boolean terrainstatus; /* show terrain info on status lines */ boolean time; /* display elapsed 'time' */ boolean tombstone; /* print tombstone */ boolean verbose; /* max battle info */ + boolean weaponstatus; /* show weapon info on status lines */ int end_top, end_around; /* describe desired score list */ unsigned autounlock; /* locked door/chest action */ #define AUTOUNLOCK_UNTRAP 1 @@ -307,6 +310,7 @@ struct instance_flags { int getpos_coords; /* show coordinates when getting cursor position */ int menuinvertmode; /* 0 = invert toggles every item; * 1 = invert skips 'all items' item */ + int terrain_typ; /* index into terrain_descr[] for botl */ color_attr menu_headings; /* CLR_ and ATR_ for menu headings */ uint32_t colorcount; /* store how many colors terminal is capable of */ boolean use_truecolor; /* force use of truecolor */ diff --git a/include/optlist.h b/include/optlist.h index 29f376dd8..05a2ca6ec 100644 --- a/include/optlist.h +++ b/include/optlist.h @@ -164,6 +164,9 @@ static int optfn_##a(int, int, boolean, char *, char *); Off, Yes, No, No, NoAlias, (boolean *) 0, Term_False, (char *)0) #endif + NHOPTB(armorstatus, Status, 0, opt_in, set_in_game, + Off, Yes, No, No, NoAlias, &flags.armorstatus, Term_False, + "summarize currently worn armor in a status field") NHOPTB(ascii_map, Advanced, 0, opt_in, set_in_game, ascii_map_Def, Yes, No, No, NoAlias, &iflags.wc_ascii_map, Term_False, "show map as text") @@ -741,6 +744,9 @@ static int optfn_##a(int, int, boolean, char *, char *); No, Yes, No, No, "termcolumns", "number of columns") NHOPTC(term_rows, Advanced, 6, opt_in, set_in_config, No, Yes, No, No, NoAlias, "number of rows") + NHOPTB(terrainstatus, Status, 0, opt_in, set_in_game, + Off, Yes, No, No, NoAlias, &flags.terrainstatus, Term_False, + "show hero's location as a status field") NHOPTC(tile_file, Advanced, 70, opt_in, set_gameview, No, Yes, No, No, NoAlias, "name of tile file") NHOPTC(tile_height, Advanced, 20, opt_in, set_gameview, @@ -853,6 +859,9 @@ static int optfn_##a(int, int, boolean, char *, char *); #endif NHOPTC(warnings, Advanced, 10, opt_in, set_in_config, No, Yes, No, No, NoAlias, "display characters for warnings") + NHOPTB(weaponstatus, Status, 0, opt_in, set_in_game, + Off, Yes, No, No, NoAlias, &flags.weaponstatus, Term_False, + "show currently wielded weapon in a status field") NHOPTC(whatis_coord, Advanced, 1, opt_in, set_in_game, Yes, Yes, No, Yes, NoAlias, "show coordinates when auto-describing cursor position") diff --git a/include/rm.h b/include/rm.h index 8811deae1..0819b4d52 100644 --- a/include/rm.h +++ b/include/rm.h @@ -92,7 +92,20 @@ enum levl_typ_types { CLOUD = 36, MAX_TYPE = 37, + /* for special levels */ MATCH_WALL = 38, + + /* these aren't levl[][].typ values, they're additional indices + into terrain_descr[] for status feedback */ + xFLOOR = 39, + xGROUND = 40, + xOPENDOOR = 41, + xSHUTDOOR = 42, + xSWAMP = 43, + xSUBMERGED = 44, + xSEA = 45, + xWATERWALL = 46, + INVALID_TYPE = 127 }; diff --git a/include/winprocs.h b/include/winprocs.h index 45463205e..0abe61d8c 100644 --- a/include/winprocs.h +++ b/include/winprocs.h @@ -262,6 +262,9 @@ extern #define WC2_U_UTF8STR 0x020000L /* 18 utf8str support */ #define WC2_EXTRACOLORS 0x040000L /* 19 color support beyond NH_BASIC_COLOR */ /* 13 free bits */ +#define WC2_EXTRASTATUS 0x080000L /* 20 optional weaponstatus, armorstatus, + * terrainstatus */ + /* 12 free bits */ #define ALIGN_LEFT 1 #define ALIGN_RIGHT 2 diff --git a/src/botl.c b/src/botl.c index 934d9e7ee..66c4b8950 100644 --- a/src/botl.c +++ b/src/botl.c @@ -475,6 +475,145 @@ describe_level( return ret; } +/* weapon description for status lines; started as a terser version of + what ^X shows but has diverged to some extent */ +char * +weapon_status(char *outbuf) +{ + const char *res = 0; + + *outbuf = '\0'; /* lint suppression */ + if (!uwep) { + /* no weapon; gloves imply hands; humanoid also implies hands; + otherwise make no assumptions */ + res = uarmg ? "Empty-hnd" /* empty handed means "gloves only" */ + : humanoid(gy.youmonst.data) ? "Bare-hnds" /* bare hands */ + : "No-weapon"; + } else if (u.twoweap) { + /* two-weaponing implies hands and a weapon or wep-tool + (not other odd stuff) in each hand */ + res = "Dual-weps"; + /* note: dual wielding two lances doesn't produce double joust */ + if (u.usteed && (weapon_type(uwep) == P_LANCE + || weapon_type(uswapwep) == P_LANCE)) + res = "Dual+joust"; /* lance behaves specially when mounted */ + } else { + /* report most weapons by their skill class (so a katana will be + described as a long sword, for instance; mattock and hook are + exceptions), or wielded non-weapon item by its object class */ + char *p; + int skill = weapon_type(uwep); + + if (u.usteed && skill == P_LANCE) { + /* lance behaves specially when hero is mounted */ + res = "joust"; + } else if (uwep->otyp == AKLYS) { + /* aklys behaves specially when thrown while wielded, so + give it a distinct name instead of skill name of "club"; + [maybe FIXME?] for the time being + use real name even if 'obj' is undiscovered "thonged club" */ + res = "aklys"; + } else if (is_sword(uwep)) { + /* simplify short short/broad sword/long sword/two-handed sword + (similar to messages when dropped due to slippery fingers) */ + res = "sword"; + } else { + /* shorten several */ + switch (skill) { + case P_QUARTERSTAFF: + res = "staff"; + break; + case P_MORNING_STAR: + res = "mrng-star"; /* still pretty long */ + break; + case P_POLEARMS: + res = "pole"; + break; + case P_UNICORN_HORN: + res = "unihorn"; + break; + default: + res = weapon_descr(uwep); + /* [should this be moved into weapon_descr()?] */ + if (!strcmpi(res, "food") && uwep->otyp == CREAM_PIE) + res = "pie"; + break; + } + } + + if ((uwep->oclass == WEAPON_CLASS || is_weptool(uwep)) + && bimanual(uwep) && *res != '2' && strncmpi(res, "two", 3)) + Strcat(outbuf, "2H-"); + Strcpy(p = eos(outbuf), res), res = outbuf; + *p = highc(*p); + /* avoid embedded spaces since its designed to appear as part + of a space-separated status line */ + (void) strNsubst(outbuf, " ", "-", 0); + } + + return (outbuf == res) ? outbuf : strcpy(outbuf, res); +} + +/* armor description for status lines */ +char * +armor_status(char *armbuf) +{ + int n = !!uarmg + !!uarmc + !!uarm + !!uarmu + !!uarmh + !!uarmf + !!uarms; + + /* + * FIXME: ^X needs to provide non-abbreviated version of this info. + * At present it just reports the "no armor" case. + */ + if (n == 0) { /* no armor */ + Strcpy(armbuf, "naked"); + } else if (n == 1) { /* just one piece; spell it out */ + Strcpy(armbuf, uarmg ? "gloves" + : uarmc ? "cloak" + : uarm ? "suit" + : uarmu ? "shirt" + : uarmh ? helm_simple_name(uarmh) /* hat|helm */ + : uarmf ? "boots" + : uarms ? "shield" + : ""); /* not possible */ + } else { /* more than one piece */ + char *p = armbuf; + + /* gloves first since this is expected to follow weapon_status(); + cloak next since it tends to provide the most protection + aside from raw AC */ + if (uarmg) + *p++ = 'G'; /* gloves */ + if (uarmc) + *p++ = 'C'; /* cloak */ + if (uarm) + *p++ = 'A'; /* suit but 's' is for shield */ + if (uarmu) + *p++ = 'U'; /* underwear? => shirt */ + if (uarmh) + *p++ = 'H'; /* hat/helm */ + if (uarmf) + *p++ = 'B'; /* footwear => boots */ + if (uarms) + *p++ = 'S'; /* shield */ + *p = '\0'; + } + /* + * Add a hint about MC by appending a plus sign if that's augmented. + * Bug: we should modfiy magical_negation() to return extra info and + * call it to scan whole inventory looking for sources of protection. + * This is a hack for efficiency to avoid that during status updates. + */ + if ((uright && uright->otyp == RIN_PROTECTION) + || (uleft && uleft->otyp == RIN_PROTECTION) + || (uamul && uamul->otyp == AMULET_OF_GUARDING) + || (uarmc && uarmc->otyp == CLOAK_OF_PROTECTION) + || (uarmh && uarmh->oartifact == ART_MITRE_OF_HOLINESS) + || (uwep && uwep->oartifact == ART_TSURUGI_OF_MURAMASA)) + (void) strkitten(armbuf, '+'); + + return upstart(armbuf); +} + /* =======================================================================*/ /* statusnew routines */ /* =======================================================================*/ @@ -550,9 +689,17 @@ staticfn void status_hilites_viewall(void); { (genericptr_t) 0 }, { (genericptr_t) 0 }, (char *) 0, \ wid, maxfld, fld INIT_THRESH } -/* If entries are added to this, botl.h will require updating too. - 'max' value of BL_EXP gets special handling since the percentage - involved isn't a direct 100*current/maximum calculation. */ +/* + * If entries are added to this, botl.h will require updating too. + * + * 'max' values of BL_XP and BL_EXP get special handling since the + * percentage involved isn't a direct 100*current/maximum calculation. + * + * long int fields are given a buffer size of 30 which is guaranteed to + * be big enough for short prefix followed by a 20+ digit 64-bit long + * even though the actual values will be much smaller. The gold field + * is even bigger due to its encoded dollar sign prefix. + */ static struct istat_s initblstats[MAXBLSTATS] = { INIT_BLSTAT("title", "%s", ANY_STR, MAXVALWIDTH, BL_TITLE), INIT_BLSTAT("strength", " St:%s", ANY_INT, 10, BL_STR), @@ -561,28 +708,36 @@ static struct istat_s initblstats[MAXBLSTATS] = { INIT_BLSTAT("intelligence", " In:%s", ANY_INT, 10, BL_IN), INIT_BLSTAT("wisdom", " Wi:%s", ANY_INT, 10, BL_WI), INIT_BLSTAT("charisma", " Ch:%s", ANY_INT, 10, BL_CH), - INIT_BLSTAT("alignment", " %s", ANY_STR, 40, BL_ALIGN), - INIT_BLSTAT("score", " S:%s", ANY_LONG, 20, BL_SCORE), + INIT_BLSTAT("alignment", " %s", ANY_STR, 20, BL_ALIGN), + INIT_BLSTAT("score", " S:%s", ANY_LONG, 30, BL_SCORE), INIT_BLSTAT("carrying-capacity", " %s", ANY_INT, 20, BL_CAP), - INIT_BLSTAT("gold", " %s", ANY_LONG, 30, BL_GOLD), + INIT_BLSTAT("gold", " %s", ANY_LONG, 40, BL_GOLD), INIT_BLSTATP("power", " Pw:%s", ANY_INT, 10, BL_ENEMAX, BL_ENE), INIT_BLSTAT("power-max", "(%s)", ANY_INT, 10, BL_ENEMAX), INIT_BLSTATP("experience-level", " Xp:%s", ANY_INT, 10, BL_EXP, BL_XP), INIT_BLSTAT("armor-class", " AC:%s", ANY_INT, 10, BL_AC), INIT_BLSTAT("HD", " HD:%s", ANY_INT, 10, BL_HD), - INIT_BLSTAT("time", " T:%s", ANY_LONG, 20, BL_TIME), + INIT_BLSTAT("time", " T:%s", ANY_LONG, 30, BL_TIME), /* hunger used to be 'ANY_UINT'; see note below in bot_via_windowport() */ - INIT_BLSTAT("hunger", " %s", ANY_INT, 40, BL_HUNGER), + INIT_BLSTAT("hunger", " %s", ANY_INT, 20, BL_HUNGER), INIT_BLSTATP("hitpoints", " HP:%s", ANY_INT, 10, BL_HPMAX, BL_HP), INIT_BLSTAT("hitpoints-max", "(%s)", ANY_INT, 10, BL_HPMAX), INIT_BLSTAT("dungeon-level", "%s", ANY_STR, MAXVALWIDTH, BL_LEVELDESC), - INIT_BLSTATP("experience", "/%s", ANY_LONG, 20, BL_EXP, BL_EXP), + INIT_BLSTATP("experience", "/%s", ANY_LONG, 30, BL_EXP, BL_EXP), INIT_BLSTAT("condition", "%s", ANY_MASK32, 0, BL_CONDITION), /* optional; once set it doesn't change unless 'showvers' option is toggled or player modifies the 'versinfo' option; available mostly for screenshots or someone looking over shoulder; blstat[][BL_VERS] is actually an int copy of flags.versinfo (0...7) */ INIT_BLSTAT("version", " %s", ANY_STR, MAXVALWIDTH, BL_VERS), + /* weapon and armor are constructed strings with no particular numeric + equivalent */ + INIT_BLSTAT("weapon", " %s", ANY_STR, 20, BL_WEAPON), + INIT_BLSTAT("armor", " %s", ANY_STR, 20, BL_ARMOR), + /* terrain is tracked by a number but designating it as type 'int' + isn't useful; using type 'string' allows highlighting based on text + matching which is potentially useful */ + INIT_BLSTAT("terrain", " %s", ANY_STR, 20, BL_TERRAIN), }; #undef INIT_BLSTATP @@ -638,25 +793,27 @@ const struct conditions_t conditions[] = { { 10, BL_MASK_HALLU, bl_hallu, { "Hallu", "Hal", "Hl" } }, { 20, BL_MASK_HELD, bl_held, { "Held", "Hld", "Hd" } }, { 20, BL_MASK_ICY, bl_icy, { "Icy", "Icy", "Ic" } }, - { 8, BL_MASK_INLAVA, bl_inlava, { "Lava", "Lav", "La" } }, + { 8, BL_MASK_INLAVA, bl_inlava, { "InLava", "Lav", "La" } }, { 10, BL_MASK_LEV, bl_lev, { "Lev", "Lev", "Lv" } }, { 20, BL_MASK_PARLYZ, bl_parlyz, { "Parlyz", "Para", "Par" } }, { 10, BL_MASK_RIDE, bl_ride, { "Ride", "Rid", "Rd" } }, { 20, BL_MASK_SLEEPING, bl_sleeping, { "Zzz", "Zzz", "Zz" } }, { 6, BL_MASK_SLIME, bl_slime, { "Slime", "Slim", "Slm" } }, - { 20, BL_MASK_SLIPPERY, bl_slippery, { "Slip", "Sli", "Sl" } }, + { 20, BL_MASK_SLIPPERY, bl_slippery, { "Slip", "Slp", "Sl" } }, { 6, BL_MASK_STONE, bl_stone, { "Stone", "Ston", "Sto" } }, { 4, BL_MASK_STRNGL, bl_strngl, { "Strngl", "Stngl", "Str" } }, { 10, BL_MASK_STUN, bl_stun, { "Stun", "Stun", "St" } }, - { 15, BL_MASK_SUBMERGED, bl_submerged, { "Sub", "Sub", "Sw" } }, + { 15, BL_MASK_SUBMERGED, bl_submerged, { "Submrg", "Subm", "Sm" } }, { 6, BL_MASK_TERMILL, bl_termill, { "TermIll", "Ill", "Ill" } }, { 20, BL_MASK_TETHERED, bl_tethered, { "Teth", "Tth", "Te" } }, { 20, BL_MASK_TRAPPED, bl_trapped, { "Trap", "Trp", "Tr" } }, { 20, BL_MASK_UNCONSC, bl_unconsc, { "Out", "Out", "KO" } }, - { 20, BL_MASK_WOUNDEDL, bl_woundedl, { "Legs", "Leg", "Lg" } }, + { 20, BL_MASK_WOUNDEDL, bl_woundedl, { "WLegs", "Leg", "Lg" } }, { 20, BL_MASK_HOLDING, bl_holding, { "UHold", "UHld", "UHd" } }, }; +/* [perhaps these should all be opt_out with default of 'in'; + otherwise some players may never learn about them] */ struct condtests_t condtests[CONDITION_COUNT] = { /* id, useropt, opt_in or out, enabled, configchoice, testresult; default value for enabled is !opt_in but can get changed via options */ @@ -694,6 +851,70 @@ struct condtests_t condtests[CONDITION_COUNT] = { /* condition indexing */ int cond_idx[CONDITION_COUNT] = { 0 }; +static const char c_Wall[] = "Wall"; +/* + * Terrain descriptions for flags.terrainstatus; simplified from + * def_syms[].name and indexed by iflags.terrain_typ; should be + * kept in sync with rm.h types and the first half of def_syms[]. + * The extra pseudo-types are specified by classify_terrain() + * when it sets up iflags.terrain_typ. Walls and a few of the + * others can only occur when hero has the Passes_walls ability. + */ +const char *terrain_descr[] = { +/* 0*/ "Stone", /* stone */ + c_Wall, /* vwall */ + c_Wall, /* hwall */ + c_Wall, /* tlcorner */ + c_Wall, /* trcorner */ + c_Wall, /* blcorner */ + c_Wall, /* brcorner */ + c_Wall, /* crosswall */ + c_Wall, /* tuwall */ + c_Wall, /* tdwall */ +/*10*/ c_Wall, /* tlwall */ + c_Wall, /* trwall */ + "Portcullis", /* dbwall, closed drawbridge 'door' */ + "Tree", + c_Wall, /* sdoor: secret door */ + "Stone", /* scorr: secret corridor */ + "Pool", /* pool or non-moat water; can be boiled away */ + "Moat", /* water that can't be boiled away */ + "Water", /* water on Water level; can't be boiled or frozen */ + "(gap)", /* drawbridge_up; replaced by whatever is under */ +/*20*/ "Lava", /* lavapool */ + "LavaWall", /* lava that extends to ceiling */ + "Bars", /* ironbars */ + "Doorway", /* doorless or broken door; diagonal movement is ok */ + "Corridor", /* replaced by "Floor" */ + "Room", /* also replaced by "Floor" */ + "Stairs", + "Ladder", + "Fountain", + "Throne", +/*30*/ "Sink", + "Grave", + "Altar", + "Ice", + "Bridge", /* drawbridge_down, span across moat/ice/lava/floor */ + "Air", /* open air on Air level or bubble on Water level */ + "Cloud", /* [part of] a cloud or Air level */ + /* + */ +/*37*/ "", /* MAX_TYPE; skipped ratther than overloaded */ +/*38*/ c_Wall, /* MATCH_WALL for special levels; shouldn't happen */ + /* + * additional terrain names that aren't simple levl[][].typ values + */ +/*39*/ "Floor", /* substituted for room or corridor */ +/*40*/ "Ground", /* 'room' on Earth level */ + "Open-door", /* open (not broken or doorless) */ + "Shut-door", /* closed or locked (or trapped) */ + "Swamp", /* Juiblex level */ + "Submerged", /* under water */ + "Sea", /* moat terrain on Medusa's level: "shallow sea" */ + "WaterWall", /* water that extends to the ceiling */ +}; + /* cache-related */ static boolean cache_avail[3] = { FALSE, FALSE, FALSE }; static boolean cache_reslt[3] = { FALSE, FALSE, FALSE }; @@ -1024,6 +1245,35 @@ bot_via_windowport(void) } #undef cond_bitset + /* + * Optionally displayed weapon(s), armor, and terrain. + */ + if (flags.weaponstatus) + (void) weapon_status(gb.blstats[idx][BL_WEAPON].val); + else + *gb.blstats[idx][BL_WEAPON].val = '\0'; + + if (flags.armorstatus) + (void) armor_status(gb.blstats[idx][BL_ARMOR].val); + else + *gb.blstats[idx][BL_ARMOR].val = '\0'; + + if (flags.terrainstatus) { + if (iflags.terrain_typ == MAX_TYPE) + classify_terrain(); + i = iflags.terrain_typ; + if (gb.blstats[idx][BL_TERRAIN].a.a_int != i) { + Strcpy(gb.blstats[idx][BL_TERRAIN].val, terrain_descr[i]); + gb.blstats[idx][BL_TERRAIN].a.a_int = i; + } + } else { + *gb.blstats[idx][BL_TERRAIN].val = '\0'; + /* MAX_TYPE is "none of the above" for levl[][].typ */ + gb.blstats[idx][BL_TERRAIN].a.a_int = MAX_TYPE; + } + gv.valset[BL_TERRAIN] = TRUE; + + /* now request rendering */ evaluate_and_notify_windowport(gv.valset, idx); #undef test_if_enabled } @@ -1383,8 +1633,11 @@ evaluate_and_notify_windowport( || ((fld == BL_EXP) && !flags.showexp) || ((fld == BL_TIME) && !flags.time) || ((fld == BL_HD) && !Upolyd) - || ((fld == BL_XP || i == BL_EXP) && Upolyd) + || ((fld == BL_XP || fld == BL_EXP) && Upolyd) || ((fld == BL_VERS) && !flags.showvers) + || ((fld == BL_TERRAIN) && !flags.terrainstatus) + || ((fld == BL_WEAPON) && !flags.weaponstatus) + || ((fld == BL_ARMOR) && !flags.armorstatus) ) { continue; } @@ -1452,7 +1705,10 @@ status_initialize( : (fld == BL_XP) ? (boolean) !Upolyd : (fld == BL_HD) ? (boolean) Upolyd : (fld == BL_VERS) ? flags.showvers - : TRUE; + : (fld == BL_WEAPON) ? flags.weaponstatus + : (fld == BL_ARMOR) ? flags.armorstatus + : (fld == BL_TERRAIN) ? flags.terrainstatus + : TRUE; fieldname = initblstats[i].fldname; fieldfmt = (fld == BL_TITLE && iflags.wc2_hitpointbar) ? "%-30.30s" @@ -1569,6 +1825,10 @@ compare_blstats(struct istat_s *bl1, struct istat_s *bl2) fmt_ptr((genericptr_t) bl1->a.a_void), fmt_ptr((genericptr_t) bl2->a.a_void)); } + /* cheat; terrain is highlighted as a string but we have a handy int + reflecting its value to use when checking for changes */ + if (bl1->fld == BL_TERRAIN) + anytype = ANY_INT; fld = bl1->fld; use_rawval = (fld == BL_HP || fld == BL_HPMAX diff --git a/src/dungeon.c b/src/dungeon.c index e0bd72d08..72bb26206 100644 --- a/src/dungeon.c +++ b/src/dungeon.c @@ -1585,12 +1585,18 @@ u_on_newpos(coordxy x, coordxy y) u.usteed->mx = u.ux, u.usteed->my = u.uy; /* when changing levels, don't leave old position set with stale values from previous level */ - if (!on_level(&u.uz, &u.uz0)) + if (!on_level(&u.uz, &u.uz0)) { u.ux0 = u.ux, u.uy0 = u.uy; - else if (!Blind && !Hallucination && !u.uswallow) + /* sets lastseentyp[u.ux][u.uy]; needed for switch_terrain() + somewhere back up the call chain */ + map_location(u.ux, u.uy, FALSE); + iflags.terrain_typ = MAX_TYPE; /* "none of the above" value */ + } else { /* still on same level; might have come close enough to generic object(s) to redisplay them as specific objects */ - see_nearby_objects(); + if (!Blind && !Hallucination && !u.uswallow) + see_nearby_objects(); + } earth_sense(); } diff --git a/src/hack.c b/src/hack.c index 38a24c6a7..da7391e9f 100644 --- a/src/hack.c +++ b/src/hack.c @@ -3084,6 +3084,93 @@ invocation_message(void) } } +/* for status: set up iflags.terrain_typ, an index into terrain_descrp[]; + some types need fixing up */ +void +classify_terrain(void) +{ + struct rm *lev = &levl[u.ux][u.uy]; + int typ = svl.lastseentyp[u.ux][u.uy]; /* lev->typ */ + + /* + * If the terrain under the hero is different now from what it + * was on the previous check, bring iflags.terrain_typ up to date + * and request a status update. Unless hero is running--then the + * update request will be suppressed. + */ + + if (Underwater) { + typ = xSUBMERGED; + } else { + switch (typ) { + case STONE: + if (svl.level.flags.arboreal) + typ = TREE; + break; + case CORR: + case ROOM: + /* this matches surface() but 'floor' is odd in many places */ + typ = !Is_earthlevel(&u.uz) ? xFLOOR : xGROUND; + break; + case DOOR: + /* defaults to "doorway" (door-less or broken) */ + if ((lev->doormask & D_ISOPEN) != 0) + typ = xOPENDOOR; + else if ((lev->doormask & (D_CLOSED | D_LOCKED | D_TRAPPED)) != 0) + typ = xSHUTDOOR; + break; + case DRAWBRIDGE_UP: + /* ICE, MOAT, LAVA, or 'STONE' (which ought to be 'room') */ + typ = db_under_typ(lev->drawbridgemask); + if (typ == STONE || typ == ROOM) + typ = xGROUND; + break; + case MOAT: + /* moat and swamp handling match waterbody_name()'s result */ + if (Is_medusa_level(&u.uz)) + typ = xSEA; + else if (Is_juiblex_level(&u.uz)) + typ = xSWAMP; + break; + case WATER: + if (!Is_waterlevel(&u.uz)) + typ = xWATERWALL; + break; +#if 0 /* don't bother -- Passes_walls for hero is rare, moving + * from one type of wall to another even rarer, and the + * cost of some extra once per move status updates is low */ + case VWALL: + case HWALL: + case TLCORNER: + case TRCORNER: + case BLCORNER: + case BRCORNER: + case CROSSWALL: + case TUWALL: + case TDWALL: + case TLWALL: + case TRWALL: + case SDOOR: /* (note: lastseentyp[][] never yields SDOOR) */ + /* any wall type would do, terrain_descr[] is "Wall" for all; + forcing just one avoids false 'changed' detection below if + hero with Passes_walls ability moves from one to another */ + typ = VWALL; + break; +#endif + default: + break; + } + } + + if (typ != iflags.terrain_typ) { + /* terrain at hero's spot is different */ + iflags.terrain_typ = typ; + /* request a status update unless hero is running */ + if (flags.terrainstatus && !svc.context.run) + disp.botl = TRUE; + } +} + /* moving onto different terrain; might be going into solid rock, inhibiting levitation or flight, or coming back out of such, reinstating levitation/flying */ @@ -3124,13 +3211,19 @@ switch_terrain(void) } if ((!!Levitation ^ was_levitating) || (!!Flying ^ was_flying)) disp.botl = TRUE; /* update Lev/Fly status condition */ + + if (flags.terrainstatus) + classify_terrain(); } /* set or clear u.uinwater */ void set_uinwater(int in_out) { - u.uinwater = in_out ? 1 : 0; + if (in_out != u.uinwater) { + u.uinwater = in_out ? 1 : 0; + switch_terrain(); + } } /* extracted from spoteffects; called by spoteffects to check for entering or @@ -3246,8 +3339,11 @@ spoteffects(boolean pick) spotterrain = levl[u.ux][u.uy].typ; spotloc.x = u.ux, spotloc.y = u.uy; - /* moving onto different terrain might cause Lev or Fly to toggle */ - if (spotterrain != levl[u.ux0][u.uy0].typ || !on_level(&u.uz, &u.uz0)) + /* moving onto different terrain might cause Lev or Fly to toggle; + level change sets to , so this spotterrain + check always fails then, but it also sets iflags.terrain_typ */ + if (spotterrain != levl[u.ux0][u.uy0].typ + || iflags.terrain_typ == MAX_TYPE) switch_terrain(); if (pooleffects(TRUE)) @@ -4035,9 +4131,19 @@ end_running(boolean and_travel) { /* moveloop() suppresses time_botl when context.run is non-zero; when running stops, update 'time' even if other botl status is unchanged */ - if (flags.time && svc.context.run) - disp.time_botl = TRUE; - svc.context.run = 0; + if (svc.context.run) { + svc.context.run = 0; + if (flags.time) + disp.time_botl = TRUE; + /* classify_terrain() suppresses setting disp.botl when + running; after that, it can no longer compare current terrain + against iflaga.terrain_typ to detect a change, so recompute */ + if (flags.terrainstatus) { + iflags.terrain_typ = MAX_TYPE; /* "none of the above" value */ + classify_terrain(); + } + } + /* 'context.mv' isn't travel but callers who want to end travel all clear it too */ if (and_travel) diff --git a/src/options.c b/src/options.c index a2dc7cedf..02606b509 100644 --- a/src/options.c +++ b/src/options.c @@ -5320,12 +5320,24 @@ optfn_boolean( return optn_ok; switch (optidx) { - case opt_time: -#ifdef SCORE_ON_BOTL + case opt_terrainstatus: + classify_terrain(); /* bring iflags.terrain_typ up to date */ + FALLTHROUGH; + /*FALLTHRU*/ + case opt_weaponstatus: + case opt_armorstatus: + if (!wc2_supported(allopt[optidx].name)) { + /* not actually an error */ + config_error_add("'%s' is not supported.", + allopt[optidx].name); + return optn_ok; + } + FALLTHROUGH; + /*FALLTHRU*/ case opt_showscore: -#endif case opt_showvers: case opt_showexp: + case opt_time: if (VIA_WINDOWPORT()) status_initialize(REASSESS_ONLY); disp.botl = TRUE; @@ -9827,6 +9839,7 @@ static struct wc_Opt wc_options[] = { { (char *) 0, 0L } }; static struct wc_Opt wc2_options[] = { + { "armorstatus", WC2_EXTRASTATUS }, { "fullscreen", WC2_FULLSCREEN }, { "guicolor", WC2_GUICOLOR }, { "hilite_status", WC2_HILITE_STATUS }, @@ -9841,7 +9854,9 @@ static struct wc_Opt wc2_options[] = { { "statuslines", WC2_STATUSLINES }, { "term_cols", WC2_TERM_SIZE }, { "term_rows", WC2_TERM_SIZE }, + { "terrainstatus", WC2_EXTRASTATUS }, { "use_darkgray", WC2_DARKGRAY }, + { "weaponstatus", WC2_EXTRASTATUS }, { "windowborders", WC2_WINDOWBORDERS }, { "wraptext", WC2_WRAPTEXT }, { (char *) 0, 0L } diff --git a/src/u_init.c b/src/u_init.c index dcf3e4077..2b322b497 100644 --- a/src/u_init.c +++ b/src/u_init.c @@ -1261,12 +1261,12 @@ ini_inv_use_obj(struct obj *obj) if (obj->oclass == ARMOR_CLASS) { if (is_shield(obj) && !uarms && !(uwep && bimanual(uwep))) { - setworn(obj, W_ARMS); /* Prior to 3.6.2 this used to unset uswapwep if it was set, but wearing a shield doesn't prevent having an alternate weapon ready to swap with the primary; just make sure we aren't two-weaponing (academic; no one starts that way) */ set_twoweap(FALSE); /* u.twoweap = FALSE */ + setworn(obj, W_ARMS); } else if (is_helmet(obj) && !uarmh) setworn(obj, W_ARMH); else if (is_gloves(obj) && !uarmg) diff --git a/src/uhitm.c b/src/uhitm.c index af4e8ca8a..00858508e 100644 --- a/src/uhitm.c +++ b/src/uhitm.c @@ -1551,12 +1551,12 @@ hmon_hitmon_jousting( first_weapon_hit(obj); if (hmd->jousting < 0) { - pline("%s shatters on impact!", Yname2(obj)); /* (must be either primary or secondary weapon to get here) */ set_twoweap(FALSE); /* sets u.twoweap = FALSE; * untwoweapon() is too verbose here */ if (obj == uwep) uwepgone(); /* set gu.unweapon */ + pline("%s shatters on impact!", Yname2(obj)); /* minor side-effect: broken lance won't split puddings */ useup(obj); obj = (struct obj *) 0; diff --git a/src/wield.c b/src/wield.c index 7b24b3df7..21aad53c4 100644 --- a/src/wield.c +++ b/src/wield.c @@ -103,10 +103,15 @@ setuwep(struct obj *obj) if (obj == uwep) return; /* necessary to not set gu.unweapon */ - /* This message isn't printed in the caller because it happens - * *whenever* Sunsword is unwielded, from whatever cause. - */ setworn(obj, W_WEP); + /* handle Ogresmasher before Sunsword; even though they can't be happening + at the same time, botl flag update should come before pline message */ + if (uwep == obj + && ((uwep && uwep->oartifact == ART_OGRESMASHER) + || (olduwep && olduwep->oartifact == ART_OGRESMASHER))) + disp.botl = TRUE; /* gaining or losing Con bonus */ + /* This message isn't printed in the caller because it happens + * *whenever* Sunsword is unwielded, from whatever cause. */ if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) { end_burn(olduwep, FALSE); if (!Blind) @@ -828,7 +833,11 @@ drop_uswapwep(void) void set_twoweap(boolean on_off) { - u.twoweap = on_off; + if (on_off != u.twoweap) { + u.twoweap = on_off; + if (flags.weaponstatus) + disp.botl = TRUE; + } } /* the #twoweapon command */ diff --git a/src/worn.c b/src/worn.c index 6b2c082c1..a481f3372 100644 --- a/src/worn.c +++ b/src/worn.c @@ -137,6 +137,9 @@ setworn(struct obj *obj, long mask) /* tux -> tuxedo -> "monkey suit" -> monk's suit */ iflags.tux_penalty = (uarm && Role_if(PM_MONK) && gu.urole.spelarmr); } + if ((flags.weaponstatus && (mask & W_WEP) != 0L) + || (flags.armorstatus && (mask & W_ARMOR) != 0L)) + disp.botl = TRUE; update_inventory(); recalc_telepat_range(); } @@ -148,6 +151,7 @@ setnotworn(struct obj *obj) { const struct worn *wp; int p; + long unworn = 0L; if (!obj) return; @@ -160,6 +164,7 @@ setnotworn(struct obj *obj) cancel_doff(obj, wp->w_mask); *(wp->w_obj) = (struct obj *) 0; + unworn |= wp->w_mask; p = objects[obj->otyp].oc_oprop; u.uprops[p].extrinsic = u.uprops[p].extrinsic & ~wp->w_mask; monstunseesu_prop(p); /* remove this extrinsic from seenres */ @@ -171,6 +176,9 @@ setnotworn(struct obj *obj) } if (!uarm) iflags.tux_penalty = FALSE; + if ((flags.weaponstatus && (unworn & W_WEP) != 0L) + || (flags.armorstatus && (unworn & W_ARMOR) != 0L)) + disp.botl = TRUE; update_inventory(); recalc_telepat_range(); } diff --git a/win/curses/cursmain.c b/win/curses/cursmain.c index 77d1013f6..4d1923eda 100644 --- a/win/curses/cursmain.c +++ b/win/curses/cursmain.c @@ -72,7 +72,9 @@ struct window_procs curses_procs = { #endif | WC2_FLUSH_STATUS | WC2_TERM_SIZE | WC2_STATUSLINES | WC2_WINDOWBORDERS | WC2_PETATTR | WC2_GUICOLOR - | WC2_SUPPRESS_HIST | WC2_URGENT_MESG | WC2_MENU_SHIFT), + | WC2_SUPPRESS_HIST | WC2_URGENT_MESG | WC2_MENU_SHIFT + | WC2_EXTRASTATUS + ), {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, /* color availability */ curses_init_nhwindows, curses_player_selection, diff --git a/win/curses/cursstat.c b/win/curses/cursstat.c index 67691bb59..b44fae883 100644 --- a/win/curses/cursstat.c +++ b/win/curses/cursstat.c @@ -254,12 +254,13 @@ draw_horizontal(boolean border) /* almost all fields already come with a leading space; "xspace" indicates places where we'll generate an extra one */ static const enum statusfields - twolineorder[3][16] = { + twolineorder[3][19] = { { BL_TITLE, /*xspace*/ BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, /*xspace*/ BL_ALIGN, /*xspace*/ BL_SCORE, - BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, + BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, + blPAD, blPAD, blPAD }, { BL_LEVELDESC, /*xspace*/ BL_GOLD, /*xspace*/ BL_HP, BL_HPMAX, @@ -267,32 +268,35 @@ draw_horizontal(boolean border) /*xspace*/ BL_AC, /*xspace*/ BL_XP, BL_EXP, BL_HD, /*xspace*/ BL_TIME, - /*xspace*/ BL_HUNGER, BL_CAP, BL_CONDITION, BL_VERS, + /*xspace*/ BL_HUNGER, BL_CAP, + BL_WEAPON, BL_ARMOR, BL_TERRAIN, BL_CONDITION, BL_VERS, BL_FLUSH }, { BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, - blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD } + blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, + blPAD, blPAD, blPAD } }, - threelineorder[3][16] = { /* moves align to line 2, leveldesc+ to 3 */ + threelineorder[3][19] = { /* moves align to line 2, leveldesc+ to 3 */ { BL_TITLE, /*xspace*/ BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, /*xspace*/ BL_SCORE, - BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, + BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, + blPAD, blPAD, blPAD }, { BL_ALIGN, /*xspace*/ BL_GOLD, /*xspace*/ BL_HP, BL_HPMAX, /*xspace*/ BL_ENE, BL_ENEMAX, /*xspace*/ BL_AC, /*xspace*/ BL_XP, BL_EXP, BL_HD, - /*xspace*/ BL_HUNGER, BL_CAP, + /*xspace*/ BL_HUNGER, BL_CAP, BL_WEAPON, BL_ARMOR, BL_TERRAIN, BL_FLUSH, blPAD, blPAD, blPAD }, { BL_LEVELDESC, /*xspace*/ BL_TIME, /*xspecial*/ BL_CONDITION, /*xspecial*/ BL_VERS, BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, - blPAD, blPAD, blPAD, blPAD } + blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD } }; - const enum statusfields (*fieldorder)[16]; + const enum statusfields (*fieldorder)[19]; coordxy spacing[MAXBLSTATS], valline[MAXBLSTATS]; enum statusfields fld, prev_fld; char *text, *p, cbuf[BUFSZ], ebuf[STATVAL_WIDTH]; @@ -401,6 +405,9 @@ draw_horizontal(boolean border) case BL_ENEMAX: spacing[fld] = 0; /* no leading or extra space */ break; + case BL_WEAPON: + case BL_ARMOR: + case BL_TERRAIN: case BL_DX: case BL_CO: case BL_IN: @@ -705,16 +712,18 @@ draw_vertical(boolean border) /* 6:blank (if any of hunger, encumbrance, or conditions appear) */ BL_HUNGER, BL_CAP, /* these two are shown on same line */ BL_CONDITION, /* shown three per line so may take up to four lines */ + BL_WEAPON, BL_ARMOR, BL_TERRAIN, /* same line if 2, two lines if 3 */ /* 1:blank (bottom justified) */ BL_VERS, BL_FLUSH }; static const enum statusfields shrinkorder[] = { - BL_VERS, BL_STR, BL_SCORE, BL_TIME, BL_LEVELDESC, BL_HP, - BL_CONDITION, BL_CAP, BL_HUNGER + BL_VERS, BL_STR, BL_SCORE, BL_TIME, BL_LEVELDESC, BL_HP, + BL_TERRAIN, BL_ARMOR, BL_WEAPON, + BL_CONDITION, BL_CAP, BL_HUNGER }; coordxy spacing[MAXBLSTATS]; - int i, fld, cap_and_hunger, time_and_score, cond_count, + int i, fld, cap_and_hunger, time_and_score, cond_count, wep_arm_ter, sho_vers, per_line; char *text; #ifdef STATUS_HILITES @@ -758,6 +767,13 @@ draw_vertical(boolean border) } per_line = 2; /* will be changed to 3 if status becomes too tall */ sho_vers = (status_activefields[BL_VERS] ? 1 : 0); + wep_arm_ter = 0; + if (status_activefields[BL_WEAPON] && *status_vals_long[BL_WEAPON]) + wep_arm_ter |= 1; + if (status_activefields[BL_ARMOR] && *status_vals_long[BL_ARMOR]) + wep_arm_ter |= 2; + if (status_activefields[BL_TERRAIN] && *status_vals_long[BL_TERRAIN]) + wep_arm_ter |= 4; /* count how many lines we'll need; we normally space several groups of fields with blank lines but might need to compress some of those out */ @@ -802,6 +818,32 @@ draw_vertical(boolean border) if (cond_count > per_line) height_needed += (cond_count - 1) / per_line; break; + case BL_WEAPON: + /* two lines if no hunger or encumbrance and no conditions, + otherwise one line if weapon status being is shown */ + spacing[fld] = ((wep_arm_ter & 1) == 1) /* show wep */ + ? ((!cond_count && !cap_and_hunger) ? 2 : 1) + : 0; /* no wep */ + break; + case BL_ARMOR: + /* two lines if no hunger or encumbrance and no conditions + and no weapon status, otherwise one line if no weapon + status, else same line as weapon status */ + spacing[fld] = ((wep_arm_ter & 3) == 2) /* show arm, no wep */ + ? ((!cond_count && !cap_and_hunger) ? 2 : 1) + : 0; /* wep and arm (on same line) or no arm */ + break; + case BL_TERRAIN: + /* two lines if no hunger or encumbrance and no conditions + and no weapon status and no armor status, otherwise one + line if both weapon status and armor status or neither of + them and terrain status is being shown */ + spacing[fld] = ((wep_arm_ter & 7) == 4) /* show ter, no wep|arm */ + ? ((!cond_count && !cap_and_hunger) ? 2 : 1) + /* if all three, put terrain on next line; else + same line for wep+ter or arm+ter or no ter */ + : (((wep_arm_ter & 7) == 7) ? 1 : 0); + break; case BL_VERS: spacing[fld] = sho_vers ? 2 : 0; break; @@ -883,7 +925,11 @@ draw_vertical(boolean border) the first (or only) and keep it for the second (if both) */ if (*text == ' ' && (fld == BL_HUNGER - || (fld == BL_CAP && cap_and_hunger != 3))) + || (fld == BL_CAP && cap_and_hunger != 3) + || fld == BL_WEAPON + || (fld == BL_ARMOR && (wep_arm_ter & 3) == 2) + || (fld == BL_TERRAIN && ((wep_arm_ter & 7) == 4 + || (wep_arm_ter & 7) == 7)))) ++text; #ifdef STATUS_HILITES coloridx = curses_status_colors[fld]; /* includes attributes */ @@ -1239,6 +1285,9 @@ curs_vert_status_vals(int win_width) case BL_EXP: case BL_HUNGER: case BL_CAP: + case BL_WEAPON: + case BL_ARMOR: + case BL_TERRAIN: case BL_TITLE: use_name = FALSE; break; diff --git a/win/tty/wintty.c b/win/tty/wintty.c index fb9ec4dbf..b2c6a5c42 100644 --- a/win/tty/wintty.c +++ b/win/tty/wintty.c @@ -121,6 +121,7 @@ struct window_procs tty_procs = { #if !defined(NO_TERMS) || defined(WIN32CON) | WC2_EXTRACOLORS #endif + | WC2_EXTRASTATUS ), {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, /* color availability */ tty_init_nhwindows, tty_player_selection, tty_askname, tty_get_nh_event, @@ -4271,27 +4272,29 @@ static const char *const encvals[3][6] = { { "", "Brd", "Strs", "Strn", "Ovtx", "Ovld" } }; #define blPAD BL_FLUSH -#define MAX_PER_ROW 16 +#define MAX_PER_ROW 19 /* 2 or 3 status lines */ static const enum statusfields twolineorder[3][MAX_PER_ROW] = { { BL_TITLE, BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, BL_ALIGN, - BL_SCORE, BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, + BL_SCORE, BL_FLUSH, + blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, { BL_LEVELDESC, BL_GOLD, BL_HP, BL_HPMAX, BL_ENE, BL_ENEMAX, - BL_AC, BL_XP, BL_EXP, BL_HD, BL_TIME, BL_HUNGER, - BL_CAP, BL_CONDITION, BL_VERS, BL_FLUSH }, + BL_AC, BL_XP, BL_EXP, BL_HD, BL_TIME, BL_HUNGER, BL_CAP, + BL_CONDITION, BL_WEAPON, BL_ARMOR, BL_TERRAIN, BL_VERS, BL_FLUSH }, /* third row of array isn't used for twolineorder */ { BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD } }, /* Align moved from 1 to 2, Leveldesc+Time+Cond+Vers moved from 2 to 3 */ threelineorder[3][MAX_PER_ROW] = { - { BL_TITLE, BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, - BL_SCORE, BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, + { BL_TITLE, BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, BL_SCORE, BL_FLUSH, + blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, { BL_ALIGN, BL_GOLD, BL_HP, BL_HPMAX, BL_ENE, BL_ENEMAX, - BL_AC, BL_XP, BL_EXP, BL_HD, BL_HUNGER, - BL_CAP, BL_FLUSH, blPAD, blPAD, blPAD }, - { BL_LEVELDESC, BL_TIME, BL_CONDITION, BL_VERS, BL_FLUSH, blPAD, + BL_AC, BL_XP, BL_EXP, BL_HD, BL_HUNGER, BL_CAP, + BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD }, + { BL_LEVELDESC, BL_TIME, BL_CONDITION, BL_WEAPON, BL_ARMOR, BL_TERRAIN, + BL_VERS, BL_FLUSH, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD, blPAD } }; static const enum statusfields (*fieldorder)[MAX_PER_ROW]; @@ -4378,7 +4381,8 @@ tty_status_enablefield( * BL_TITLE, BL_STR, BL_DX, BL_CO, BL_IN, BL_WI, BL_CH, * BL_ALIGN, BL_SCORE, BL_CAP, BL_GOLD, BL_ENE, BL_ENEMAX, * BL_XP, BL_AC, BL_HD, BL_TIME, BL_HUNGER, BL_HP, BL_HPMAX, - * BL_LEVELDESC, BL_EXP, BL_CONDITION, BL_VERS + * BL_LEVELDESC, BL_EXP, BL_CONDITION, + * BL_WEAPON, BL_ARMOR, BL_TERRAIN, BL_VERS * -- fldindex could also be BL_FLUSH (-1), which is not really * a field index, but is a special trigger to tell the * windowport that it should output all changes received @@ -4748,7 +4752,8 @@ status_sanity_check(void) "BL_ENE", "BL_ENEMAX", "BL_XP", "BL_AC", "BL_HD", /* 11..15 */ "BL_TIME", "BL_HUNGER", "BL_HP", "BL_HPMAX", /* 16..19 */ "BL_LEVELDESC", "BL_EXP", "BL_CONDITION", /* 20..22 */ - "BL_VERS", /* 23 */ + "BL_WEAPON", "BL_ARMOR", "BL_TERRAIN", /* 23..25 */ + "BL_VERS", /* 26 */ }; static boolean in_sanity_check = FALSE; int i; @@ -4768,8 +4773,8 @@ status_sanity_check(void) a corresponding expansion of idxtext[] here */ if (i < SIZE(idxtext)) Strcpy(indxtxt, idxtext[i]); - else - Sprintf(indxtxt, "%d", i); + else /* blstats[] increased without doing same for idxtext[] */ + Sprintf(indxtxt, "#%d", i); Sprintf(panicmsg, "failed on tty_status[NOW][%s].", indxtxt); paniclog("status_sanity_check", panicmsg); tty_status[NOW][i].sanitycheck = FALSE; From bf7ba34a1ee17bd1002fb6997ae3e0e87efc09b5 Mon Sep 17 00:00:00 2001 From: nhmall Date: Thu, 16 Apr 2026 19:31:12 -0400 Subject: [PATCH 2/8] Guidebook datestamp update --- doc/Guidebook.mn | 2 +- doc/Guidebook.tex | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index 09fce691f..cb9b023c2 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -60,7 +60,7 @@ .ds f0 \*(vr .ds f1 \" empty .\"DO NOT REMOVE NH_DATESUB .ds f2 Date(%B %-d, %Y) -.ds f2 March 25, 2026 +.ds f2 April 16, 2026 . .\" A note on some special characters: .\" \(lq = left double quote diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index cf4a9c687..54807f77d 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -25,7 +25,7 @@ \author{Original version - Eric S. Raymond\\ (Edited and expanded for 3.7.0 by Mike Stephenson and others)} %DO NOT REMOVE NH_DATESUB \date{Date(%B %-d, %Y)} -\date{March 25, 2026} +\date{April 16, 2026} \maketitle From 47892c1f229392b349a825118c07ccc67b15bc05 Mon Sep 17 00:00:00 2001 From: nhmall Date: Thu, 16 Apr 2026 19:46:46 -0400 Subject: [PATCH 3/8] update tested versions of Visual Studio 2026-04-16 --- sys/windows/Makefile.nmake | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/sys/windows/Makefile.nmake b/sys/windows/Makefile.nmake index d450ecbe8..50e8084cf 100644 --- a/sys/windows/Makefile.nmake +++ b/sys/windows/Makefile.nmake @@ -8,8 +8,8 @@ # MS Visual Studio Visual C++ compiler # # Visual Studio Compilers Tested: -# - Microsoft Visual Studio Community 2022 v 17.14.29 -# - Microsoft Visual Studio Community 2026 v 18.4.2 +# - Microsoft Visual Studio Community 2022 v 17.14.30 +# - Microsoft Visual Studio Community 2026 v 18.5.0 # #============================================================================== # This is used for building two distinct executables of NetHack: @@ -1189,8 +1189,8 @@ rc=Rc.exe # is too old or untested. # # Recently tested versions: -TESTEDVS2022 = 14.44.35222.0 -TESTEDVS2026 = 14.50.35728.0 +TESTEDVS2022 = 14.44.35225.0 +TESTEDVS2026 = 14.50.35729.0 VS20261ST = 1450000000 VS2026CUR = $(TESTEDVS2026:.=) From fd1b8e60f85121948bd05aa29231d753be54a87e Mon Sep 17 00:00:00 2001 From: nhmall Date: Thu, 16 Apr 2026 19:57:02 -0400 Subject: [PATCH 4/8] quiet a new warning that recently appeared [warning]NetHack\src\hack.c(3223,16): Warning C4389: '!=': signed/unsigned mismatch --- src/hack.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/hack.c b/src/hack.c index da7391e9f..ce0c488c8 100644 --- a/src/hack.c +++ b/src/hack.c @@ -3220,7 +3220,7 @@ switch_terrain(void) void set_uinwater(int in_out) { - if (in_out != u.uinwater) { + if (in_out != (int) u.uinwater) { u.uinwater = in_out ? 1 : 0; switch_terrain(); } From 3d5b3e35ea0e18ee1be1506608bedcac54678562 Mon Sep 17 00:00:00 2001 From: nhmall Date: Thu, 16 Apr 2026 22:34:24 -0400 Subject: [PATCH 5/8] Guidebook.txt update (from NetHack daily cron) --- doc/Guidebook.txt | 5490 +++++++++++++++++++++++---------------------- 1 file changed, 2778 insertions(+), 2712 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index b652a455e..885dafdd5 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,7 +15,7 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - March 25, 2026 + April 16, 2026 @@ -126,7 +126,7 @@ employ to great advantage. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -192,7 +192,7 @@ NetHack continues this fine tradition. Unlike text adventure games - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -258,7 +258,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -324,7 +324,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -390,7 +390,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -456,7 +456,7 @@ The number of turns elapsed so far, displayed if you have the - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -522,7 +522,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -588,7 +588,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -654,7 +654,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -720,7 +720,7 @@ instead. Only these one-step movement commands cause you to - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -786,7 +786,7 @@ ing . ^ is used as shorthand elsewhere in the - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -852,7 +852,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -918,7 +918,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -984,7 +984,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1050,7 +1050,7 @@ at an adjacent "remembered, unseen monster" marker. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1116,7 +1116,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1182,7 +1182,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1248,7 +1248,7 @@ menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1314,7 +1314,7 @@ doesn't and give that name to the result, while splitting (count - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1333,6 +1333,9 @@ the "#overview" command. Autocompletes. Default key is `M-A', and also `^N' if number_pad is on. + Preceding #annotate with the `m' prefix is the same as #overview + with the prefix. + #apply Apply (use) a tool such as a pick-axe, a key, or a lamp. Default key is `a'. @@ -1340,7 +1343,7 @@ 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 +1353,14 @@ 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 +1376,11 @@ 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 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1390,6 +1390,8 @@ + See the section below entitled "Conduct" for details. + #debugfuzzer Start the fuzz tester. Debug mode only. @@ -1397,7 +1399,7 @@ Dip an object into something. Autocompletes. Default key is `M- d'. - The `m' prefix skips dipping into a fountain or pool if there is + The `m' prefix skips dipping into a fountain or pool if there is one at your location. #down @@ -1410,22 +1412,22 @@ Drop specific item types. Default key is `D'. #eat - Eat something. Default key is `e'. The `m' prefix skips eating + Eat something. Default key is `e'. The `m' prefix skips eating items on the floor. #engrave Engrave writing on the floor. Default key is `E'. #enhance - Advance or check weapon and spell skills. Autocompletes. + Advance or check weapon and spell skills. Autocompletes. Default key is `M-e'. #exploremode Switch from normal play to non-scoring explore mode. Default key is `M-X'. - Requires confirmation; default response is n (no). To really - switch to explore mode, respond with y. You can set the para- + 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 +1443,10 @@ 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 - extinct. + List any monster types which have been genocided. In explore - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1456,14 +1456,17 @@ + mode and debug mode it also shows types which have become + extinct. + The display order is the same as is used by #vanquished. The `m' - prefix brings up a menu of available sorting orders, and doing - that for either #genocided or #vanquished changes the order for + prefix brings up a menu of available sorting orders, and doing + that for either #genocided or #vanquished changes the order for both. - If the sorting order is "count high to low" or "count low to - high" (which are applicable for #vanquished), that will be - ignored for #genocided and alphabetical will be used instead. + If the sorting order is "count high to low" or "count low to + high" (which are applicable for #vanquished), that will be + ignored for #genocided and alphabetical will be used instead. The menu omits those two choices when used for #genocide. Autocompletes. Default key is `M-g'. @@ -1473,16 +1476,16 @@ 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 @@ -1495,24 +1498,21 @@ 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 - Show what object types have been discovered. Default key is `\'. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1522,12 +1522,15 @@ - The `m' prefix allows assigning a new value to the sortdiscover- + #known + Show what object types have been discovered. Default key is `\'. + + The `m' prefix allows assigning a new value to the sortdiscover- ies option to control the order in which the discoveries are dis- played. #knownclass - Show discovered types for one class of objects. Default key is + Show discovered types for one class of objects. Default key is ``'. The `m' prefix operates the same as for "#known". @@ -1545,26 +1548,26 @@ Describe what you can see, or remember, of your surroundings. #loot - Loot a box or bag on the floor beneath you, or the saddle from a + Loot a box or bag on the floor beneath you, or the saddle from a steed standing next to you. Autocompletes. Precede with the `m' - prefix to skip containers at your location and go directly to - 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'. #offer - Offer a sacrifice to the gods. Autocompletes. Default key is + Offer a sacrifice to the gods. Autocompletes. Default key is `M-o'. - You'll need to find an altar to have any chance at success. + You'll need to find an altar to have any chance at success. Corpses of recently killed monsters are the fodder of choice. The `m' prefix skips offering any items which are on the altar. @@ -1572,13 +1575,10 @@ #open Open a door. Default key is `o'. - #options - Show and change option settings. Default key is `O'. Precede - with the `m' prefix to show advanced options. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1588,33 +1588,37 @@ + #options + Show and change option settings. Default key is `O'. Precede + with the `m' prefix to show advanced options. + #optionsfull - Show advanced game option settings. No default key. Precede - with the `m' prefix to execute the simpler options command. - (Mainly useful if you use BINDING=O:optionsfull to switch `O' + Show advanced game option settings. No default key. Precede + with the `m' prefix to execute the simpler options command. + (Mainly useful if you use BINDING=O:optionsfull to switch `O' from simple options back to traditional advanced options.) #overview - Display information you've discovered about the dungeon. Any - visited level with an annotation is included, and many things - (altars, thrones, fountains, and so on; extra stairs leading to + Display information you've discovered about the dungeon. Any + visited level with an annotation is included, and many things + (altars, thrones, fountains, and so on; extra stairs leading to another dungeon branch) trigger an automatic annotation. If dun- geon overview is chosen during end-of-game disclosure, every vis- ited level will be included regardless of annotations. - Precede #overview with the `m' prefix to display the dungeon - overview as a menu where you can select any visited level to add - or remove an annotation without needing to return to that level. - This will also force all visited levels to be displayed rather + Precede #overview with the `m' prefix to display the dungeon + overview as a menu where you can select any visited level to add + or remove an annotation without needing to return to that level. + This will also force all visited levels to be displayed rather than just the "interesting" subset. Autocompletes. Default keys are `^O', and `M-O'. #panic - Test the panic routine. Terminates the current game. Autocom- + Test the panic routine. Terminates the current game. Autocom- pletes. Debug mode only. - Asks for confirmation; default is n (no); continue playing. To + Asks for confirmation; default is n (no); continue playing. To really panic, respond with y. You can set the paranoid_confirma- tion:quit option to require a response of yes instead. @@ -1622,10 +1626,10 @@ 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 @@ -1638,13 +1642,9 @@ #pray Pray to the gods for help. Autocompletes. Default key is `M-p'. - Praying too soon after receiving prior help is a bad idea. - (Hint: entering the dungeon alive is treated as having received - help. You probably shouldn't start off a new game by praying - right away.) Since using this command by accident can cause - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1654,8 +1654,12 @@ - trouble, there is an option to make you confirm your intent - before praying. It is enabled by default, and you can reset the + Praying too soon after receiving prior help is a bad idea. + (Hint: entering the dungeon alive is treated as having received + help. You probably shouldn't start off a new game by praying + right away.) Since using this command by accident can cause + trouble, there is an option to make you confirm your intent + before praying. It is enabled by default, and you can reset the paranoid_confirmation option to disable it. #prevmsg @@ -1674,20 +1678,20 @@ Quit the program without saving your game. Autocompletes. Since using this command by accident would throw away the current - game, you are asked to confirm your intent before quitting. - Default response is n (no); continue playing. To really quit, - respond with y. You can set the paranoid_confirmation:quit + game, you are asked to confirm your intent before quitting. + Default response is n (no); continue playing. To really quit, + respond with y. You can set the paranoid_confirmation:quit option to require a response of yes instead. #quiver Select ammunition for quiver. Default key is `Q'. #read - Read a scroll, a spellbook, or something else. Default key is + Read a scroll, a spellbook, or something else. Default key is `r'. #redraw - Redraw the screen. Default key is `^R', and also `^L' if num- + Redraw the screen. Default key is `^R', and also `^L' if num- ber_pad is on. #remove @@ -1697,20 +1701,16 @@ Repeat the previous command. Default key is `^A'. #reqmenu - Prefix key to modify the behavior or request menu from some com- - mands. Prevents autopickup when used with movement commands. + Prefix key to modify the behavior or request menu from some com- + mands. Prevents autopickup when used with movement commands. Default key is `m'. #retravel - Travel to a previously selected travel destination. Default key + Travel to a previously selected travel destination. Default key is `C-_'. See also #travel. - #ride - Ride (or stop riding) a saddled creature. Autocompletes. - Default key is `M-R'. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1720,12 +1720,16 @@ + #ride + Ride (or stop riding) a saddled creature. Autocompletes. + Default key is `M-R'. + #rub Rub a lamp or a stone. Autocompletes. Default key is `M-r'. #run - Prefix key to run towards a direction. Default key is `G' when - number_pad is off, `5' when number_pad is set to 1 or 3, other- + Prefix key to run towards a direction. Default key is `G' when + number_pad is off, `5' when number_pad is set to 1 or 3, other- wise `M-5' when it is set to 2 or 4. #rush @@ -1737,12 +1741,12 @@ Save the game and exit the program. Default key is `S'. #saveoptions - Save configuration options to the config file. This will over- - write the file, removing all comments, so if you have manually + Save configuration options to the config file. This will over- + write the file, removing all comments, so if you have manually edited the config file, don't use this. #search - Search for traps and secret doors around you. Default key is + Search for traps and secret doors around you. Default key is `s'. #seeall @@ -1759,24 +1763,20 @@ #seearmor Show the armor currently worn. Default key is `['. - Will display worn armor in a menu even when there is only thing + Will display worn armor in a menu even when there is only thing worn. #seerings Show the ring(s) currently worn. Default key is `='. - Will display worn rings in a menu if there are two (or there is - just one and is a meat ring rather than a "real" ring). Use the + Will display worn rings in a menu if there are two (or there is + just one and is a meat ring rather than a "real" ring). Use the `m' prefix to force a menu for one ring. - #seetools - Show the tools currently in use. Default key is `('. - - Will display the result in a message if there is one tool in use - (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -1786,38 +1786,43 @@ + #seetools + Show the tools currently in use. Default key is `('. + + Will display the result in a message if there is one tool in use + (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), leashes attached to pets). Will display a menu if there are more than one or if the command is preceded by the `m' prefix. #seeweapon Show the weapon currently wielded. Default key is `)'. - If dual-wielding, a separate message about the secondary weapon - will be given. Using the `m' prefix will force a menu and it + If dual-wielding, a separate message about the secondary weapon + will be given. Using the `m' prefix will force a menu and it will include primary weapon, alternate weapon even when not dual- - wielding, and also whatever is currently assigned to the quiver + wielding, and also whatever is currently assigned to the quiver slot. #shell - Do a shell escape, switching from NetHack to a subprocess. Can - be disabled at the time the program is built. When enabled, + 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 @@ -1827,22 +1832,17 @@ 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 Swap wielded and secondary weapons. Default key is `x'. - #takeoff - Take off one piece of armor. Default key is `T'. - - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1852,6 +1852,9 @@ + #takeoff + Take off one piece of armor. Default key is `T'. + #takeoffall Remove all armor. Default key is `A'. @@ -1859,25 +1862,25 @@ Teleport around the level. Default key is `^T'. #terrain - Show map without obstructions. In normal play you can view the - explored portion of the current level's map without monsters; - without monsters and objects; or without monsters, objects, and + Show map without obstructions. In normal play you can view the + explored portion of the current level's map without monsters; + without monsters and objects; or without monsters, objects, and traps. If there are visible clouds of gas in view, they are treated like - traps when deciding whether to show them or the floor underneath + traps when deciding whether to show them or the floor underneath them. - In explore mode, you can choose to view the full map rather than - just its explored portion. In debug mode there are additional + In explore mode, you can choose to view the full map rather than + just its explored portion. In debug mode there are additional choices. - Autocompletes. Default key is `' or `' (see Del + Autocompletes. Default key is `' or `' (see Del above). #therecmdmenu - Show a menu of possible actions directed at a location next to - you. The menu is limited to a subset of the likeliest actions, + Show a menu of possible actions directed at a location next to + you. The menu is limited to a subset of the likeliest actions, not an exhaustive set of all possibilities. Autocompletes. #throw @@ -1888,27 +1891,24 @@ #tip Tip over a container (bag or box) to pour out its contents. When - there are containers on the floor, the game will prompt to pick - one of them or "tip something being carried". If the latter is - chosen, there will be another prompt for which item from inven- + there are containers on the floor, the game will prompt to pick + one of them or "tip something being carried". If the latter is + chosen, there will be another prompt for which item from inven- tory to tip. The `m' prefix makes the command skip containers on the floor and - pick one from inventory, except for the special case of - menustyle:traditional with two or more containers present; that + pick one from inventory, except for the special case of + menustyle:traditional with two or more containers present; that situation will start with the floor container menu. Autocompletes. Default key is `M-T'. #toggle - Toggle a boolean option on or off. Requires a parameter in - parenthesis, the name of the option to toggle. The option must - be settable in-game. + Toggle a boolean option on or off. Requires a parameter in + parenthesis, the name of the option to toggle. The option must - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1918,16 +1918,18 @@ + be settable in-game. + For example: BIND=':toggle(price_quotes) BIND=@:toggle(autopickup) #travel - Travel to a specific location on the map. Default key is `_'. - Using the "request menu" prefix shows a menu of interesting tar- - gets in sight without asking to move the cursor. When picking a - target with cursor and the autodescribe option is on, the top + Travel to a specific location on the map. Default key is `_'. + Using the "request menu" prefix shows a menu of interesting tar- + gets in sight without asking to move the cursor. When picking a + target with cursor and the autodescribe option is on, the top line will show "(no travel path)" if your character does not know of a path to that location. See also #retravel. @@ -1935,17 +1937,17 @@ 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 @@ -1954,27 +1956,25 @@ #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). Which- + ever ordering is picked gets assigned to the sortvanquished option so is remembered for subsequent #vanquished requests. The "#genocided" command shares this sorting order. - During end-of-game disclosure, when asked whether to show van- - quished monsters answering `a' will let you choose from the sort + During end-of-game disclosure, when asked whether to show van- + quished monsters answering `a' will let you choose from the sort menu. - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -1991,21 +1991,21 @@ 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'. #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 @@ -2015,7 +2015,7 @@ 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 @@ -2025,22 +2025,22 @@ 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 - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2057,7 +2057,7 @@ one. Autocompletes. Debug mode only. Default key is `^G'. #wizidentify - Identify all items in inventory. Autocompletes. Debug mode + Identify all items in inventory. Autocompletes. Debug mode only. Default key is `^I'. #wizintrinsic @@ -2065,48 +2065,48 @@ 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 - key is `^W'. Precede this command with the `m' prefix to show a + Wish for something. Autocompletes. Debug mode only. Default + key is `^W'. Precede this command with the `m' prefix to show a wish history menu. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2127,23 +2127,23 @@ - If your keyboard has a meta key (which, when pressed in combina- - tion with another key, modifies it by setting the "meta" [8th, or - "high"] bit), you can invoke many extended commands by meta-ing the + If your keyboard has a meta key (which, when pressed in combina- + tion with another key, modifies it by setting the "meta" [8th, or + "high"] bit), you can invoke many extended commands by meta-ing the first letter of the command. On Windows and MS-DOS, the "Alt" key can be used in this fashion. - On other systems, if typing "Alt" plus another key transmits a two - character sequence consisting of an Escape followed by the other key, - you may set the altmeta option to have NetHack combine them into - meta+. (This combining action only takes place when NetHack is + On other systems, if typing "Alt" plus another key transmits a two + character sequence consisting of an Escape followed by the other key, + you may set the altmeta option to have NetHack combine them into + meta+. (This combining action only takes place when NetHack is expecting a command to execute, not when accepting input to name some- thing or to make a wish.) Unlike control characters, where ^x and ^X denote the same thing, - meta characters are case-sensitive: M-x and M-X represent different - things. Some commands which can be run via a meta character require - that the letter be capitalized because the lower-case equivalent is + meta characters are case-sensitive: M-x and M-X represent different + things. Some commands which can be run via a meta character require + that the letter be capitalized because the lower-case equivalent is used for another command, so the three key combination meta+Shift+ is needed. @@ -2172,7 +2172,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2238,7 +2238,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2252,7 +2252,7 @@ - If the number_pad option is on, some additional letter commands + If the number_pad option is on, some additional letter commands are available: h #help @@ -2304,7 +2304,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2316,61 +2316,61 @@ 5. Rooms and corridors - Rooms and corridors in the dungeon are either lit or dark. Any - lit areas within your line of sight will be displayed; dark areas are - only displayed if they are within one space of you. Walls and corri- + Rooms and corridors in the dungeon are either lit or dark. Any + lit areas within your line of sight will be displayed; dark areas are + only displayed if they are within one space of you. Walls and corri- dors remain on the map as you explore them. Secret corridors are hidden and appear to be solid rock. You can find them with the `s' (search) command when adjacent to them. Multi- - ple search attempts may be needed. When searching is successful, - secret corridors become ordinary open corridor locations. Mapping - magic reveals secret corridors, so converts them into ordinary corri- + ple search attempts may be needed. When searching is successful, + secret corridors become ordinary open corridor locations. Mapping + magic reveals secret corridors, so converts them into ordinary corri- dors and shows them as such. 5.1. Doorways - Doorways connect rooms and corridors. Some doorways have no - doors; you can walk right through. Others have doors in them, which - may be open, closed, or locked. To open a closed door, use the `o' - (open) command; to close it again, use the `c' (close) command. By - default the autoopen option is enabled, so simply attempting to walk - onto a closed door's location will attempt to open it without needing - `o'. Opening via autoopen will not work if you are confused or + Doorways connect rooms and corridors. Some doorways have no + doors; you can walk right through. Others have doors in them, which + may be open, closed, or locked. To open a closed door, use the `o' + (open) command; to close it again, use the `c' (close) command. By + default the autoopen option is enabled, so simply attempting to walk + onto a closed door's location will attempt to open it without needing + `o'. Opening via autoopen will not work if you are confused or stunned or suffer from the fumbling attribute. - Open doors cannot be entered diagonally; you must approach them - straight on, horizontally or vertically. Doorways without doors are + Open doors cannot be entered diagonally; you must approach them + straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion except on one particular level (described by "#overview" as "a primitive area"). - Unlocking magic exists but usually won't be available early on. - You can get through a locked door without magic by first using an - unlocking tool with the `a' (apply) command, and then opening it. By - default the autounlock option is also enabled, so if you attempt to - open (via `o' or autoopen) a locked door while carrying an unlocking - tool, you'll be asked whether to use it on the door's lock. Alterna- - tively, you can break a closed door (whether locked or not) down by - kicking it via the `^D' (kick) command. Kicking down a door destroys + Unlocking magic exists but usually won't be available early on. + You can get through a locked door without magic by first using an + unlocking tool with the `a' (apply) command, and then opening it. By + default the autounlock option is also enabled, so if you attempt to + open (via `o' or autoopen) a locked door while carrying an unlocking + tool, you'll be asked whether to use it on the door's lock. Alterna- + tively, you can break a closed door (whether locked or not) down by + kicking it via the `^D' (kick) command. Kicking down a door destroys it and makes a lot of noise which might wake sleeping monsters. - Some closed doors are booby-trapped and will explode if an - attempt is made to open (when unlocked) or unlock (when locked) or - kick down. Like kicking, an explosion destroys the door and makes a - lot of noise. The "#untrap" command can be used to search a door for - traps but might take multiple attempts to find one. When one is - found, you'll be asked whether to try to disarm it. If you accede, - success will eliminate the trap but failure will set off the trap's - explosion. (If you decline, you effectively forget that a trap was + Some closed doors are booby-trapped and will explode if an + attempt is made to open (when unlocked) or unlock (when locked) or + kick down. Like kicking, an explosion destroys the door and makes a + lot of noise. The "#untrap" command can be used to search a door for + traps but might take multiple attempts to find one. When one is + found, you'll be asked whether to try to disarm it. If you accede, + success will eliminate the trap but failure will set off the trap's + explosion. (If you decline, you effectively forget that a trap was found there.) - Closed doors can be useful for shutting out monsters. Most mon- - sters cannot open closed doors, although a few don't need to (for - example, ghosts can walk through doors and fog clouds can flow under + Closed doors can be useful for shutting out monsters. Most mon- + sters cannot open closed doors, although a few don't need to (for + example, ghosts can walk through doors and fog clouds can flow under them). Some monsters who can open doors can also use unlocking tools. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2382,61 +2382,61 @@ And some (giants) can smash doors. - Secret doors are hidden and appear to be ordinary wall (from - inside a room) or solid rock (from outside). You can find them with - the `s' (search) command but it might take multiple tries (possibly - many tries if your luck is poor). Once found they are in all ways - equivalent to normal doors. Mapping magic does not reveal secret + Secret doors are hidden and appear to be ordinary wall (from + inside a room) or solid rock (from outside). You can find them with + the `s' (search) command but it might take multiple tries (possibly + many tries if your luck is poor). Once found they are in all ways + equivalent to normal doors. Mapping magic does not reveal secret doors. 5.2. Traps (`^') - There are traps throughout the dungeon to snare the unwary - intruder. For example, you may suddenly fall into a pit and be stuck + There are traps throughout the dungeon to snare the unwary + intruder. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out (see below). A trap usually won't - appear on your map until you trigger it by moving onto it, you see + appear on your map until you trigger it by moving onto it, you see someone else trigger it, or you discover it with the `s' (search) com- - mand (multiple attempts are often needed; if your luck is poor, many - attempts might be needed). Wands of secret door detection and spell - of detect unseen also reveal traps within a modest radius but only if + mand (multiple attempts are often needed; if your luck is poor, many + attempts might be needed). Wands of secret door detection and spell + of detect unseen also reveal traps within a modest radius but only if the trap is also within line-of-sight (whether you can see at the time or not). There is also other magic which can reveal traps. - Monsters can fall prey to traps, too, which can potentially be - used as a defensive strategy. Unfortunately traps can be harmful to - your pet(s) as well. Monsters, including pets, usually will avoid + Monsters can fall prey to traps, too, which can potentially be + used as a defensive strategy. Unfortunately traps can be harmful to + your pet(s) as well. Monsters, including pets, usually will avoid moving onto a trap which is shown on your map if they have encountered that type of trap before. - Some traps such as pits, bear traps, and webs hold you in one - place. You can escape by simply trying to move to an adjacent spot + Some traps such as pits, bear traps, and webs hold you in one + place. You can escape by simply trying to move to an adjacent spot and repeat as needed; eventually you will get free. - Other traps can send you to different locations. Teleporters - send you elsewhere on the same dungeon level. Level teleporters send - you to a random dungeon level, the destination chosen from a few lev- - els lower all the way to the top. These traps choose a new destina- - tion each time they're activated. Trap doors and holes also send you - to another level, but one which is always below the current level. - Usually that will be the next level down but it can be farther. + Other traps can send you to different locations. Teleporters + send you elsewhere on the same dungeon level. Level teleporters send + you to a random dungeon level, the destination chosen from a few lev- + els lower all the way to the top. These traps choose a new destina- + tion each time they're activated. Trap doors and holes also send you + to another level, but one which is always below the current level. + Usually that will be the next level down but it can be farther. Unlike (level) teleporters, the destination level of a particular trap - door or hole is persistent, so falling into one will bring you to the - same level each time--though not necessarily the same spot on the + door or hole is persistent, so falling into one will bring you to the + same level each time--though not necessarily the same spot on the level. Magic portals behave similarly, but with some additional vari- - ation. Some portals are two-way and their remote destination is - always the same: another portal which can take you back. Others are + ation. Some portals are two-way and their remote destination is + always the same: another portal which can take you back. Others are one-way and send you to a specific destination level but not necessar- ily to a specific location there. - There is a special multi-level branch of the dungeon with pre- - mapped levels based on the classic computer game "Sokoban." In that - game, you operate as a warehouse worker who pushes crates around - obstacles to position them at designated locations. In NetHack, the + There is a special multi-level branch of the dungeon with pre- + mapped levels based on the classic computer game "Sokoban." In that + game, you operate as a warehouse worker who pushes crates around + obstacles to position them at designated locations. In NetHack, the goal is to push boulders into pits or holes until those traps have all - been nullified, giving access to whatever is beyond them. In the + been nullified, giving access to whatever is beyond them. In the - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2446,63 +2446,63 @@ - Sokoban game, you can only move in the four cardinal compass direc- - tions, and a crate in its final destination blocks further access to - that spot. In the Sokoban levels of NetHack, you can move diagonally - (unless that would let you pass between two neighboring boulders) but - you can only push boulders in the four cardinal directions, and a - boulder which fills a pit or hole removes both the boulder and the - trap so opens up normal access to that spot. With careful foresight, - it is possible to complete all of the levels according to the tradi- - tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often - need to move things away from their eventual destinations in order to - open up more room to maneuver.) Since NetHack does not support an - undo capability, some allowances are permitted in case you get stuck. - For example, each level has at least one extra boulder. Also, it is - possible to drop everything in order to be able to squeeze into the - same location as a boulder (and then presumably move past it), or to - destroy a boulder with magic or tools, or to create new boulders with - a scroll of earth. However, doing such things will lower your luck - without any specific message given about that. See the Conduct sec- - tion for information about getting feedback for your actions in + Sokoban game, you can only move in the four cardinal compass direc- + tions, and a crate in its final destination blocks further access to + that spot. In the Sokoban levels of NetHack, you can move diagonally + (unless that would let you pass between two neighboring boulders) but + you can only push boulders in the four cardinal directions, and a + boulder which fills a pit or hole removes both the boulder and the + trap so opens up normal access to that spot. With careful foresight, + it is possible to complete all of the levels according to the tradi- + tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often + need to move things away from their eventual destinations in order to + open up more room to maneuver.) Since NetHack does not support an + undo capability, some allowances are permitted in case you get stuck. + For example, each level has at least one extra boulder. Also, it is + possible to drop everything in order to be able to squeeze into the + same location as a boulder (and then presumably move past it), or to + destroy a boulder with magic or tools, or to create new boulders with + a scroll of earth. However, doing such things will lower your luck + without any specific message given about that. See the Conduct sec- + tion for information about getting feedback for your actions in Sokoban. 5.3. Stairs and ladders (`<', `>') In general, each level in the dungeon will have a staircase going - up (`<') to the previous level and another going down (`>') to the - next level. There are some exceptions though. For instance, fairly - early in the dungeon you will find a level with two down staircases, - one continuing into the dungeon and the other branching into an area + up (`<') to the previous level and another going down (`>') to the + next level. There are some exceptions though. For instance, fairly + early in the dungeon you will find a level with two down staircases, + one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so - after exploring them (if you choose to do so), you'll need to climb + after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon. - When you traverse a set of stairs, or trigger a trap which sends + When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and - stored in a file on disk. If you're moving to a previously visited - level, it will be loaded from its file on disk and reactivated. If - you're moving to a level which has not yet been visited, it will be + stored in a file on disk. If you're moving to a previously visited + level, it will be loaded from its file on disk and reactivated. If + you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some - "special" levels, or loaded from the remains of an earlier game for a - "bones" level as briefly described below). Monsters are only active - on the current level; those on other levels are essentially placed + "special" levels, or loaded from the remains of an earlier game for a + "bones" level as briefly described below). Monsters are only active + on the current level; those on other levels are essentially placed into stasis. Ordinarily when you climb a set of stairs, you will arrive on the - corresponding staircase at your destination. However, pets (see - below) and some other monsters will follow along if they're close - enough when you travel up or down stairs, and occasionally one of + corresponding staircase at your destination. However, pets (see + below) and some other monsters will follow along if they're close + enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two types - of inter-level connections are nearly indistinguishable during game + Ladders serve the same purpose as staircases, and the two types + of inter-level connections are nearly indistinguishable during game play. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2514,36 +2514,36 @@ 5.4. Shops and shopping - Occasionally you will run across a room with a shopkeeper near - the door and many items lying on the floor. You can buy items by + Occasionally you will run across a room with a shopkeeper near + the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can inquire about - the price of an item prior to picking it up by using the "#chat" com- - mand while standing on it. Using an item prior to paying for it will - incur a charge, and the shopkeeper won't allow you to leave the shop + the price of an item prior to picking it up by using the "#chat" com- + mand while standing on it. Using an item prior to paying for it will + incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the floor + You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shop- - keeper isn't interested (generally, your item needs to be compatible + keeper isn't interested (generally, your item needs to be compatible with the type of merchandise carried by the shop). - If you drop something in a shop by accident, the shopkeeper will - usually claim ownership without offering any compensation. You'll + If you drop something in a shop by accident, the shopkeeper will + usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it. Shopkeepers sometime run out of money. When that happens, you'll - be offered credit instead of gold when you try to sell something. - Credit can be used to pay for purchases, but it is only good in the + be offered credit instead of gold when you try to sell something. + Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it. (If you - happen to find a "credit card" in the dungeon, don't bother trying to + happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.) - The `$' command, which reports the amount of gold you are carry- - ing, will also show current shop debt or credit, if any. The "Iu" - command lists unpaid items (those which still belong to the shop) if - you are carrying any. The "Ix" command shows an inventory-like dis- - play of any unpaid items which have been used up, along with other + The `$' command, which reports the amount of gold you are carry- + ing, will also show current shop debt or credit, if any. The "Iu" + command lists unpaid items (those which still belong to the shop) if + you are carrying any. The "Ix" command shows an inventory-like dis- + play of any unpaid items which have been used up, along with other shop fees, if any. 5.4.1. Shop idiosyncrasies @@ -2552,23 +2552,23 @@ * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if it + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. - * While the shopkeeper watches you like a hawk, he or she will gener- + * While the shopkeeper watches you like a hawk, he or she will gener- ally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its own + * If a shop is "closed for inventory," it will not open of its own accord. - * Shops do not get restocked with new items, regardless of inventory + * Shops do not get restocked with new items, regardless of inventory depletion. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2580,61 +2580,61 @@ 5.5. Movement feedback - Moving around the map usually provides no feedback--other than - drawing the hero at the new location--unless you step on an object or - pile of objects, or on a trap, or attempt to move onto a spot where a - monster is located. There are several options which can be used to + Moving around the map usually provides no feedback--other than + drawing the hero at the new location--unless you step on an object or + pile of objects, or on a trap, or attempt to move onto a spot where a + monster is located. There are several options which can be used to augment the normal feedback. - The pile_limit option controls how many objects can be in a - pile--sharing the same map location--for the game to state "there are - objects here" instead of listing them. The default is 5. Setting it - to 1 would always give that message instead of listing any objects. - Setting it to 0 is a special case which will always list all objects + The pile_limit option controls how many objects can be in a + pile--sharing the same map location--for the game to state "there are + objects here" instead of listing them. The default is 5. Setting it + to 1 would always give that message instead of listing any objects. + Setting it to 0 is a special case which will always list all objects no matter how big a pile is. Note that the number refers to the count of separate stacks of objects present rather than the sum of the quan- - tities of those stacks (so 7 arrows or 25 gold pieces will each count - as 1 rather than as 7 and 25, respectively, and total to 2 when both + tities of those stacks (so 7 arrows or 25 gold pieces will each count + as 1 rather than as 7 and 25, respectively, and total to 2 when both are at the same location). - The "nopickup" command prefix (default `m') can be used before a - movement direction to step on objects without attempting auto-pickup + The "nopickup" command prefix (default `m') can be used before a + movement direction to step on objects without attempting auto-pickup and without giving feedback about them. The mention_walls option controls whether you get feedback if you - try to walk into a wall or solid stone or off the edge of the map. - Normally nothing happens (unless the hero is blind and no wall is - shown, then the wall that is being bumped into will be drawn on the - map). This option also gives feedback when rushing or running stops + try to walk into a wall or solid stone or off the edge of the map. + Normally nothing happens (unless the hero is blind and no wall is + shown, then the wall that is being bumped into will be drawn on the + map). This option also gives feedback when rushing or running stops for some non-obvious reason. - The mention_decor option controls whether you get feedback when - walking on "furniture." Normally stepping onto stairs or a fountain - or an altar or various other things doesn't elicit anything unless it - is covered by one or more objects so is obscured on the map. Setting - this option to true will describe such things even when they aren't - obscured. Doorless doorways and open doors aren't considered worthy + The mention_decor option controls whether you get feedback when + walking on "furniture." Normally stepping onto stairs or a fountain + or an altar or various other things doesn't elicit anything unless it + is covered by one or more objects so is obscured on the map. Setting + this option to true will describe such things even when they aren't + obscured. Doorless doorways and open doors aren't considered worthy of mention; closed doors (if you can move onto their spots) and broken - doors are. Assuming that you're able to do so, moving onto water or - lava or ice will give feedback if not yet on that type of terrain but - not repeat it (unless there has been some intervening message) when - moving from water to another water spot, or lava to lava, or ice to - ice. Moving off of any of those back onto "normal" terrain will give - one message too, unless there is feedback about one or more objects, + doors are. Assuming that you're able to do so, moving onto water or + lava or ice will give feedback if not yet on that type of terrain but + not repeat it (unless there has been some intervening message) when + moving from water to another water spot, or lava to lava, or ice to + ice. Moving off of any of those back onto "normal" terrain will give + one message too, unless there is feedback about one or more objects, in which case the back on land circumstance is implied. - The confirm and safe_pet options control what happens when you + The confirm and safe_pet options control what happens when you try to move onto a peaceful monster's spot or a tame one's spot. - The "nopickup" command prefix (default `m') is also the move- + The "nopickup" command prefix (default `m') is also the move- without-attacking prefix and can be used to try to step onto a visible - monster's spot without the move being considered an attack (see the - Fighting subsection of Monsters below). The "fight" command prefix - (default `F'; also `-' if number_pad is on) can be used to force an - attack, when guessing where an unseen monster is or when deliberately + monster's spot without the move being considered an attack (see the + Fighting subsection of Monsters below). The "fight" command prefix + (default `F'; also `-' if number_pad is on) can be used to force an + attack, when guessing where an unseen monster is or when deliberately - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2646,22 +2646,22 @@ attacking a peaceful or tame creature. - The run_mode option controls how frequently the map gets redrawn - when moving more than one step in a single command (so when rushing, + The run_mode option controls how frequently the map gets redrawn + when moving more than one step in a single command (so when rushing, running, or traveling). 5.6. Rogue level - One dungeon level (occurring in mid to late teens of the main + One dungeon level (occurring in mid to late teens of the main dungeon) is a tribute to the ancestor game hack's inspiration rogue. - It is usually displayed differently from other levels: possibly - in characters instead of tiles, or without line-drawing symbols if - already in characters; also, gold is shown as * rather than $ and - stairs are shown as % rather than < and >. There are some minor dif- - ferences in actual game play: doorways lack doors; a scroll, wand, or - spell of light used in a room lights up the whole room rather than - within a radius around your character. And monsters represented by + It is usually displayed differently from other levels: possibly + in characters instead of tiles, or without line-drawing symbols if + already in characters; also, gold is shown as * rather than $ and + stairs are shown as % rather than < and >. There are some minor dif- + ferences in actual game play: doorways lack doors; a scroll, wand, or + spell of light used in a room lights up the whole room rather than + within a radius around your character. And monsters represented by lower-case letters aren't randomly generated on the rogue level. The slight strangeness of this level is a feature, not a bug.... @@ -2669,38 +2669,38 @@ 6. Monsters Monsters you cannot see are not displayed on the screen. Beware! - You may suddenly come upon one in a dark place. Some magic items can - help you locate them before they locate you (which some monsters can + You may suddenly come upon one in a dark place. Some magic items can + help you locate them before they locate you (which some monsters can do very well). - The commands `/' and `;' may be used to obtain information about - those monsters who are displayed on the screen. The command "#name" - (by default bound to `C'), allows you to assign a name to a monster, + The commands `/' and `;' may be used to obtain information about + those monsters who are displayed on the screen. The command "#name" + (by default bound to `C'), allows you to assign a name to a monster, which may be useful to help distinguish one from another when multiple - monsters are present. Assigning a name which is just a space will + monsters are present. Assigning a name which is just a space will remove any prior name. - The extended command "#chat" can be used to interact with an - adjacent monster. There is no actual dialog (in other words, you - don't get to choose what you'll say), but chatting with some monsters - such as a shopkeeper or the Oracle of Delphi can produce useful + The extended command "#chat" can be used to interact with an + adjacent monster. There is no actual dialog (in other words, you + don't get to choose what you'll say), but chatting with some monsters + such as a shopkeeper or the Oracle of Delphi can produce useful results. 6.1. Fighting - If you see a monster and you wish to fight it, just attempt to - walk into it. Many monsters you find will mind their own business + If you see a monster and you wish to fight it, just attempt to + walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. - In most circumstances, if you attempt to attack a peaceful mon- - ster by moving into its location, you'll be asked to confirm your - intent. By default an answer of `y' acknowledges that intent, which + In most circumstances, if you attempt to attack a peaceful mon- + ster by moving into its location, you'll be asked to confirm your + intent. By default an answer of `y' acknowledges that intent, which can be error prone if you're using `y' to move. You can set the para- - noid_confirmation:attack option to require a response of "yes" + noid_confirmation:attack option to require a response of "yes" - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2712,61 +2712,61 @@ instead. - If you can't see a monster (if it is invisible, or if you are + If you can't see a monster (if it is invisible, or if you are blinded), the symbol `I' will be shown when you learn of its presence. - If you attempt to walk into it, you will try to fight it just like a - monster that you can see; of course, if the monster has moved, you - will attack empty air. If you guess that the monster has moved and - you don't wish to fight, you can use the `m' command to move without - fighting; likewise, if you don't remember a monster but want to try + If you attempt to walk into it, you will try to fight it just like a + monster that you can see; of course, if the monster has moved, you + will attack empty air. If you guess that the monster has moved and + you don't wish to fight, you can use the `m' command to move without + fighting; likewise, if you don't remember a monster but want to try fighting anyway, you can use the `F' command. 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or pony - (`u'), which follows you about the dungeon and fights monsters with + (`u'), which follows you about the dungeon and fights monsters with you. Like you, your pet needs food to survive. Dogs and cats usually feed themselves on fresh carrion and other meats; horses need vegetar- ian food which is harder to come by. If you're worried about your pet - or want to train it, you can feed it, too, by throwing it food. A + or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. - Your pet also gains experience from killing monsters, and can - grow over time, gaining hit points and doing more damage. Initially, - your pet may even be better at killing things than you, which makes + Your pet also gains experience from killing monsters, and can + grow over time, gaining hit points and doing more damage. Initially, + your pet may even be better at killing things than you, which makes pets useful for low-level characters. - Your pet will follow you up and down staircases if it is next to + Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become - wild. Similarly, when you trigger certain types of traps which alter - your location (for instance, a trap door which drops you to a lower - dungeon level), any adjacent pet will accompany you and any non-adja- + wild. Similarly, when you trigger certain types of traps which alter + your location (for instance, a trap door which drops you to a lower + dungeon level), any adjacent pet will accompany you and any non-adja- cent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. 6.3. Steeds - Some types of creatures in the dungeon can actually be ridden if - you have the right equipment and skill. Convincing a wild beast to + Some types of creatures in the dungeon can actually be ridden if + you have the right equipment and skill. Convincing a wild beast to let you saddle it up is difficult to say the least. Many a dungeoneer - has had to resort to magic and wizardry in order to forge the - alliance. Once you do have the beast under your control however, you - can easily climb in and out of the saddle with the "#ride" command. - Lead the beast around the dungeon when riding, in the same manner as - you would move yourself. It is the beast that you will see displayed + has had to resort to magic and wizardry in order to forge the + alliance. Once you do have the beast under your control however, you + can easily climb in and out of the saddle with the "#ride" command. + Lead the beast around the dungeon when riding, in the same manner as + you would move yourself. It is the beast that you will see displayed on the map. - Riding skill is managed by the "#enhance" command. See the sec- + Riding skill is managed by the "#enhance" command. See the sec- tion on Weapon proficiency for more information about that. - Use the `a' (apply) command and pick a saddle in your inventory + Use the `a' (apply) command and pick a saddle in your inventory to attempt to put that saddle on an adjacent creature. If successful, it will be transferred to that creature's inventory. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2776,63 +2776,63 @@ - Use the "#loot" command while adjacent to a saddled creature to - try to remove the saddle from that creature. If successful, it will + Use the "#loot" command while adjacent to a saddled creature to + try to remove the saddle from that creature. If successful, it will be transferred to your inventory. 6.4. Bones levels You may encounter the shades and corpses of other adventurers (or - even former incarnations of yourself!) and their personal effects. - Ghosts are hard to kill, but easy to avoid, since they're slow and do + even former incarnations of yourself!) and their personal effects. + Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; - however, they are likely to be cursed. Beware of whatever killed the - former player; it is probably still lurking around, gloating over its + however, they are likely to be cursed. Beware of whatever killed the + former player; it is probably still lurking around, gloating over its last victory. 6.5. Persistence of Monsters - Monsters (a generic reference which also includes humans and + Monsters (a generic reference which also includes humans and pets) are only shown while they can be seen or otherwise sensed. Mov- ing to a location where you can't see or sense a monster any more will - result in it disappearing from your map, similarly if it is the one + result in it disappearing from your map, similarly if it is the one who moved rather than you. - However, if you encounter a monster which you can't see or + However, if you encounter a monster which you can't see or sense--perhaps it is invisible and has just tapped you on the noggin-- a special "remembered, unseen monster" marker will be displayed at the - location where you think it is. That will persist until you have - proven that there is no monster there, even if the unseen monster - moves to another location or you move to a spot where the marker's + location where you think it is. That will persist until you have + proven that there is no monster there, even if the unseen monster + moves to another location or you move to a spot where the marker's location ordinarily wouldn't be seen any more. 7. Objects - When you find something in the dungeon, it is common to want to - pick it up. In NetHack, this is accomplished by using the `,' com- - mand. If autopickup option is on, you will automatically pick up the + When you find something in the dungeon, it is common to want to + pick it up. In NetHack, this is accomplished by using the `,' com- + mand. If autopickup option is on, you will automatically pick up the object by walking over, unless you move with the `m' prefix. - If you're carrying too many items, NetHack will tell you so and - you won't be able to pick up anything more. Otherwise, it will add + If you're carrying too many items, NetHack will tell you so and + you won't be able to pick up anything more. Otherwise, it will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight of - that object to your load. The amount that you can carry depends on - your strength and your constitution. The stronger and sturdier you - are, the less the additional load will affect you. There comes a - point, though, when the weight of all of that stuff you are carrying + As you add items to your inventory, you also add the weight of + that object to your load. The amount that you can carry depends on + your strength and your constitution. The stronger and sturdier you + are, the less the additional load will affect you. There comes a + point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you. Your reactions - will get slower and you'll burn calories faster, requiring food more - frequently to cope with it. Eventually, you'll be so overloaded that + will get slower and you'll burn calories faster, requiring food more + frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight. NetHack will tell you how badly you have loaded yourself. If you - are encumbered, one of the conditions Burdened, Stressed, Strained, + are encumbered, one of the conditions Burdened, Stressed, Strained, - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2842,63 +2842,63 @@ - Overtaxed, or Overloaded will be shown on the bottom line status dis- + Overtaxed, or Overloaded will be shown on the bottom line status dis- play. - When you pick up an object, it is assigned an inventory letter. - Many commands that operate on objects must ask you to find out which - object you want to use. When NetHack asks you to choose a particular - object you are carrying, you are usually presented with a list of + When you pick up an object, it is assigned an inventory letter. + Many commands that operate on objects must ask you to find out which + object you want to use. When NetHack asks you to choose a particular + object you are carrying, you are usually presented with a list of inventory letters to choose from (see Commands, above). - Some objects, such as weapons, are easily differentiated. Oth- - ers, like scrolls and potions, are given descriptions which vary - according to type. During a game, any two objects with the same - description are the same type. However, the descriptions will vary + Some objects, such as weapons, are easily differentiated. Oth- + ers, like scrolls and potions, are given descriptions which vary + according to type. During a game, any two objects with the same + description are the same type. However, the descriptions will vary from game to game. - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this type - of object so you will recognize it later. You can also use the + When you use one of these objects, if its effect is obvious, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this type + of object so you will recognize it later. You can also use the "#name" command, for the same purpose at any time, to name all objects - of a particular type or just an individual object. When you use - "#name" on an object which has already been named, specifying a space - as the value will remove the prior name instead of assigning a new + of a particular type or just an individual object. When you use + "#name" on an object which has already been named, specifying a space + as the value will remove the prior name instead of assigning a new one. 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object is - otherwise helpful. The most common effect of a curse is being stuck - with (and to) the item. Cursed weapons weld themselves to your hand + Any object that you find may be cursed, even if the object is + otherwise helpful. The most common effect of a curse is being stuck + with (and to) the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is - not removable by ordinary means. In addition, cursed arms and armor - usually, but not always, bear negative enchantments that make them - less effective in combat. Other cursed objects may act poorly or + not removable by ordinary means. In addition, cursed arms and armor + usually, but not always, bear negative enchantments that make them + less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed instead. Blessed items usually work - better or more beneficially than normal uncursed items. For example, + Objects can also be blessed instead. Blessed items usually work + better or more beneficially than normal uncursed items. For example, a blessed weapon will do slightly more damage against demons. - Objects which are neither cursed nor blessed are referred to as + Objects which are neither cursed nor blessed are referred to as uncursed. They could just as easily have been described as unblessed, - but the uncursed designation is what you will see within the game. A + but the uncursed designation is what you will see within the game. A "glass half full versus glass half empty" situation; make of that what you will. - There are magical means of bestowing or removing curses upon - objects, so even if you are stuck with one, you can still have the - curse lifted and the item removed. Priests and Priestesses have an - innate sensitivity to this property in any object, so they can more - easily avoid cursed objects than other character roles. Dropping - objects onto an altar will reveal their bless or curse state provided + There are magical means of bestowing or removing curses upon + objects, so even if you are stuck with one, you can still have the + curse lifted and the item removed. Priests and Priestesses have an + innate sensitivity to this property in any object, so they can more + easily avoid cursed objects than other character roles. Dropping + objects onto an altar will reveal their bless or curse state provided that you can see them land. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2908,44 +2908,44 @@ - An item with unknown status will be reported in your inventory - with no prefix. An item which you know the state of will be distin- - guished in your inventory by the presence of the word cursed, - uncursed, or blessed in the description of the item. In some cases + An item with unknown status will be reported in your inventory + with no prefix. An item which you know the state of will be distin- + guished in your inventory by the presence of the word cursed, + uncursed, or blessed in the description of the item. In some cases uncursed will be omitted as being redundant when enough other informa- - tion is displayed. The implicit_uncursed option can be used to con- - trol this; toggle it off to have uncursed be displayed even when that + tion is displayed. The implicit_uncursed option can be used to con- + trol this; toggle it off to have uncursed be displayed even when that can be deduced from other attributes. - Sometimes the bless or curse state of objects is referred to as - their "BUC" attribute, for Blessed, Uncursed, or Cursed state, or + Sometimes the bless or curse state of objects is referred to as + their "BUC" attribute, for Blessed, Uncursed, or Cursed state, or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term beatitude is occasionally used as well.) 7.2. Artifacts - Some objects have been imbued with special powers and are known - as Artifacts. They have specific types (such as long sword or orcish + Some objects have been imbued with special powers and are known + as Artifacts. They have specific types (such as long sword or orcish dagger) and distinct names such as Giantslayer or Grimtooth. Artifact - weapons typically do more damage than their ordinary counterparts. - Some do extra damage against all monsters, others only against spe- - cific types of monsters so aren't better than regular weapons against - other types. Some confer defensive capabilities when wielded or have + weapons typically do more damage than their ordinary counterparts. + Some do extra damage against all monsters, others only against spe- + cific types of monsters so aren't better than regular weapons against + other types. Some confer defensive capabilities when wielded or have other powers that aren't listed here. - You might find them simply lying on the floor, including but not - limited to inside shops, or be granted as a reward for "#offer" on an - altar to your patron deity. A few might be dropped by monsters, or - might be converted from an ordinary object of the same type via - assigning the right name. Or you might wish for them, if you happen + You might find them simply lying on the floor, including but not + limited to inside shops, or be granted as a reward for "#offer" on an + altar to your patron deity. A few might be dropped by monsters, or + might be converted from an ordinary object of the same type via + assigning the right name. Or you might wish for them, if you happen to be granted a wish, but such wishes can fail. - Some artifacts have a specific alignment, others don't. You - won't obtain aligned ones that have a different alignment from yours - via offering and might get a shock if you attempt to wish for any of + Some artifacts have a specific alignment, others don't. You + won't obtain aligned ones that have a different alignment from yours + via offering and might get a shock if you attempt to wish for any of those or find one and attempt to use it. - Each role has a distinct artifact that is contained in the Quest + Each role has a distinct artifact that is contained in the Quest dungeon branch. These are commonly known as quest artifacts. All are aligned and most are non-weapons. They won't be found randomly. @@ -2955,16 +2955,16 @@ 7.3. Relics There are three unique items that are named and have limited spe- - cial powers but aren't classified as artifacts. Each is guarded by a - particular monster and you'll need to collect all three for use late - in the game. They are the Bell of Opening, the Book of the Dead, and - the Candelabrum of Invocation. Their corresponding descriptions when - not yet identified are silver bell, papyrus spellbook, and cande- + cial powers but aren't classified as artifacts. Each is guarded by a + particular monster and you'll need to collect all three for use late + in the game. They are the Bell of Opening, the Book of the Dead, and + the Candelabrum of Invocation. Their corresponding descriptions when + not yet identified are silver bell, papyrus spellbook, and cande- labrum. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -2976,61 +2976,61 @@ 7.4. Weapons (`)') - Given a chance, most monsters in the Mazes of Menace will gratu- - itously try to kill you. You need weapons for self-defense (killing - them first). Without a weapon, you do only 1-2 hit points of damage - (plus bonuses, if any). Monk characters are an exception; they nor- - mally do more damage with bare (or gloved) hands than they do with + Given a chance, most monsters in the Mazes of Menace will gratu- + itously try to kill you. You need weapons for self-defense (killing + them first). Without a weapon, you do only 1-2 hit points of damage + (plus bonuses, if any). Monk characters are an exception; they nor- + mally do more damage with bare (or gloved) hands than they do with weapons. - There are wielded weapons, like maces and swords, and thrown - weapons, like arrows and spears. To hit monsters with a weapon, you - must wield it and attack them, or throw it at them. You can simply - elect to throw a spear. To shoot an arrow, you should first wield a - bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, you + must wield it and attack them, or throw it at them. You can simply + elect to throw a spear. To shoot an arrow, you should first wield a + bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a "plus" (or "to hit enhancement" which - can be either positive or negative) that adds to your chance to hit - and the damage you do to a monster. The only way to determine a + Enchanted weapons have a "plus" (or "to hit enhancement" which + can be either positive or negative) that adds to your chance to hit + and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most - weapons are subject to some type of damage like rust. Such "erosion" + weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, and - the amount of damage such a hit will do, depends upon many factors. - Among them are: type of weapon, quality of weapon (enchantment and/or + The chance that an attack will successfully hit a monster, and + the amount of damage such a hit will do, depends upon many factors. + Among them are: type of weapon, quality of weapon (enchantment and/or erosion), experience level, strength, dexterity, encumbrance, and pro- - ficiency (see below). The monster's armor class--a general defense - rating, not necessarily due to wearing of armor--is a factor too; - also, some monsters are particularly vulnerable to certain types of + ficiency (see below). The monster's armor class--a general defense + rating, not necessarily due to wearing of armor--is a factor too; + also, some monsters are particularly vulnerable to certain types of weapons. Many weapons can be wielded in one hand; some require both hands. When wielding a two-handed weapon, you can not wear a shield, and vice versa. When wielding a one-handed weapon, you can have another weapon - ready to use by setting things up with the `x' command, which - exchanges your primary (the one being wielded) and alternate weapons. - And if you have proficiency in the "two weapon combat" skill, you may - wield both weapons simultaneously as primary and secondary; use the - `X' command to engage or disengage that. Only some types of charac- - ters (barbarians, for instance) have the necessary skill available. - Even with that skill, using two weapons at once incurs a penalty in - the chance to hit your target compared to using just one weapon at a + ready to use by setting things up with the `x' command, which + exchanges your primary (the one being wielded) and alternate weapons. + And if you have proficiency in the "two weapon combat" skill, you may + wield both weapons simultaneously as primary and secondary; use the + `X' command to engage or disengage that. Only some types of charac- + ters (barbarians, for instance) have the necessary skill available. + Even with that skill, using two weapons at once incurs a penalty in + the chance to hit your target compared to using just one weapon at a time. - There might be times when you'd rather not wield any weapon at + There might be times when you'd rather not wield any weapon at all. To accomplish that, wield `-', or else use the `A' command which - allows you to unwield the current weapon in addition to taking off + allows you to unwield the current weapon in addition to taking off other worn items. - Those of you in the audience who are AD&D players, be aware that + Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to mon- - sters in NetHack. Some of the more obscure weapons (such as the + sters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3042,61 +3042,61 @@ Unearthed Arcana, an AD&D supplement. - The commands to use weapons are `w' (wield), `t' (throw), `f' - (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" + Some interfaces support the weaponstatus option. When it is + enabled, an extra status condition is displayed, describing the cur- + rently wielded weapon. + + The commands to use weapons are `w' (wield), `t' (throw), `f' + (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" (see below). 7.4.1. Throwing and shooting - You can throw just about anything via the `t' command. It will - prompt for the item to throw; picking `?' will list things in your - inventory which are considered likely to be thrown, or picking `*' - will list your entire inventory. After you've chosen what to throw, - you will be prompted for a direction rather than for a specific tar- - get. The distance something can be thrown depends mainly on the type + You can throw just about anything via the `t' command. It will + prompt for the item to throw; picking `?' will list things in your + inventory which are considered likely to be thrown, or picking `*' + will list your entire inventory. After you've chosen what to throw, + you will be prompted for a direction rather than for a specific tar- + get. The distance something can be thrown depends mainly on the type of object and your strength. Arrows can be thrown by hand, but can be - thrown much farther and will be more likely to hit when thrown while + thrown much farther and will be more likely to hit when thrown while you are wielding a bow. - Some weapons will return when thrown. A boomerang--provided it - fails to hit anything--is an obvious example. If an aklys (thonged - club) is thrown while it is wielded, it will return even when it hits - something. A sufficiently strong hero can throw the warhammer Mjoll- - nir; when thrown by a Valkyrie it will return too. However, aklyses - and Mjollnir occasionally fail to return. Returning thrown objects - occasionally fail to be caught, sometimes even hitting the thrower, + Some weapons will return when thrown. A boomerang--provided it + fails to hit anything--is an obvious example. If an aklys (thonged + club) is thrown while it is wielded, it will return even when it hits + something. A sufficiently strong hero can throw the warhammer Mjoll- + nir; when thrown by a Valkyrie it will return too. However, aklyses + and Mjollnir occasionally fail to return. Returning thrown objects + occasionally fail to be caught, sometimes even hitting the thrower, but when caught they become re-wielded. - You can simplify the throwing operation by using the `Q' command - to select your preferred "missile", then using the `f' command to - throw it. You'll be prompted for a direction as above, but you don't - have to specify which item to throw each time you use `f'. There is - also an option, autoquiver, which has NetHack choose another item to - automatically fill your quiver (or quiver sack, or have at the ready) - when the inventory slot used for `Q' runs out. If your quiver is - empty, autoquiver is false, and you are wielding a weapon which + You can simplify the throwing operation by using the `Q' command + to select your preferred "missile", then using the `f' command to + throw it. You'll be prompted for a direction as above, but you don't + have to specify which item to throw each time you use `f'. There is + also an option, autoquiver, which has NetHack choose another item to + automatically fill your quiver (or quiver sack, or have at the ready) + when the inventory slot used for `Q' runs out. If your quiver is + empty, autoquiver is false, and you are wielding a weapon which returns when thrown, you will throw that weapon instead of filling the - quiver. The fire command also has extra assistance, if fireassist is + quiver. The fire command also has extra assistance, if fireassist is on it will try to wield a launcher matching the ammo in the quiver. - Some characters have the ability to throw or shoot a volley of - multiple items (from the same stack) in a single action. Knowing how + Some characters have the ability to throw or shoot a volley of + multiple items (from the same stack) in a single action. Knowing how to load several rounds of ammunition at once--or hold several missiles in your hand--and still hit a target is not an easy task. Rangers are among those who are adept at this task, as are those with a high level - of proficiency in the relevant weapon skill (in bow skill if you're + of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one - to shoot bolts, or in sling skill if you're wielding one to shoot - stones). The number of items that the character has a chance to fire - varies from turn to turn. You can explicitly limit the number of - shots by using a numeric prefix before the `t' or `f' command. For - example, "2f" (or "n2f" if using number_pad mode) would ensure that at - most 2 arrows are shot even if you could have fired 3. If you specify - a larger number than would have been shot ("4f" in this example), - you'll just end up shooting the same number (3, here) as if no limit + to shoot bolts, or in sling skill if you're wielding one to shoot + stones). The number of items that the character has a chance to fire + varies from turn to turn. You can explicitly limit the number of + shots by using a numeric prefix before the `t' or `f' command. For - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3106,63 +3106,63 @@ - had been specified. Once the volley is in motion, all of the items - will travel in the same direction; if the first ones kill a monster, + example, "2f" (or "n2f" if using number_pad mode) would ensure that at + most 2 arrows are shot even if you could have fired 3. If you specify + a larger number than would have been shot ("4f" in this example), + you'll just end up shooting the same number (3, here) as if no limit + had been specified. Once the volley is in motion, all of the items + will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot. 7.4.2. Weapon proficiency - You will have varying degrees of skill in the weapons available. + You will have varying degrees of skill in the weapons available. Weapon proficiency, or weapon skills, affect how well you can use par- ticular types of weapons, and you'll be able to improve your skills as - you progress through a game, depending on your role, your experience + you progress through a game, depending on your role, your experience level, and use of the weapons. - For the purposes of proficiency, weapons have been divided up - into various groups such as daggers, broadswords, and polearms. Each - role has a limit on what level of proficiency a character can achieve - for each group. For instance, wizards can become highly skilled in + For the purposes of proficiency, weapons have been divided up + into various groups such as daggers, broadswords, and polearms. Each + role has a limit on what level of proficiency a character can achieve + for each group. For instance, wizards can become highly skilled in daggers or staves but not in swords or bows. The "#enhance" extended command is used to review current weapons - proficiency (also spell proficiency) and to choose which skill(s) to - improve when you've used one or more skills enough to become eligible - to do so. The skill rankings are "none" (sometimes also referred to - as "restricted", because you won't be able to advance), "unskilled", - "basic", "skilled", and "expert". Restricted skills simply will not - appear in the list shown by "#enhance". (Divine intervention might - unrestrict a particular skill, in which case it will start at + proficiency (also spell proficiency) and to choose which skill(s) to + improve when you've used one or more skills enough to become eligible + to do so. The skill rankings are "none" (sometimes also referred to + as "restricted", because you won't be able to advance), "unskilled", + "basic", "skilled", and "expert". Restricted skills simply will not + appear in the list shown by "#enhance". (Divine intervention might + unrestrict a particular skill, in which case it will start at unskilled and be limited to basic.) Some characters can enhance their - barehanded combat or martial arts skill beyond expert to "master" or + barehanded combat or martial arts skill beyond expert to "master" or "grand master". - Use of a weapon in which you're restricted or unskilled will - incur a modest penalty in the chance to hit a monster and also in the - amount of damage done when you do hit; at basic level, there is no - penalty or bonus; at skilled level, you receive a modest bonus in the + Use of a weapon in which you're restricted or unskilled will + incur a modest penalty in the chance to hit a monster and also in the + amount of damage done when you do hit; at basic level, there is no + penalty or bonus; at skilled level, you receive a modest bonus in the chance to hit and amount of damage done; at expert level, the bonus is - higher. A successful hit has a chance to boost your training towards + higher. A successful hit has a chance to boost your training towards the next skill level (unless you've already reached the limit for this skill). Once such training reaches the threshold for that next level, - you'll be told that you feel more confident in your skills. At that - point you can use "#enhance" to increase one or more skills. Such - skills are not increased automatically because there is a limit to + you'll be told that you feel more confident in your skills. At that + point you can use "#enhance" to increase one or more skills. Such + skills are not increased automatically because there is a limit to your total overall skills, so you need to actively choose which skills to enhance and which to ignore. 7.4.3. Two-Weapon combat - Some characters can use two weapons at once. Setting things up - to do so can seem cumbersome but becomes second nature with use. To - wield two weapons, you need to use the "#twoweapon" command. But - first you need to have a weapon in each hand. (Note that your two - weapons are not fully equal; the one in the hand you normally wield - with is considered primary and the other one is considered secondary. - The most noticeable difference is after you stop--or before you begin, - for that matter--wielding two weapons at once. The primary is your + Some characters can use two weapons at once. Setting things up + to do so can seem cumbersome but becomes second nature with use. To + wield two weapons, you need to use the "#twoweapon" command. But + first you need to have a weapon in each hand. (Note that your two - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3172,40 +3172,44 @@ - wielded weapon and the secondary is just an item in your inventory + 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 that's been designated as alternate weapon.) - If your primary weapon is wielded but your off hand is empty or - has the wrong weapon, use the sequence `x', `w', `x' to first swap - your primary into your off hand, wield whatever you want as secondary - weapon, then swap them both back into the intended hands. If your - secondary or alternate weapon is correct but your primary one is not, - simply use `w' to wield the primary. Lastly, if neither hand holds + If your primary weapon is wielded but your off hand is empty or + has the wrong weapon, use the sequence `x', `w', `x' to first swap + your primary into your off hand, wield whatever you want as secondary + weapon, then swap them both back into the intended hands. If your + secondary or alternate weapon is correct but your primary one is not, + simply use `w' to wield the primary. Lastly, if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended sec- ondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the pushweapon - option. When it is enabled, then using `w' to wield something causes - the currently wielded weapon to become your alternate weapon. So the - sequence `w', `w' can be used to first wield the weapon you intend to - be secondary, and then wield the one you want as primary which will + The whole process can be simplified via use of the pushweapon + option. When it is enabled, then using `w' to wield something causes + the currently wielded weapon to become your alternate weapon. So the + sequence `w', `w' can be used to first wield the weapon you intend to + be secondary, and then wield the one you want as primary which will push the first into secondary position. - When in two-weapon combat mode, using the `X' command toggles - back to single-weapon mode. Throwing or dropping either of the weap- - ons or having one of them be stolen or destroyed will also make you + When in two-weapon combat mode, using the `X' command toggles + back to single-weapon mode. Throwing or dropping either of the weap- + ons or having one of them be stolen or destroyed will also make you revert to single-weapon combat. 7.5. Armor (`[') - Lots of unfriendly things lurk about; you need armor to protect - yourself from their blows. Some types of armor offer better protec- - tion than others. Your armor class is a measure of this protection. - Armor class (AC) is measured as in AD&D, with 10 being the equivalent - of no armor, and lower numbers meaning better armor. Each suit of + Lots of unfriendly things lurk about; you need armor to protect + yourself from their blows. Some types of armor offer better protec- + tion than others. Your armor class is a measure of this protection. + Armor class (AC) is measured as in AD&D, with 10 being the equivalent + of no armor, and lower numbers meaning better armor. Each suit of armor which exists in AD&D gives the same protection in NetHack. - Here is a list of the armor class values provided by suits of + Here is a list of the armor class values provided by suits of armor: Dragon scale mail 1 Plate mail, Crystal plate mail 3 @@ -3219,16 +3223,12 @@ Leather jacket 9 none 10 - You can also wear other pieces of armor (cloak over suit, shirt - under suit, helmet, gloves, boots, shield) to lower your armor class + You can also wear other pieces of armor (cloak over suit, shirt + under suit, helmet, gloves, boots, shield) to lower your armor class even further. Most of these provide a one or two point improvement to - AC (making the overall value smaller and eventually negative) but can - also be enchanted. Shirts are an exception; they don't provide any - protection unless enchanted. Some cloaks also don't improve AC when - unenchanted but all cloaks offer some protection against rust or cor- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3238,63 +3238,63 @@ - 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 - one unit further to 4. When you put on a piece of armor, you immedi- - ately find out the armor class and any "plusses" it provides. Cursed - pieces of armor usually have negative enchantments (minuses) in addi- + from your armor class. For example, a +1 chain mail would give you + better protection than normal chain mail, lowering your armor class + one unit further to 4. When you put on a piece of armor, you immedi- + ately find out the armor class and any "plusses" it provides. Cursed + pieces of armor usually have negative enchantments (minuses) in addi- tion to being unremovable. Many types of armor are subject to some kind of damage like rust. - Such damage can be repaired. Some types of armor may inhibit spell + Such damage can be repaired. Some types of armor may inhibit spell casting. - The nudist option can be set (prior to game start) to attempt to - play the entire game without wearing any armor (a self-imposed chal- + The nudist option can be set (prior to game start) to attempt to + play the entire game without wearing any armor (a self-imposed chal- lenge which is extremely difficult to accomplish). + Some interfaces support the armorstatus option. When it is + enabled, an extra status condition is displayed, summarizing currently + worn armor. + The commands to use armor are `W' (wear) and `T' (take off). The `A' command can be used to take off armor as well as other worn items. Also, `P' (put on) and `R' (remove) which are normally for accessories - can be used for armor, but pieces of armor won't be shown as likely + can be used for armor, but pieces of armor won't be shown as likely candidates in a prompt for choosing what to put on or remove. 7.6. Food (`%') - Food is necessary to survive. If you go too long without eating - you will faint, and eventually die of starvation. Some types of food - will spoil, and become unhealthy to eat, if not protected. Food - stored in ice boxes or tins ("cans") will usually stay fresh, but ice + Food is necessary to survive. If you go too long without eating + you will faint, and eventually die of starvation. Some types of food + will spoil, and become unhealthy to eat, if not protected. Food + stored in ice boxes or tins ("cans") will usually stay fresh, but ice boxes are heavy, and tins take a while to open. When you kill monsters, they usually leave corpses which are also - "food." Many, but not all, of these are edible; some also give you - special powers when you eat them. A good rule of thumb is "you are + "food." Many, but not all, of these are edible; some also give you + special powers when you eat them. A good rule of thumb is "you are what you eat." - Some character roles and some monsters are vegetarian. Vegetar- + Some character roles and some monsters are vegetarian. Vegetar- ian monsters will typically never eat animal corpses, while vegetarian players can, but with some rather unpleasant side-effects. - You can name one food item after something you like to eat with + You can name one food item after something you like to eat with the fruit option. - The command to eat food is `e'. - - 7.7. Scrolls (`?') - - Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (for example "READ ME," or - "THANX MAUD" backwards). Scrolls disappear after you read them - (except for blank ones, without magic spells on them). - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3304,28 +3304,37 @@ - One of the most useful of these is the scroll of identify, which - can be used to determine what another object is, whether it is cursed - or blessed, and how many uses it has left. Some objects of subtle + The command to eat food is `e'. + + 7.7. Scrolls (`?') + + Scrolls are labeled with various titles, probably chosen by + ancient wizards for their amusement value (for example "READ ME," or + "THANX MAUD" backwards). Scrolls disappear after you read them + (except for blank ones, without magic spells on them). + + One of the most useful of these is the scroll of identify, which + can be used to determine what another object is, whether it is cursed + or blessed, and how many uses it has left. Some objects of subtle enchantment are difficult to identify without these. - A scroll whose label is known can be read even when the hero is - blind. If a scroll has been discovered, it will be listed in inven- + A scroll whose label is known can be read even when the hero is + blind. If a scroll has been discovered, it will be listed in inven- tory by type rather than by label, but the label is known in that sit- uation even though it isn't shown. - Many scrolls produce a different effect from usual if they are + Many scrolls produce a different effect from usual if they are blessed or cursed, or read while the hero is confused. - A mail daemon may run up and deliver mail to you as a scroll of + A mail daemon may run up and deliver mail to you as a scroll of mail (on versions compiled with this feature). To use this feature on - versions where NetHack mail delivery is triggered by electronic mail - appearing in your system mailbox, you must let NetHack know where to - look for new mail by setting the "MAIL" environment variable to the - file name of your mailbox. You may also want to set the "MAILREADER" - environment variable to the file name of your favorite reader, so - NetHack can shell to it when you read the scroll. On versions of - NetHack where mail is randomly generated internal to the game, these + versions where NetHack mail delivery is triggered by electronic mail + appearing in your system mailbox, you must let NetHack know where to + look for new mail by setting the "MAIL" environment variable to the + file name of your mailbox. You may also want to set the "MAILREADER" + environment variable to the file name of your favorite reader, so + NetHack can shell to it when you read the scroll. On versions of + NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning off the mail option. @@ -3333,13 +3342,13 @@ 7.8. Potions (`!') - Potions are distinguished by the color of the liquid inside the + Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them. - Clear potions are potions of water. Sometimes these are blessed - or cursed, resulting in holy or unholy water. Holy water is the bane + Clear potions are potions of water. Sometimes these are blessed + or cursed, resulting in holy or unholy water. Holy water is the bane of the undead, so potions of holy water are good things to throw (`t') - at them. It is also sometimes very useful to dip ("#dip") an object + at them. It is also sometimes very useful to dip ("#dip") an object into a potion. The command to drink a potion is `q' (quaff). @@ -3347,20 +3356,11 @@ 7.9. Wands (`/') Wands usually have multiple magical charges. Some types of wands - require a direction in which to zap them. You can also zap them at - yourself (just give a `.' or `s' for the direction). Be warned, how- - ever, for this is often unwise. Other types of wands don't require a - direction. The number of charges in a wand is random and decreases by - one whenever you use it. - - When the number of charges left in a wand becomes zero, attempts - to use the wand will usually result in nothing happening. Occasion- - ally, however, it may be possible to squeeze the last few mana points - from an otherwise spent wand, destroying it in the process. A wand - may be recharged by using suitable magic, but doing so runs the risk + 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- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3370,63 +3370,63 @@ + ever, for this is often unwise. Other types of wands don't require a + direction. The number of charges in a wand is random and decreases by + one whenever you use it. + + When the number of charges left in a wand becomes zero, attempts + to use the wand will usually result in nothing happening. Occasion- + ally, however, it may be possible to squeeze the last few mana points + from an otherwise spent wand, destroying it in the process. A wand + may be recharged by using suitable magic, but doing so runs the risk of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged. - In a truly desperate situation, when your back is up against the - wall, you might decide to go for broke and break your wand. This is - not for the faint of heart. Doing so will almost certainly cause a + In a truly desperate situation, when your back is up against the + wall, you might decide to go for broke and break your wand. This is + not for the faint of heart. Doing so will almost certainly cause a catastrophic release of magical energies. - When you have fully identified a particular wand, inventory dis- + When you have fully identified a particular wand, inventory dis- play will include additional information in parentheses: the number of - times it has been recharged followed by a colon and then by its cur- - rent number of charges. A current charge count of -1 is a special + times it has been recharged followed by a colon and then by its cur- + rent number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled. - The command to use a wand is `z' (zap). To break one, use the + The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. 7.10. Rings (`=') - Rings are very useful items, since they are relatively permanent - magic, unlike the usually fleeting effects of potions, scrolls, and + Rings are very useful items, since they are relatively permanent + magic, unlike the usually fleeting effects of potions, scrolls, and wands. - Putting on a ring activates its magic. You can wear at most two + Putting on a ring activates its magic. You can wear at most two rings at any time, one on the ring finger of each hand. - Most worn rings also cause you to grow hungry more rapidly, the + Most worn rings also cause you to grow hungry more rapidly, the rate varying with the type of ring. - When wearing gloves, rings are worn underneath. If the gloves - are cursed, rings cannot be put on and any already being worn cannot - be removed. When worn gloves aren't cursed, you don't have to manu- - ally take them off before putting on or removing a ring and then re- + When wearing gloves, rings are worn underneath. If the gloves + are cursed, rings cannot be put on and any already being worn cannot + be removed. When worn gloves aren't cursed, you don't have to manu- + ally take them off before putting on or removing a ring and then re- wear them after. That's done implicitly to avoid unnecessary tedium. - The commands to use rings are `P' (put on) and `R' (remove). + The commands to use rings are `P' (put on) and `R' (remove). `A', `W', and `T' can also be used; see Amulets. 7.11. Spellbooks (`+') - Spellbooks are tomes of mighty magic. When studied with the `r' - (read) command, they transfer to the reader the knowledge of a spell + Spellbooks are tomes of mighty magic. When studied with the `r' + (read) command, they transfer to the reader the knowledge of a spell (and therefore eventually become unreadable)--unless the attempt back- - fires. Reading a cursed spellbook or one with mystic runes beyond + fires. Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health! - A spell (even when learned) can also backfire when you cast it. - If you attempt to cast a spell well above your experience level, or if - you have little skill with the appropriate spell type, or cast it at a - time when your luck is particularly bad, you can end up wasting both - the energy and the time required in casting. - Casting a spell calls forth magical energies and focuses them - with your naked mind. Some of the magical energy released comes from - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3436,63 +3436,63 @@ + A spell (even when learned) can also backfire when you cast it. + If you attempt to cast a spell well above your experience level, or if + you have little skill with the appropriate spell type, or cast it at a + time when your luck is particularly bad, you can end up wasting both + the energy and the time required in casting. + + Casting a spell calls forth magical energies and focuses them + with your naked mind. Some of the magical energy released comes from within you. Casting temporarily drains your magical power, which will - slowly be recovered, and causes you to need additional food. Casting - of spells also requires practice. With practice, your skill in each + slowly be recovered, and causes you to need additional food. Casting + of spells also requires practice. With practice, your skill in each category of spell casting will improve. Over time, however, your mem- ory of each spell will dim, and you will need to relearn it. Some spells require a direction in which to cast them, similar to wands. To cast one at yourself, just give a `.' or `s' for the direc- - tion. A few spells require you to pick a target location rather than - just specify a particular direction. Other spells don't require any + tion. A few spells require you to pick a target location rather than + just specify a particular direction. Other spells don't require any direction or target. - Just as weapons are divided into groups in which a character can - become proficient (to varying degrees), spells are similarly grouped. - Successfully casting a spell exercises its skill group; using the - "#enhance" command to advance a sufficiently exercised skill will - affect all spells within the group. Advanced skill may increase the - potency of spells, reduce their risk of failure during casting + Just as weapons are divided into groups in which a character can + become proficient (to varying degrees), spells are similarly grouped. + Successfully casting a spell exercises its skill group; using the + "#enhance" command to advance a sufficiently exercised skill will + affect all spells within the group. Advanced skill may increase the + potency of spells, reduce their risk of failure during casting attempts, and improve the accuracy of the estimate for how much longer - they will be retained in your memory. Skill slots are shared with + they will be retained in your memory. Skill slots are shared with weapons skills. (See also the section on "Weapon proficiency".) Casting a spell also requires flexible movement, and wearing var- ious types of armor may interfere with that. - The command to read a spellbook is the same as for scrolls, `r' - (read). The `+' command lists each spell you know along with its + The command to read a spellbook is the same as for scrolls, `r' + (read). The `+' command lists each spell you know along with its level, skill category, chance of failure when casting, and an estimate - of how strongly it is remembered. The `Z' (cast) command casts a + of how strongly it is remembered. The `Z' (cast) command casts a spell. 7.12. Tools (`(') - Tools are miscellaneous objects with various purposes. Some - tools have a limited number of uses, akin to wand charges. For exam- - ple, lamps burn out after a while. Other tools are containers, which + Tools are miscellaneous objects with various purposes. Some + tools have a limited number of uses, akin to wand charges. For exam- + ple, lamps burn out after a while. Other tools are containers, which objects can be placed into or taken out of. - Some tools (such as a blindfold) can be worn and can be put on - and removed like other accessories (rings, amulets); see Amulets. - Other tools (such as pick-axe) can be wielded as weapons in addition - to being applied for their usual purpose, and in some cases (again, + Some tools (such as a blindfold) can be worn and can be put on + and removed like other accessories (rings, amulets); see Amulets. + Other tools (such as pick-axe) can be wielded as weapons in addition + to being applied for their usual purpose, and in some cases (again, pick-axe) become wielded as a weapon even when applied. - The blind option can be set (prior to game start) to attempt to - play the entire game without being able to see (a self-imposed chal- - lenge which is very difficult to accomplish). - - The command to use a tool is `a' (apply). - - 7.12.1. Containers - - You may encounter bags, boxes, and chests in your travels. A - tool of this sort can be opened with the "#loot" extended command when + The blind option can be set (prior to game start) to attempt to + play the entire game without being able to see (a self-imposed chal- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3502,63 +3502,63 @@ - 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" + lenge which is very difficult to accomplish). + + The command to use a tool is `a' (apply). + + 7.12.1. Containers + + You may encounter bags, boxes, and chests in your travels. A + 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" extended command. - Some chests are trapped, causing nasty things to happen when you - unlock or open them. You can check for and try to deactivate traps + Some chests are trapped, causing nasty things to happen when you + unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command. - When the contents of a container are known, that container will - be described as something like "a sack containing 3 items". In this - example, the 3 refers to number of stacks of compatible items, not to - the total number of individual items. So a sack holding 2 sky blue - potions, 7 arrows, and 350 gold pieces would be described as having 3 - items rather than 10 or 359. And you would need to have 3 unused - inventory slots available in order to take everything out (for the - case where the items you remove don't combine into bigger stacks with + When the contents of a container are known, that container will + be described as something like "a sack containing 3 items". In this + example, the 3 refers to number of stacks of compatible items, not to + the total number of individual items. So a sack holding 2 sky blue + potions, 7 arrows, and 350 gold pieces would be described as having 3 + items rather than 10 or 359. And you would need to have 3 unused + inventory slots available in order to take everything out (for the + case where the items you remove don't combine into bigger stacks with things you're already carrying). If a chest or large box is described as "broken", that means that - it can't be locked rather than that it no longer functions as a con- + it can't be locked rather than that it no longer functions as a con- tainer. - The apply and loot commands allow you to take out and/or put in - an arbitrary number of items in a single operation. If you want to - take everything out of a container, you can use the "#tip" command to - pour the contents onto the floor. This may be your only way to get - things out if your hands are stuck to a cursed two-handed weapon. - When your hands aren't stuck, you have the potential to pour the con- - tents into another container. (As of this writing, the other con- + The apply and loot commands allow you to take out and/or put in + an arbitrary number of items in a single operation. If you want to + take everything out of a container, you can use the "#tip" command to + pour the contents onto the floor. This may be your only way to get + things out if your hands are stuck to a cursed two-handed weapon. + When your hands aren't stuck, you have the potential to pour the con- + tents into another container. (As of this writing, the other con- tainer must be carried rather than on the floor.) 7.13. Amulets (`"') Amulets are very similar to rings, and often more powerful. Like - rings, amulets have various magical properties, some beneficial, some + rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on. - Only one amulet may be worn at a time, around your neck. Like - wearing rings, wearing an amulet affects your metabolism, causing you + Only one amulet may be worn at a time, around your neck. Like + wearing rings, wearing an amulet affects your metabolism, causing you to grow hungry more rapidly. - The commands to use amulets are the same as for rings, `P' (put - on) and `R' (remove). `A' can be used to remove various worn items - including amulets. Also, `W' (wear) and `T' (take off) which are nor- - mally for armor can be used for amulets and other accessories (rings - and eyewear), but accessories won't be shown as likely candidates in a - prompt for choosing what to wear or take off. - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3568,63 +3568,63 @@ + The commands to use amulets are the same as for rings, `P' (put + on) and `R' (remove). `A' can be used to remove various worn items + including amulets. Also, `W' (wear) and `T' (take off) which are nor- + mally for armor can be used for amulets and other accessories (rings + and eyewear), but accessories won't be shown as likely candidates in a + prompt for choosing what to wear or take off. + 7.14. Gems (`*') - Some gems are valuable, and can be sold for a lot of gold. They - are also a far more efficient way of carrying your riches. Valuable + Some gems are valuable, and can be sold for a lot of gold. They + are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit. Other small rocks are also categorized as gems, but they are much - less valuable. All rocks, however, can be used as projectile weapons - (if you have a sling). In the most desperate of cases, you can still + less valuable. All rocks, however, can be used as projectile weapons + (if you have a sling). In the most desperate of cases, you can still throw them by hand. 7.15. Large rocks (``') - Statues and boulders are not particularly useful, and are gener- + Statues and boulders are not particularly useful, and are gener- ally heavy. It is rumored that some statues are not what they seem. - Boulders occasionally block your path. You can push one forward + Boulders occasionally block your path. You can push one forward (by attempting to walk onto its spot) when nothing blocks its path, or - you can smash it into a pile of small rocks with breaking magic or a + you can smash it into a pile of small rocks with breaking magic or a pick-axe. It is possible to move onto a boulder's location if certain conditions are met; ordinarily one of those conditions is that pushing - it any further be blocked. Using the move-without-picking-up prefix - (default key `m') prior to the direction of movement will attempt to - move to a boulder's location without pushing it in addition to the + it any further be blocked. Using the move-without-picking-up prefix + (default key `m') prior to the direction of movement will attempt to + move to a boulder's location without pushing it in addition to the prefix's usual action of suppressing auto-pickup at the destination. - Very large humanoids (giants and their ilk) have been known to + Very large humanoids (giants and their ilk) have been known to pick up boulders and use them as missile weapons. - Unlike boulders, statues can't be pushed, but don't need to be - because they don't block movement. They can be smashed into rocks + Unlike boulders, statues can't be pushed, but don't need to be + because they don't block movement. They can be smashed into rocks though. - For some configurations of the program, statues are no longer - shown as ``' but by the letter representing the monster they depict + For some configurations of the program, statues are no longer + shown as ``' but by the letter representing the monster they depict instead. 7.16. Gold (`$') Gold adds to your score, and you can buy things in shops with it. - There are a number of monsters in the dungeon that may be influenced + There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). - Gold pieces are the only type of object where bless/curse state - does not apply. They're always uncursed but never described as - uncursed even if you turn off the implicit_uncursed option. You can - set the goldX option if you prefer to have gold pieces be treated as - bless/curse state unknown rather than as known to be uncursed. Only - matters when you're using an object selection prompt that can filter - by "BUCX" state. + Gold pieces are the only type of object where bless/curse state + does not apply. They're always uncursed but never described as + uncursed even if you turn off the implicit_uncursed option. You can + set the goldX option if you prefer to have gold pieces be treated as - - - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3634,63 +3634,63 @@ + bless/curse state unknown rather than as known to be uncursed. Only + matters when you're using an object selection prompt that can filter + by "BUCX" state. + 7.17. Persistence of Objects Normally, if you have seen an object at a particular map location - and move to another location where you can't directly see that object - any more, it will continue to be displayed on your map. That remains - the case even if it is not actually there any more--perhaps a monster + and move to another location where you can't directly see that object + any more, it will continue to be displayed on your map. That remains + the case even if it is not actually there any more--perhaps a monster has picked it up or it has rotted away--until you can see or feel that location again. One notable exception is that if the object gets cov- - ered by the "remembered, unseen monster" marker. When that marker is + ered by the "remembered, unseen monster" marker. When that marker is later removed after you've verified that no monster is there, you will - have forgotten that there was any object there regardless of whether - the unseen monster actually took the object. If the object is still - there, then once you see or feel that location again you will re-dis- + have forgotten that there was any object there regardless of whether + the unseen monster actually took the object. If the object is still + there, then once you see or feel that location again you will re-dis- cover the object and resume remembering it. The situation is the same for a pile of objects, except that only - the top item of the pile is displayed. The hilite_pile option can be + the top item of the pile is displayed. The hilite_pile option can be enabled in order to show an item differently when it is the top one of a pile. 8. Conduct - As if winning NetHack were not difficult enough, certain players - seek to challenge themselves by imposing restrictions on the way they - play the game. The game automatically tracks some of these chal- - lenges, which can be checked at any time with the #conduct command or - at the end of the game. When you perform an action which breaks a - challenge, it will no longer be listed. This gives players extra - "bragging rights" for winning the game with these challenges. Note - that it is perfectly acceptable to win the game without resorting to - these restrictions and that it is unusual for players to adhere to + As if winning NetHack were not difficult enough, certain players + seek to challenge themselves by imposing restrictions on the way they + play the game. The game automatically tracks some of these chal- + lenges, which can be checked at any time with the #conduct command or + at the end of the game. When you perform an action which breaks a + challenge, it will no longer be listed. This gives players extra + "bragging rights" for winning the game with these challenges. Note + that it is perfectly acceptable to win the game without resorting to + these restrictions and that it is unusual for players to adhere to challenges the first time they win the game. - Several of the challenges are related to eating behavior. The + Several of the challenges are related to eating behavior. The most difficult of these is the foodless challenge. Although creatures - can survive long periods of time without food, there is a physiologi- - cal need for water; thus there is no restriction on drinking bever- - ages, even if they provide some minor food benefits. Calling upon + can survive long periods of time without food, there is a physiologi- + cal need for water; thus there is no restriction on drinking bever- + ages, even if they provide some minor food benefits. Calling upon your god for help with starvation does not violate any food challenges either. - A strict vegan diet is one which avoids any food derived from - animals. The primary source of nutrition is fruits and vegetables. - The corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') - are also considered to be vegetable matter. Certain human food is + A strict vegan diet is one which avoids any food derived from + animals. The primary source of nutrition is fruits and vegetables. + The corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') + are also considered to be vegetable matter. Certain human food is prepared without animal products; namely, lembas wafers, cram rations, - food rations (gunyoki), K-rations, and C-rations. Metal or another + food rations (gunyoki), K-rations, and C-rations. Metal or another normally indigestible material eaten while polymorphed into a creature - that can digest it is also considered vegan food. Note however that + that can digest it is also considered vegan food. Note however that eating such items still counts against foodless conduct. - Vegetarians do not eat animals; however, they are less selective - about eating animal byproducts than vegans. In addition to the vegan - items listed above, they may eat any kind of pudding (`P') other than - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3700,63 +3700,63 @@ - the black puddings, eggs and food made from eggs (fortune cookies and - pancakes), food made with milk (cream pies and candy bars), and lumps + Vegetarians do not eat animals; however, they are less selective + about eating animal byproducts than vegans. In addition to the vegan + items listed above, they may eat any kind of pudding (`P') other than + the black puddings, eggs and food made from eggs (fortune cookies and + pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet. Eating any kind of meat violates the vegetarian, vegan, and food- - less conducts. This includes tripe rations, the corpses or tins of + less conducts. This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat - found in the dungeon. Swallowing and digesting a monster while poly- - morphed is treated as if you ate the creature's corpse. Eating - leather, dragon hide, or bone items while polymorphed into a creature - that can digest it, or eating monster brains while polymorphed into a - mind flayer, is considered eating an animal, although wax is only an + found in the dungeon. Swallowing and digesting a monster while poly- + morphed is treated as if you ate the creature's corpse. Eating + leather, dragon hide, or bone items while polymorphed into a creature + that can digest it, or eating monster brains while polymorphed into a + mind flayer, is considered eating an animal, although wax is only an animal byproduct. - Regardless of conduct, there will be some items which are indi- + Regardless of conduct, there will be some items which are indi- gestible, and others which are hazardous to eat. Using a swallow-and- - digest attack against a monster is equivalent to eating the monster's - corpse. Please note that the term "vegan" is used here only in the - context of diet. You are still free to choose not to use or wear - items derived from animals (e.g. leather, dragon hide, bone, horns, - coral), but the game will not keep track of this for you. Also note - that "milky" potions may be a translucent white, but they do not con- - tain milk, so they are compatible with a vegan diet. Slime molds or - player-defined "fruits", although they could be anything from "cher- + digest attack against a monster is equivalent to eating the monster's + corpse. Please note that the term "vegan" is used here only in the + context of diet. You are still free to choose not to use or wear + items derived from animals (e.g. leather, dragon hide, bone, horns, + coral), but the game will not keep track of this for you. Also note + that "milky" potions may be a translucent white, but they do not con- + tain milk, so they are compatible with a vegan diet. Slime molds or + player-defined "fruits", although they could be anything from "cher- ries" to "pork chops", are also assumed to be vegan. An atheist is one who rejects religion. This means that you can- not #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest. Particularly selective readers may argue that playing Monk or - Priest characters should violate this conduct; that is a choice left + Priest characters should violate this conduct; that is a choice left to the player. Offering the Amulet of Yendor to your god is necessary to win the game and is not counted against this conduct. You are also - not penalized for being spoken to by an angry god, priest(ess), or + not penalized for being spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special meaning to them. - A pauper starts the game with no possessions, no spells, and no + A pauper starts the game with no possessions, no spells, and no weapon or spell skills (and if playing as a knight, your pony will not - have a saddle). Can only be initiated by starting a new game with - OPTIONS=pauper set in your run-time configurtion file or NETHACKOP- - TIONS environment variable. Once the game is underway, you can + have a saddle). Can only be initiated by starting a new game with + OPTIONS=pauper set in your run-time configurtion file or NETHACKOP- + TIONS environment variable. Once the game is underway, you can acquire and use items, spells, and skills in the usual way. - Most players fight with a wielded weapon (or tool intended to be - wielded as a weapon). Another challenge is to win the game without - using such a wielded weapon. You are still permitted to throw, fire, - and kick weapons; use a wand, spell, or other type of item; or fight + Most players fight with a wielded weapon (or tool intended to be + wielded as a weapon). Another challenge is to win the game without + using such a wielded weapon. You are still permitted to throw, fire, + and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet. - In NetHack, a pacifist refuses to cause the death of any other - monster (i.e. if you would get experience for the death). This is a - particularly difficult challenge, although it is still possible to - gain experience by other means. + 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 - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3766,63 +3766,63 @@ - An illiterate character does not read or write. This includes + particularly difficult challenge, although it is still possible to + gain experience by other means. + + An illiterate character does not read or write. This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writ- - ing a scroll; or making an engraving of anything other than a single - "X" (the traditional signature of an illiterate person). Reading an - engraving, or any item that is absolutely necessary to win the game, - is not counted against this conduct. The identity of scrolls and - spellbooks (and knowledge of spells) in your starting inventory is - assumed to be learned from your teachers prior to the start of the + ing a scroll; or making an engraving of anything other than a single + "X" (the traditional signature of an illiterate person). Reading an + engraving, or any item that is absolutely necessary to win the game, + is not counted against this conduct. The identity of scrolls and + spellbooks (and knowledge of spells) in your starting inventory is + assumed to be learned from your teachers prior to the start of the game and isn't counted. - There is a side-branch to the main dungeon called "Sokoban," - briefly described in the earlier section about Traps. As mentioned - there, the goal is to push boulders into pits and/or holes to plug - those in order to both get the boulders out of the way and be able to - go past the traps. There are some special "rules" that are active - when in that branch of the dungeon. Some rules can't be bypassed, - such as being unable to push a boulder diagonally. Other rules can, + There is a side-branch to the main dungeon called "Sokoban," + briefly described in the earlier section about Traps. As mentioned + there, the goal is to push boulders into pits and/or holes to plug + those in order to both get the boulders out of the way and be able to + go past the traps. There are some special "rules" that are active + when in that branch of the dungeon. Some rules can't be bypassed, + such as being unable to push a boulder diagonally. Other rules can, such as not smashing boulders with magic or tools, but doing so causes - you to receive a luck penalty. No message about that is given at the + you to receive a luck penalty. No message about that is given at the time, but it is tracked as a conduct. The #conduct command and end of - game disclosure will report whether you have abided by the special - rules of Sokoban, and if not, how many times you violated them, pro- + game disclosure will report whether you have abided by the special + rules of Sokoban, and if not, how many times you violated them, pro- viding you with a way to discover which actions incur bad luck so that - you can be better informed about whether or not to avoid repeating + you can be better informed about whether or not to avoid repeating those actions in the future. (Note: the Sokoban conduct will only be displayed if you have entered the Sokoban branch of the dungeon during - the current game. Once that has happened, it becomes part of dis- - closed conduct even if you haven't done anything interesting there. - Ending the game with "never broke the Sokoban rules" conduct is most - meaningful if you also manage to perform the "obtained the Sokoban + the current game. Once that has happened, it becomes part of dis- + closed conduct even if you haven't done anything interesting there. + Ending the game with "never broke the Sokoban rules" conduct is most + meaningful if you also manage to perform the "obtained the Sokoban prize" achievement (see Achievements below).) - There are several other challenges tracked by the game. It is - possible to eliminate one or more species of monsters by genocide; + There are several other challenges tracked by the game. It is + possible to eliminate one or more species of monsters by genocide; playing without this feature is considered a challenge. When the game - offers you an opportunity to genocide monsters, you may respond with - the monster type "none" if you want to decline. You can change the - form of an item into another item of the same type ("polypiling") or - the form of your own body into another creature ("polyself") by wand, + offers you an opportunity to genocide monsters, you may respond with + the monster type "none" if you want to decline. You can change the + form of an item into another item of the same type ("polypiling") or + the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph; avoiding these effects are each consid- - ered challenges. Polymorphing monsters, including pets, does not - break either of these challenges. Finally, you may sometimes receive - wishes; a game without an attempt to wish for any items is a chal- + ered challenges. Polymorphing monsters, including pets, does not + break either of these challenges. Finally, you may sometimes receive + wishes; a game without an attempt to wish for any items is a chal- lenge, as is a game without wishing for an artifact (even if the arti- fact immediately disappears). When the game offers you an opportunity - to make a wish for an item, you may choose "nothing" if you want to + to make a wish for an item, you may choose "nothing" if you want to decline. - 8.1. Achievements - - End of game disclosure will also display various achievements - representing progress toward ultimate ascension, if any have been - attained. They aren't directly related to conduct but are grouped - with it because they fall into the same category of "bragging rights" - NetHack 3.7.0 March 25, 2026 + + + + NetHack 3.7.0 April 16, 2026 @@ -3832,8 +3832,14 @@ - and to limit the number of questions during disclosure. Listed here - roughly in order of difficulty and not necessarily in the order in + 8.1. Achievements + + End of game disclosure will also display various achievements + representing progress toward ultimate ascension, if any have been + 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. @@ -3845,12 +3851,12 @@ 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. @@ -3870,25 +3876,19 @@ 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). - There's no guaranteed Novel so the achievement to read one might - not always be attainable (except perhaps by wishing). Similarly, the - Big Room level is not always present. Unlike with the Novel, there's - no way to wish for this opportunity. - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3898,63 +3898,63 @@ - The "special items" hidden in Mines' End and Sokoban are not - unique but are considered to be prizes or rewards for exploring those - levels since doing so is not necessary to complete the game. Finding - other instances of the same objects doesn't record the corresponding + There's no guaranteed Novel so the achievement to read one might + not always be attainable (except perhaps by wishing). Similarly, the + Big Room level is not always present. Unlike with the Novel, there's + no way to wish for this opportunity. + + The "special items" hidden in Mines' End and Sokoban are not + unique but are considered to be prizes or rewards for exploring those + levels since doing so is not necessary to complete the game. Finding + other instances of the same objects doesn't record the corresponding achievement. - The Medusa achievement is recorded if she dies for any reason, + The Medusa achievement is recorded if she dies for any reason, even if you are not directly responsible, and only if she dies. The 5-note tune can be learned via trial and error with a musical - instrument played closely enough--but not too close!--to the Castle + instrument played closely enough--but not too close!--to the Castle level's drawbridge or can be given to you via prayer boon. - Blind, Deaf, Nudist, and Pauper are also conducts, and they can - only be enabled by setting the correspondingly named option in + Blind, Deaf, Nudist, and Pauper are also conducts, and they can + only be enabled by setting the correspondingly named option in NETHACKOPTIONS or run-time configuration file prior to game start. In - the case of Blind and Deaf, the option also enforces the conduct. - They aren't really significant accomplishments unless/until you make + the case of Blind and Deaf, the option also enforces the conduct. + They aren't really significant accomplishments unless/until you make substantial progress into the dungeon. 9. Options - Due to variations in personal tastes and conceptions of how - NetHack should do things, there are options you can set to change how + Due to variations in personal tastes and conceptions of how + NetHack should do things, there are options you can set to change how NetHack behaves. 9.1. Setting the options Options may be set in a number of ways. Within the game, the `O' - command allows you to view all options and change most of them. You - can also set options automatically by placing them in a configuration + command allows you to view all options and change most of them. You + can also set options automatically by placing them in a configuration file, or in the NETHACKOPTIONS environment variable. Some versions of - NetHack also have front-end programs that allow you to set options + NetHack also have front-end programs that allow you to set options before starting the game or a global configuration for system adminis- trators. 9.2. Using a configuration file - The default name of the configuration file varies on different + The default name of the configuration file varies on different operating systems. - On UNIX, Linux, and macOS it is ".nethackrc" in the user's home + On UNIX, Linux, and macOS it is ".nethackrc" in the user's home directory. The file may not exist, but it is a normal ASCII text file and can be created with any text editor. - On Windows, the name is ".nethackrc" located in the folder - "%USERPROFILE%\NetHack\". The file may not exist, but it is a normal - ASCII text file can can be created with any text editor. After run- - ning NetHack for the first time, you should find a default template - for the configuration file named ".nethackrc.template" in - "%USERPROFILE%\NetHack\". If you have not created the configuration - file, NetHack will create one for you using the default template file. + On Windows, the name is ".nethackrc" located in the folder + "%USERPROFILE%\NetHack\". The file may not exist, but it is a normal + ASCII text file can can be created with any text editor. After run- + ning NetHack for the first time, you should find a default template - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -3964,36 +3964,40 @@ + for the configuration file named ".nethackrc.template" in + "%USERPROFILE%\NetHack\". If you have not created the configuration + file, NetHack will create one for you using the default template file. + On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe. - Any line in the configuration file starting with `#' is treated + Any line in the configuration file starting with `#' is treated as a comment and ignored. Empty lines are ignored. Any line beginning with `[' and ending in `]' is a section marker - (the closing `]' can be followed by whitespace and then an arbitrary - 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 - sections are ignored unless a CHOOSE directive has selected that sec- + marker belong to that section up until another section starts or a + marker without a name is encountered or the file ends. Lines within + sections are ignored unless a CHOOSE directive has selected that sec- tion. - You can use different configuration directives in the file, some - of which can be used multiple times. In general, the directives are - written in capital letters, followed by an equals sign, followed by + You can use different configuration directives in the file, some + of which can be used multiple times. In general, the directives are + written in capital letters, followed by an equals sign, followed by settings particular to that directive. Here is a list of allowed directives: OPTIONS There are two types of options, boolean and compound options. Bool- - ean options toggle a setting on or off, while compound options take - more diverse values. Prefix a boolean option with "no" or `!' to - turn it off. For compound options, the option name and value are - separated by a colon. Some options are persistent, and apply only + ean options toggle a setting on or off, while compound options take + more diverse values. Prefix a boolean option with "no" or `!' to + turn it off. For compound options, the option name and value are + separated by a colon. Some options are persistent, and apply only to new games. You can specify multiple OPTIONS directives, and mul- - tiple options separated by commas in a single OPTIONS directive. + tiple options separated by commas in a single OPTIONS directive. (Comma separated options are processed from right to left.) Example: @@ -4003,24 +4007,20 @@ 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. - BONESDIR - The location that bones files are kept. Defaults to HACKDIR, must be - writable. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4030,18 +4030,22 @@ + BONESDIR + The location that bones files are kept. Defaults to HACKDIR, must be + writable. + LOCKDIR The location that file synchronization locks are stored. Defaults to HACKDIR, must be writable. 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- + autocompletions. To enable autocompletion, list the extended com- mand. Prefix the command with "!" to disable the autocompletion for that command. @@ -4050,13 +4054,13 @@ AUTOCOMPLETE=zap,!annotate AUTOPICKUP_EXCEPTION - Set exceptions to the pickup_types option. See the "Configuring + Set exceptions to the pickup_types option. See the "Configuring Autopickup Exceptions" section. BINDINGS - Change the key bindings of some special keys, menu accelerators, + Change the key bindings of some special keys, menu accelerators, extended commands, or mouse buttons. You can specify multiple bind- - ings. Format is key followed by the command, separated by a colon. + ings. Format is key followed by the command, separated by a colon. See the "Changing Key Bindings" section for more information. Example: @@ -4079,14 +4083,10 @@ OPTIONS=!rest_on_space If [] is present, the preceding section is closed and no new section - begins; whatever follows will be common to all sections. Otherwise - the last section extends to the end of the options file. - - MENUCOLOR - Highlight menu lines with different colors. See the "Configuring + begins; whatever follows will be common to all sections. Otherwise - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4096,11 +4096,15 @@ + the last section extends to the end of the options file. + + MENUCOLOR + Highlight menu lines with different colors. See the "Configuring Menu Colors" section. MSGTYPE - Change the way messages are shown in the top status line. See the - "Configuring Message Types" section. + Change the way messages are shown in the top line. See the "Config- + uring Message Types" section. ROGUESYMBOLS Custom symbols for the rogue level's symbol set. See SYMBOLS below. @@ -4109,12 +4113,12 @@ Define a sound mapping. See the "Configuring User Sounds" section. SOUNDDIR - Define the directory that contains the sound files. See the "Con- + Define the directory that contains the sound files. See the "Con- figuring User Sounds" section. SYMBOLS - Override one or more symbols in the symbol set used for all dungeon - levels except for the special rogue level. See the "Modifying + Override one or more symbols in the symbol set used for all dungeon + levels except for the special rogue level. See the "Modifying NetHack Symbols" section. Example: @@ -4124,9 +4128,9 @@ WIZKIT Debug mode only: extra items to add to initial inventory. Value is - the name of a text file containing a list of item names, one per - line, up to a maximum of 128 lines. Each line is processed by the - function that handles wishing. Entries are added to the wish his- + the name of a text file containing a list of item names, one per + line, up to a maximum of 128 lines. Each line is processed by the + function that handles wishing. Entries are added to the wish his- tory; see the wizwish-command. Example: @@ -4148,11 +4152,7 @@ - - - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4183,22 +4183,22 @@ 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 - the option name, a colon or equals sign, and then the value of the - string. The value is terminated by the next comma or the end of + and turn it off by typing a `!' or "no" before the name. Others take + a character string as a value. You can set string options by typing + the option name, a colon or equals sign, and then the value of the + string. The value is terminated by the next comma or the end of string. - For example, to set up an environment variable so that color is - on, legacy is off, character name is set to "Blue Meanie", and named + For example, to set up an environment variable so that color is + on, legacy is off, character name is set to "Blue Meanie", and named fruit is set to "lime", you would enter the command % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime" - in csh (note the need to escape the `!' since it's special to that + in csh (note the need to escape the `!' since it's special to that shell), or the pair of commands $ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime" @@ -4206,19 +4206,19 @@ in sh, ksh, or bash. - The NETHACKOPTIONS value is effectively the same as a single - OPTIONS directive in a configuration file. The "OPTIONS=" prefix is - implied and comma separated options are processed from right to left. - Other types of configuration directives such as BIND or MSGTYPE are + The NETHACKOPTIONS value is effectively the same as a single + OPTIONS directive in a configuration file. The "OPTIONS=" prefix is + implied and comma separated options are processed from right to left. + Other types of configuration directives such as BIND or MSGTYPE are not allowed. - Instead of a comma-separated list of options, NETHACKOPTIONS can - be set to the full name of a configuration file you want to use. If - that full name doesn't start with a slash, precede it with `@' (at- - sign) to let NetHack know that the rest is intended as a file name. + Instead of a comma-separated list of options, NETHACKOPTIONS can + be set to the full name of a configuration file you want to use. If + that full name doesn't start with a slash, precede it with `@' (at- + sign) to let NetHack know that the rest is intended as a file name. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4232,11 +4232,11 @@ 9.4. Customization options - Here are explanations of what the various options do. Character - strings that are too long may be truncated. Some of the options + Here are explanations of what the various options do. Character + strings that are too long may be truncated. Some of the options listed may be inactive in your dungeon. - Some options are persistent, and are saved and reloaded along + Some options are persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. @@ -4244,47 +4244,47 @@ Add location or direction information to messages (default is off). acoustics - Enable messages about what your character hears (default on). Note + Enable messages about what your character hears (default on). Note that this has nothing to do with your computer's audio capabilities. Persistent. alignment - Your starting alignment (align:lawful, align:neutral, or - align:chaotic). You may specify just the first letter. Many roles - and the non-human races restrict which alignments are allowed. See + Your starting alignment (align:lawful, align:neutral, or + align:chaotic). You may specify just the first letter. Many roles + and the non-human races restrict which alignments are allowed. See 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. + armorstatus + Display an extra status condition which summarizes currently worn + armor (default off, not supported by all interfaces). + + For the usual case where more than one piece of armor is worn, a + list of letters is shown in the following order: + + G - gloves; + C - cloak; + A - suit; + U - shirt; + H - helmet; + B - boots; + S - shield. + 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 Automatically dig if you are wielding a digging tool and moving into a place that can be dug (default false). Persistent. - autoopen - Walking into a closed door attempts to open it (default true). Per- - sistent. - - autopickup - Automatically pick up things onto which you move (default off). - Persistent. - - 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) - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4294,46 +4294,72 @@ - command when nothing is quivered or readied (default false). When - true, the computer will fill your quiver or quiver sack or make + autoopen + Walking into a closed door attempts to open it (default true). Per- + sistent. + + autopickup + Automatically pick up things onto which you move (default off). + Persistent. + + See pickup_types and also autopickup_exception for ways to refine + the behavior. + + Note: prior to version 3.7.0, the default for autopickup was on. + + autoquiver + This option controls what happens when you attempt the `f' (fire) + command when nothing is quivered or readied (default false). When + true, the computer will fill your quiver or quiver sack or make ready some suitable weapon. Note that it will not take into account - the blessed/cursed status, enchantment, damage, or quality of the - weapon; you are free to manually fill your quiver or quiver sack or - make ready with the `Q' command instead. If no weapon is found or - the option is false, the `t' (throw) command is executed instead. + the blessed/cursed status, enchantment, damage, or quality of the + weapon; you are free to manually fill your quiver or quiver sack or + make ready with the `Q' command instead. If no weapon is found or + the option is false, the `t' (throw) command is executed instead. Persistent. autounlock - Controls what action to take when attempting to walk into a locked - door or to loot a locked container. Takes a plus-sign separated + Controls what action to take when attempting to walk into a locked + door or to loot a locked container. Takes a plus-sign separated list of values: Untrap - prompt about whether to attempt to find a trap; it might fail to find one even when present; if it does find one, - it will ask whether you want to try to disarm the trap; + it will ask whether you want to try to disarm the trap; if you decline, your character will forget that the door or box is trapped; - Apply-Key - if carrying a key or other unlocking tool, prompt about + Apply-Key - if carrying a key or other unlocking tool, prompt about using it; - Kick - kick the door (if you omit untrap or decline to attempt - untrap and you omit apply-key or you lack a key or you - decline to use the key; has no effect on containers); - Force - try to force a container's lid with your currently - wielded weapon (if you omit untrap or decline to attempt + Kick - kick the door (if you omit untrap or decline to attempt untrap and you omit apply-key or you lack a key or you + decline to use the key; has no effect on containers); + Force - try to force a container's lid with your currently + wielded weapon (if you omit untrap or decline to attempt + untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on doors); - None - none of the above; can't be combined with the other + None - none of the above; can't be combined with the other choices. Omitting the value is treated as if autounlock:apply-key. Preceding autounlock with `!' or "no" is treated as autounlock:none. - Applying a key might set off a trap if the door or container is - trapped. Successfully kicking a door will break it and wake up - nearby monsters. Successfully forcing a container open will break - its lock and might also destroy some of its contents or damage your + Applying a key might set off a trap if the door or container is + trapped. Successfully kicking a door will break it and wake up + nearby monsters. Successfully forcing a container open will break + its lock and might also destroy some of its contents or damage your weapon or both. + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 67 + + + The default is Apply-Key. Persistent. blind @@ -4343,27 +4369,15 @@ Allow saving and loading bones files (default true). Persistent. boulder - Set the character used to display boulders (default is the "large + Set the character used to display boulders (default is the "large rock" class symbol, ``'). catname - Name your starting cat (for example "catname:Morris"). Cannot be - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 67 - - - + Name your starting cat (for example "catname:Morris"). Cannot be set with the `O' command. character - Synonym for "role" to pick the type of your character (for example + Synonym for "role" to pick the type of your character (for example "character:Monk"). See role for more details. checkpoint @@ -4371,11 +4385,11 @@ program crash (default on). Persistent. cmdassist - Have the game provide some additional command assistance for new + Have the game provide some additional command assistance for new players if it detects some anticipated mistakes (default on). confirm - Have user confirm attacks on pets, shopkeepers, and other peaceable + Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). Persistent. dark_room @@ -4385,38 +4399,24 @@ Start the character permanently deaf (default false). Persistent. dropped_nopick - If this option is on, items you dropped will not be automatically - picked up, even if autopickup is also on and they are in - pickup_types or match a positive autopickup exception (default on). + If this option is on, items you dropped will not be automatically + picked up, even if autopickup is also on and they are in + pickup_types or match a positive autopickup exception (default on). Persistent. disclose - Controls what information the program reveals when the game ends. + Controls what information the program reveals when the game ends. Value is a space separated list of prompting/category pairs (default is "ni na nv ng nc no", prompt with default response of `n' for each candidate). Persistent. The possibilities are: - i - disclose your inventory; - a - disclose your attributes; - v - summarize monsters that have been vanquished; - g - list monster species that have been genocided; - c - display your conduct; also achievements, if any; - o - display dungeon overview. - - Each disclosure possibility can optionally be preceded by a prefix - which lets you refine how it behaves. Here are the valid prefixes: - - y - prompt you and default to yes on the prompt; - n - prompt you and default to no on the prompt; - + - disclose it without prompting; - - - do not disclose it and do not prompt. - - The listings of vanquished monsters and of genocided types can be - sorted, so there are two additional choices for `v' and `g': - NetHack 3.7.0 March 25, 2026 + + + + NetHack 3.7.0 April 16, 2026 @@ -4426,63 +4426,63 @@ + i - disclose your inventory; + a - disclose your attributes; + v - summarize monsters that have been vanquished; + g - list monster species that have been genocided; + c - display your conduct; also achievements, if any; + o - display dungeon overview. + + Each disclosure possibility can optionally be preceded by a prefix + which lets you refine how it behaves. Here are the valid prefixes: + + y - prompt you and default to yes on the prompt; + n - prompt you and default to no on the prompt; + + - disclose it without prompting; + - - do not disclose it and do not prompt. + + The listings of vanquished monsters and of genocided types can be + sorted, so there are two additional choices for `v' and `g': + ? - prompt you and default to ask on the prompt; # - disclose it without prompting, ask for sort order. - Asking refers to picking one of the orderings from a menu. The `+' - disclose without prompting choice, or being prompted and answering - `y' rather than `a', will default to showing monsters in the order + Asking refers to picking one of the orderings from a menu. The `+' + disclose without prompting choice, or being prompted and answering + `y' rather than `a', will default to showing monsters in the order specified by the sortvanquished option. - Omitted categories are implicitly added with `n' prefix. Specified - categories with omitted prefix implicitly use `+' prefix. Order of - the disclosure categories does not matter, program display for end- + Omitted categories are implicitly added with `n' prefix. Specified + categories with omitted prefix implicitly use `+' prefix. Order of + the disclosure categories does not matter, program display for end- of-game disclosure follows a set sequence. (for example "disclose:yi na +v -g o") The example sets inventory to - prompt and default to yes, attributes to prompt and default to no, - vanquished to disclose without prompting, genocided to not disclose - and not prompt, conduct to implicitly prompt and default to no, and + prompt and default to yes, attributes to prompt and default to no, + vanquished to disclose without prompting, genocided to not disclose + and not prompt, conduct to implicitly prompt and default to no, and overview to disclose without prompting. - Note that the vanquished monsters list includes all monsters killed + Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you. And the dungeon overview - shows all levels you had visited but does not reveal things about + shows all levels you had visited but does not reveal things about them that you hadn't discovered. dogname - Name your starting dog (for example "dogname:Fang"). Cannot be set + Name your starting dog (for example "dogname:Fang"). Cannot be set with the `O' command. extmenu - Changes the extended commands interface to pop-up a menu of avail- - able commands. It is keystroke compatible with the traditional + Changes the extended commands interface to pop-up a menu of avail- + able commands. It is keystroke compatible with the traditional interface except that it does not require that you hit Enter. It is implemented for the tty interface (default off). - For the X11 interface, which always uses a menu for choosing an - 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 - An obsolete synonym for "gender:female". Cannot be set with the `O' - command. - - fireassist - This option controls what happens when you attempt the `f' (fire) - and don't have an appropriate launcher, such as a bow or a sling, - wielded. If on, you will automatically wield the launcher. Default - is on. - - fixinv - An object's inventory letter sticks to it when it's dropped (default - on). If this is off, dropping an object shifts all the remaining - inventory letters. Persistent. + For the X11 interface, which always uses a menu for choosing an + extended command, it controls whether the menu shows all available - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4492,63 +4492,63 @@ + commands (on) or just the subset of commands which have tradition- + ally been considered extended ones (off). + + female + An obsolete synonym for "gender:female". Cannot be set with the `O' + command. + + fireassist + This option controls what happens when you attempt the `f' (fire) + and don't have an appropriate launcher, such as a bow or a sling, + wielded. If on, you will automatically wield the launcher. Default + is on. + + fixinv + An object's inventory letter sticks to it when it's dropped (default + on). If this is off, dropping an object shifts all the remaining + inventory letters. Persistent. + force_invmenu - Commands asking for an inventory item show a menu instead of a text + Commands asking for an inventory item show a menu instead of a text query with possible menu letters. Default is off. fruit - Name a fruit after something you enjoy eating (for example + Name a fruit after something you enjoy eating (for example "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to some- - thing you find more appetizing than slime mold. Apples, oranges, - pears, bananas, and melons already exist in NetHack, so don't use + that NetHack uses from time to time. You should set this to some- + thing you find more appetizing than slime mold. Apples, oranges, + pears, bananas, and melons already exist in NetHack, so don't use those. gender - Your starting gender (gender:male or gender:female). You may spec- - ify just the first letter. Although you can still denote your gen- - der using either of the deprecated male and female options, if the + Your starting gender (gender:male or gender:female). You may spec- + ify just the first letter. Although you can still denote your gen- + der using either of the deprecated male and female options, if the gender option is also present it will take precedence. See role for a description of how to use negation to exclude choices. - 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 When filtering objects based on bless/curse state (BUCX), whether to - treat gold pieces as X (unknown bless/curse state, when "on") or U - (known to be uncursed, when "off", the default). Gold is never - blessed or cursed, but it is not described as "uncursed" even when + treat gold pieces as X (unknown bless/curse state, when "on") or U + (known to be uncursed, when "off", the default). Gold is never + blessed or cursed, but it is not described as "uncursed" even when the implicit_uncursed option is "off". help - If more information is available for an object looked at with the - `/' command, ask if you want to see it (default on). Turning help - off makes just looking at things faster, since you aren't inter- - rupted with the "More info?" prompt, but it also means that you - might miss some interesting and/or important information. Persis- - tent. - - herecmd_menu - When using a windowport that supports mouse and clicking on yourself - or next to you, show a menu of possible actions for the location. - 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. - 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 - off as warranted. + If more information is available for an object looked at with the + `/' command, ask if you want to see it (default on). Turning help + off makes just looking at things faster, since you aren't inter- + rupted with the "More info?" prompt, but it also means that you + might miss some interesting and/or important information. Persis- - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4558,43 +4558,72 @@ + tent. + + herecmd_menu + When using a windowport that supports mouse and clicking on yourself + or next to you, show a menu of possible actions for the location. + 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. + 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 + off as warranted. + 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 + ing the status panel. To resize that, use the #optionsfull command + to toggle the hitpointbar option off, perform the resize while it's off, then use the same command to toggle it back on.) horsename - Name your starting horse (for example "horsename:Trigger"). Cannot + Name your starting horse (for example "horsename:Trigger"). Cannot be set with the `O' command. ignintr - Ignore interrupt signals, including breaks (default off). Persis- + Ignore interrupt signals, including breaks (default off). Persis- tent. + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 71 + + + implicit_uncursed Omit "uncursed" from object descriptions when it can be deduced from other aspects of the description (default on). Persistent. @@ -4610,63 +4639,63 @@ 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', - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 71 - - - + When using a menu to interact with a container, use the old `a', + `b', and `c' keyboard shortcuts rather than the mnemonics `o', `i', and `b' (default off). Persistent. mail Enable mail delivery during the game (default on). Persistent. male - An obsolete synonym for "gender:male". Cannot be set with the `O' + An obsolete synonym for "gender:male". Cannot be set with the `O' command. mention_decor - Give feedback when walking onto various dungeon features such as - stairs, fountains, or altars which are ordinarily only described - when covered by one or more objects (default off). Cannot be set + Give feedback when walking onto various dungeon features such as + stairs, fountains, or altars which are ordinarily only described + when covered by one or more objects (default off). Cannot be set with the `O' command. Persistent. mention_map Give feedback when interesting map locations change (default off). mention_walls - Give feedback when walking against a wall (default off). Persis- + Give feedback when walking against a wall (default off). Persis- tent. menucolors - Enable coloring menu lines (default off). See "Configuring Menu + Enable coloring menu lines (default off). See "Configuring Menu Colors" on how to configure the colors. menustyle Controls the method used when you need to choose various objects (in - response to the Drop (aka droptype) command, for instance). The - value specified should be the first letter of one of the following: - traditional, combination, full, or partial. Default is full. Per- + response to the Drop (aka droptype) command, for instance). The + value specified should be the first letter of one of the following: + traditional, combination, full, or partial. Default is full. Per- sistent. - Traditional was the only method available for very early versions; - it consists of a prompt for object class characters, followed by an - object-by-object prompt for all items matching the selected object + Traditional was the only method available for very early versions; + it consists of a prompt for object class characters, followed by an + object-by-object prompt for all items matching the selected object class(es). Combination starts with a prompt for object class(es) of - interest, but then displays a menu of matching objects rather than + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 72 + + + + 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 + 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 @@ -4678,22 +4707,10 @@ menu_first_page Key to jump to the first page in a menu. Default `^'. - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 72 - - - 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 @@ -4709,13 +4726,13 @@ 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 + 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 + 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- ing objects among classes. Possible values are @@ -4724,13 +4741,25 @@ 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 + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 73 + + + 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 @@ -4741,21 +4770,9 @@ Key to go to the previous menu page. Default `<'. menu_search - Key to search for some text and toggle selection state of matching + Key to search for some text and toggle selection state of matching menu items. Default `:'. - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 73 - - - menu_select_all Key to select all items in a menu. Default `.'. @@ -4764,20 +4781,20 @@ menu_shift_left Key to scroll a menu--one which has been scrolled right--back to the - left. Implemented for perm_invent only by curses and X11. Default + left. Implemented for perm_invent only by curses and X11. Default `{'. menu_shift_right - Key to scroll a menu which has text beyond the right edge to the + Key to scroll a menu which has text beyond the right edge to the right. Implemented for perm_invent only by curses and X11. Default `}'. mon_movement - Show a message when hero notices a monster movement (default is + Show a message when hero notices a monster movement (default is off). monpolycontrol - Prompt for new form whenever any monster changes shape (default + Prompt for new form whenever any monster changes shape (default off). Debug mode only. montelecontrol @@ -4794,25 +4811,8 @@ Omitting a value is the same as specifying 1 and negating mouse_sup- port is the same as specifying 0. - msghistory - The number of top line messages to keep (and be able to recall with - `^P') (default 20). Cannot be set with the `O' command. - msg_window - Allows you to change the way recalled messages are displayed. Cur- - rently it is only supported for tty (all four choices) and for - curses (`f' and `r' choices, default `r'). The possible values are: - - s - single message (default; only choice prior to 3.4.0); - c - combination, two messages as "single", then as "full"; - f - full window, oldest message first; - r - full window reversed, newest message first. - - For backward compatibility, no value needs to be specified (which - defaults to "full"), or it can be negated (which defaults to "sin- - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4822,23 +4822,39 @@ + msghistory + The number of top line messages to keep (and be able to recall with + `^P') (default 20). Cannot be set with the `O' command. + + msg_window + Allows you to change the way recalled messages are displayed. Cur- + rently it is only supported for tty (all four choices) and for + curses (`f' and `r' choices, default `r'). The possible values are: + + s - single message (default; only choice prior to 3.4.0); + c - combination, two messages as "single", then as "full"; + f - full window, oldest message first; + r - full window reversed, newest message first. + + For backward compatibility, no value needs to be specified (which + defaults to "full"), or it can be negated (which defaults to "sin- gle"). name - Set your character's name (defaults to your user name). You can - also set your character's role by appending a dash and one or more - letters of the role (that is, by suffixing one of -A -B -C -H -K -M - -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random + Set your character's name (defaults to your user name). You can + also set your character's role by appending a dash and one or more + letters of the role (that is, by suffixing one of -A -B -C -H -K -M + -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random one will be automatically chosen. - On some systems, the default is the player's user name; on others, + 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 Read the NetHack news file, if present (default on). Since the news - is shown at the beginning of the game, there's no point in setting + is shown at the beginning of the game, there's no point in setting this with the `O' command. nudist @@ -4859,26 +4875,10 @@ -1 - by letters but use `z' to go northwest, `y' to zap wands For backward compatibility, omitting a value is the same as specify- - ing 1 and negating number_pad is the same as specifying 0. (Set- - tings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in - addition to the different behavior for `5', `Alt-5' acts as `G' and - `Alt-0' acts as `I'. Setting -1 is to accommodate some QWERTZ key- - boards which have the location of the `y' and `z' keys swapped.) - When moving by numbers, to enter a count prefix for those commands - which accept one (such as "12s" to search twelve times), precede it - with the letter `n' ("n12s"). - - packorder - Specify the order to list object types in (default - "")[%?+!=/(*`0_"). The value of this option should be a string con- - taining the symbols for the various object types. Any omitted types - are filled in at the end from the previous order. - - paranoid_confirmation - A space separated list of specific situations where alternate + ing 1 and negating number_pad is the same as specifying 0. (Set- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4888,63 +4888,63 @@ - prompting is desired. The default is "paranoid_confirmation:pray + tings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in + addition to the different behavior for `5', `Alt-5' acts as `G' and + `Alt-0' acts as `I'. Setting -1 is to accommodate some QWERTZ key- + boards which have the location of the `y' and `z' keys swapped.) + When moving by numbers, to enter a count prefix for those commands + which accept one (such as "12s" to search twelve times), precede it + with the letter `n' ("n12s"). + + packorder + Specify the order to list object types in (default + "")[%?+!=/(*`0_"). The value of this option should be a string con- + taining the symbols for the various object types. Any omitted types + are filled in at the end from the previous order. + + paranoid_confirmation + A space separated list of specific situations where alternate + prompting is desired. The default is "paranoid_confirmation:pray swim trap". - Confirm - for any prompts which are set to require "yes" rather - than `y', also require "no" to reject instead of + Confirm - for any prompts which are set to require "yes" rather + than `y', also require "no" to reject instead of accepting any non-yes response as no; changes pray and AutoAll to require "yes" or `no' too; - quit - require "yes" rather than `y' to confirm quitting the + quit - require "yes" rather than `y' to confirm quitting the game or switching into non-scoring explore mode; - die - require "yes" rather than `y' to confirm dying (not + die - require "yes" rather than `y' to confirm dying (not useful in normal play; applies to explore mode); - bones - require "yes" rather than `y' to confirm saving bones + bones - require "yes" rather than `y' to confirm saving bones data when dying in debug mode; - attack - require "yes" rather than `y' to confirm attacking a + attack - require "yes" rather than `y' to confirm attacking a peaceful monster; - wand-break - require "yes" rather than `y' to confirm breaking a + wand-break - require "yes" rather than `y' to confirm breaking a wand with the apply command; - eating - require "yes" rather than `y' to confirm whether to + eating - require "yes" rather than `y' to confirm whether to continue eating; Were-change - require "yes" rather than `y' to confirm changing form due to lycanthropy when hero has polymorph control; - pray - require `y' to confirm an attempt to pray rather than - immediately praying; on by default; (to require "yes" + pray - require `y' to confirm an attempt to pray rather than + immediately praying; on by default; (to require "yes" rather than just `y', set Confirm too); trap - require `y' to confirm an attempt to move into or onto - a known trap, unless doing so is considered to be + a known trap, unless doing so is considered to be harmless; when enabled, this confirmation is also used for moving into visible gas cloud regions; (to require - "yes" rather than just `y', set Confirm too); confir- - mation can be skipped by using the `m' movement pre- + "yes" rather than just `y', set Confirm too); confir- + mation can be skipped by using the `m' movement pre- fix; swim - prevent walking into water or lava; on by default; (to - deliberately step onto/into such terrain when this is + deliberately step onto/into such terrain when this is set, use the `m' movement prefix when adjacent); - AutoAll - require confirmation when the `A' (Autoselect-All) + AutoAll - require confirmation when the `A' (Autoselect-All) choice is selected in object class filtering menus for - menustyle:Full; (to require "yes" rather than just + menustyle:Full; (to require "yes" rather than just `y', set Confirm too); - Remove - require selection from inventory for `R' and `T' com- - 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 - 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 - set without removing others, precede the first entry in the list - with a minus sign, paranoid_confirmation:-swim. To both add some - new entries and remove some old ones, you can use multiple para- - noid_confirmation option settings, or you can use the `+' form and - list entries to be added by their name and entries to be removed by - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -4954,23 +4954,39 @@ + 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 + 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 + set without removing others, precede the first entry in the list + with a minus sign, paranoid_confirmation:-swim. To both add some + new entries and remove some old ones, you can use multiple para- + noid_confirmation option settings, or you can use the `+' form and + list entries to be added by their name and entries to be removed by `!' and name. The positive (no `!') and negative (with `!') entries can be intermixed. pauper - Start the character with no possessions (default false). Persis- + Start the character with no possessions (default false). Persis- tent. - Also start with no spells or skills, which are tied to starting - equipment. Does not inhibit acquiring and using items, spells, and + Also start with no spells or skills, which are tied to starting + equipment. Does not inhibit acquiring and using items, spells, and skills once play has started. 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 - this feature. For those that do, the perminv_mode option can be + this feature. For those that do, the perminv_mode option can be used to refine what gets displayed for perm_invent. Setting that to a value other than none while perm_invent is false will change it to true. @@ -4992,25 +5008,9 @@ 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, - bold, dim, underline, italic, blink, and inverse. Some of those - choices might not work, depending upon terminal hardware or terminal - emulation software. - - pettype - Specify the type of your initial pet, if you are playing a character - class that uses multiple types of pets; or choose to have no initial - pet at all. Possible values are "cat", "dog", "horse", and "none". - If the choice is not allowed for the role you are currently playing, - it will be silently ignored. For example, "horse" will only be 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- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5020,63 +5020,63 @@ - Loaded), you will be asked if you want to continue. (Default `S'). + ean 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. + + pettype + Specify the type of your initial pet, if you are playing a character + class that uses multiple types of pets; or choose to have no initial + pet at all. Possible values are "cat", "dog", "horse", and "none". + If the choice is not allowed for the role you are currently playing, + it will be silently ignored. For example, "horse" will only be 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'). Persistent. pickup_stolen - If this option is on and autopickup is also on, try to pick up - things that a monster stole from you, even if they aren't in + If this option is on and autopickup is also on, try to pick up + things that a monster stole from you, even if they aren't in pickup_types or match an autopickup exception. Default is on. Per- sistent. pickup_thrown - If this option is on and autopickup is also on, try to pick up - things that you threw, even if they aren't in pickup_types or match + If this option is on and autopickup is also on, try to pick up + things that you threw, even if they aren't in pickup_types or match an autopickup exception. Default is on. Persistent. pickup_types - Specify the object types to be picked up when autopickup is on. + Specify the object types to be picked up when autopickup is on. Default is all types. Persistent. - The value is a list of object symbols, such as pickup_types:$?! to - pick up gold, scrolls, and potions. You can use autopickup_excep- + The value is a list of object symbols, such as pickup_types:$?! to + pick up gold, scrolls, and potions. You can use autopickup_excep- tion configuration file lines to further refine autopickup behavior. - There is no way to set pickup_types to "none". (Setting it to an - empty value reverts to "all".) If you want to avoid automatically - picking up any types of items but do want to have autopickup on in - order to have autopickup_exception settings control what you do and - don't pick up, you can set pickup_types to `.'. That is the type - symbol for venom and you won't come across any venom items so won't + There is no way to set pickup_types to "none". (Setting it to an + empty value reverts to "all".) If you want to avoid automatically + picking up any types of items but do want to have autopickup on in + order to have autopickup_exception settings control what you do and + don't pick up, you can set pickup_types to `.'. That is the type + symbol for venom and you won't come across any venom items so won't unintentionally pick such up. pile_limit - When walking across a pile of objects on the floor, threshold at + When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given - instead of showing a popup list of those objects. A value of 0 + instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent. - playmode - Values are "normal", "explore", or "debug". Allows selection of - explore mode (also known as discovery mode) or debug mode (also - known as wizard mode) instead of normal play. Debug mode might only - be allowed for someone logged in under a particular user name (on - multi-user systems) or specifying a particular character name (on - single-user systems) or it might be disabled entirely. Requesting - it when not allowed or not possible results in explore mode instead. - Default is normal play. - - price_quotes - Whenever the game mentions the name of an object you haven't identi- - fied yet, it also mentions the range of buy and sell prices you have - seen for that item (to help narrow down what it could be). The - price shown is the unit price for one item (even when you are look- - ing at a stack of multiple items). Many players may want to turn - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5086,13 +5086,29 @@ - this on while identifying objects, and then turn it back off again + playmode + Values are "normal", "explore", or "debug". Allows selection of + explore mode (also known as discovery mode) or debug mode (also + known as wizard mode) instead of normal play. Debug mode might only + be allowed for someone logged in under a particular user name (on + multi-user systems) or specifying a particular character name (on + single-user systems) or it might be disabled entirely. Requesting + it when not allowed or not possible results in explore mode instead. + Default is normal play. + + price_quotes + Whenever the game mentions the name of an object you haven't identi- + fied yet, it also mentions the range of buy and sell prices you have + seen for that item (to help narrow down what it could be). The + price shown is the unit price for one item (even when you are look- + ing at a stack of multiple items). Many players may want to turn + this on while identifying objects, and then turn it back off again for general play. Default is off. pushweapon Using the `w' (wield) command when already wielding something pushes - the old item into your alternate weapon slot (default off). Like- - wise for the `a' (apply) command if it causes the applied item to + the old item into your alternate weapon slot (default off). Like- + wise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. query_menu @@ -5100,49 +5116,33 @@ 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 + human races are allowed. See role for a description of how to use negation to exclude choices. - If race is not specified, there is no default value; player will be - prompted unless role forces a choice for race. Cannot be set with + If race is not specified, there is no default value; player will be + prompted unless role forces a choice for race. Cannot be set with the `O' command. Persistent. reroll - Allows rerolling your character's starting inventory and attributes + 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 - off). Persistent. - - role - Pick your type of character (for example, role:Samurai); synonym for - character. See name for an alternate method of specifying your - role. - - This option can also be used to limit selection when role is chosen - randomly. Use a space-separated list of roles and either negate - each one or negate the option itself instead. Negation is accom- - plished in the same manner as with boolean options, by prefixing the + 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 - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5152,16 +5152,32 @@ + 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 + off). Persistent. + + role + Pick your type of character (for example, role:Samurai); synonym for + character. See name for an alternate method of specifying your + role. + + This option can also be used to limit selection when role is chosen + randomly. Use a space-separated list of roles and either negate + each one or negate the option itself instead. Negation is accom- + plished in the same manner as with boolean options, by prefixing the option or its value(s) with `!' or "no". Examples: 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 @@ -5170,14 +5186,14 @@ rogue level. rlecomp - When writing out a save file, perform run length compression of the + When writing out a save file, perform run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file. runmode - Controls the amount of screen updating for the map window when - engaged in multi-turn movement (running via shift+direction or con- - trol+direction and so forth, or via the travel command or mouse + Controls the amount of screen updating for the map window when + engaged in multi-turn movement (running via shift+direction or con- + trol+direction and so forth, or via the travel command or mouse click). The possible values are: teleport - update the map after movement has finished; @@ -5185,30 +5201,14 @@ walk - update the map after each step; crawl - like walk, but pause briefly after each step. - This option only affects the game's screen display, not the actual - results of moving. The default is "run"; versions prior to 3.4.1 - used "teleport" only. Whether or not the effect is noticeable will - depend upon the window port used or on the type of terminal. Per- + This option only affects the game's screen display, not the actual + results of moving. The default is "run"; versions prior to 3.4.1 + used "teleport" only. Whether or not the effect is noticeable will + depend upon the window port used or on the type of terminal. Per- sistent. - safe_pet - Prevent you from (knowingly) attacking your pets (default on). Per- - sistent. - safe_wait - Prevents you from waiting or searching when next to a hostile mon- - ster (default on). Persistent. - - sanity_check - Evaluate monsters, objects, and map prior to each turn (default - off). Debug mode only. - - scores - Control what parts of the score list you are shown at the end (for - example "scores:5 top scores/4 around my score/own scores"). Only - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5218,35 +5218,50 @@ - the first letter of each category (`t', `a', or `o') is necessary. + safe_pet + Prevent you from (knowingly) attacking your pets (default on). Per- + sistent. + + safe_wait + Prevents you from waiting or searching when next to a hostile mon- + ster (default on). Persistent. + + sanity_check + Evaluate monsters, objects, and map prior to each turn (default + off). Debug mode only. + + scores + Control what parts of the score list you are shown at the end (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. + Display yourself as the glyph for your race, rather than the glyph + for your role (default off). Note that this setting affects only + the appearance of the display, not the way the game treats you. Persistent. showscore - Show your approximate accumulated score on bottom line (default + Show your approximate accumulated score on bottom line (default off). 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- - ants, or you are making screenshots or streaming video. Using the - statuslines:3 option is recommended so that there will be more room - available for status information, unless you're using NetHack's Qt - interface or your terminal emulator window displays fewer than 25 + ants, or you are making screenshots or streaming video. Using the + statuslines:3 option is recommended so that there will be more room + available for status information, unless you're using NetHack's Qt + interface or your terminal emulator window displays fewer than 25 lines. Persistent. silent @@ -5256,25 +5271,10 @@ Controls the sorting behavior for the output of the `\' and ``' com- mands. Persistent. - The possible values are: - - 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 - fully identified types; - c - list by class, alphabetically within each class; - a - list alphabetically across all classes. - - Can be interactively set via the `O' command or via using the `m' - prefix before the `\' or ``' command. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5284,19 +5284,34 @@ + The possible values are: + + 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 + fully identified types; + c - list by class, alphabetically within each class; + a - list alphabetically across all classes. + + Can be interactively set via the `O' command or via using the `m' + prefix before the `\' or ``' command. + 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. sortpack - Sort the pack contents by type when displaying inventory (default + Sort the pack contents by type when displaying inventory (default on). Persistent. sortvanquished @@ -5307,25 +5322,36 @@ t - traditional--order by monster level; ties are broken by internal monster index; default; - 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 index; z - order by count, low to high; ties broken by internal index. - Can be interactively set via the `m O' command or via using the `m' - prefix before either the #vanquished command or the #genocided com- + Can be interactively set via the `m O' command or via using the `m' + prefix before either the #vanquished command or the #genocided com- mand. sounds Allow sounds to be emitted from an integrated sound library (default on). + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 82 + + + 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 @@ -5339,31 +5365,24 @@ If negated or set to zero, disables status hiliting. See "Configur- ing Status Hilites" for further information. - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 82 - - - 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"). symset This option may be used to select one of the named symbol sets found - within "symbols" to alter the symbols displayed on the screen. Use + within "symbols" to alter the symbols displayed on the screen. Use "symset:default" to explicitly select the default symbols. + terrainstatus + Display an extra status condition describing the spot beneath the + hero's feet (default off, not supported by all interfaces). + time Show the elapsed game time in turns on bottom line (default off). Persistent. @@ -5385,6 +5404,18 @@ Put the ending display in a NetHack window instead of on stdout (default off). Setting this option makes the score list visible when a windowing version of NetHack is started without a parent win- + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 83 + + + dow, but it no longer leaves the score list around after game end on a terminal or emulating window. @@ -5401,21 +5432,19 @@ verbose Provide more commentary during the game (default on). Persistent. + weaponstatus + Display an extra status condition which describes currently wielded + weapon (default off, not supported by all interfaces). + + Some possible displayed values are: + + bare-hnds - no weapon and no gloves; + empty-hnd - no weapon but gloves are worn; + dual-weps - wielding two weapons. + whatis_coord - When using the `/' or `;' commands to look around on the map with - autodescribe on, display coordinates after the description. Also - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 83 - - - + 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: @@ -5426,53 +5455,24 @@ 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 + 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 + 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. - (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 - 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 - 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 - multiple lines in a configuration file, that would be the first non- - comment line. For a comma-separated list in NETHACKOPTIONS or an - OPTIONS line in a configuration file, that would be the rightmost - option in the list. + 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 - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5482,63 +5482,63 @@ + 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. + (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 + 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 + 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 + multiple lines in a configuration file, that would be the first non- + comment line. For a comma-separated list in NETHACKOPTIONS or an + OPTIONS line in a configuration file, that would be the rightmost + option in the list. + wizweight - Augment object descriptions with their objects' weight (default + Augment object descriptions with their objects' weight (default off). Debug mode only. zerocomp - When writing out a save file, perform zero-comp compression of the - contents. Not all ports support zero-comp compression. It has no + When writing out a save file, perform zero-comp compression of the + 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 + 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 + 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 + Where to align or place the message window (top, bottom, left, or right) - align_status - Where to align or place the status window (top, bottom, left, or - right). - ascii_map - If NetHack can, it should display the map using simple characters - (letters and punctuation) rather than tiles graphics. In some - cases, characters can be augmented with line-drawing symbols; use - the symset option to select a symbol set such as DECgraphics or - IBMgraphics if your display supports them. Setting ascii_map to - True forces tiled_map to be False. - - color - If NetHack can, it should display color if it can for different mon- - sters, objects, and dungeon features (default on). - - eight_bit_tty - If NetHack can, it should pass eight-bit character values (for exam- - ple, specified with the traps option) straight through to your ter- - minal (default off). - - font_map - if NetHack can, it should use a font by the chosen name for the map - window. - - font_menu - If NetHack can, it should use a font by the chosen name for menu - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5548,6 +5548,33 @@ + align_status + Where to align or place the status window (top, bottom, left, or + right). + + ascii_map + If NetHack can, it should display the map using simple characters + (letters and punctuation) rather than tiles graphics. In some + cases, characters can be augmented with line-drawing symbols; use + the symset option to select a symbol set such as DECgraphics or + IBMgraphics if your display supports them. Setting ascii_map to + True forces tiled_map to be False. + + color + If NetHack can, it should display color if it can for different mon- + sters, objects, and dungeon features (default on). + + eight_bit_tty + If NetHack can, it should pass eight-bit character values (for exam- + ple, specified with the traps option) straight through to your ter- + minal (default off). + + font_map + if NetHack can, it should use a font by the chosen name for the map + window. + + font_menu + If NetHack can, it should use a font by the chosen name for menu windows. font_message @@ -5559,7 +5586,7 @@ tus window. font_text - If NetHack can, it should use a font by the chosen name for text + If NetHack can, it should use a font by the chosen name for text windows. font_size_map @@ -5574,37 +5601,10 @@ font_size_status If NetHack can, it should use this size font for the status window. - font_size_text - If NetHack can, it should use this size font for text windows. - - fullscreen - If NetHack can, it should try to display on the entire screen rather - 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 - only; default is on. - - large_font - If NetHack can, it should use a large font. - - map_mode - 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 - character selection. - - popup_dialog - If NetHack can, it should pop up dialog boxes for input. - - preload_tiles - If NetHack can, it should preload tiles into memory. For example, - in the protected mode MS-DOS version, control whether tiles get pre- - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -5614,8 +5614,36 @@ + font_size_text + If NetHack can, it should use this size font for text windows. + + fullscreen + If NetHack can, it should try to display on the entire screen rather + than in a window. + + guicolor + 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 + If NetHack can, it should use a large font. + + map_mode + 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 + character selection. + + popup_dialog + If NetHack can, it should pop up dialog boxes for input. + + preload_tiles + If NetHack can, it should preload tiles into memory. For example, + in the protected mode MS-DOS version, control whether tiles get pre- 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 @@ -5632,45 +5660,17 @@ support this option. softkeyboard - Display an onscreen keyboard. Handhelds are most likely to support + 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 + If NetHack can, it should display an opening splash screen when it starts up (default yes). - statuslines - Number of lines for traditional below-the-map status display. - Acceptable values are 2 and 3 (default is 2). - - When set to 3, the tty interface moves some fields around and mainly - shows status conditions on their own line. A display capable of - showing at least 25 lines is recommended. The value can be toggled - back and forth during the game with the `O' command. - - The curses interface does likewise if the align_status option is set - 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 - 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, - 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 - with the `O' command.) - - term_cols and - - term_rows - Curses interface only. Number of columns and rows to use for the - display. Curses will attempt to resize to the values specified but - will settle for smaller sizes if they are too big. Default is the - current window size. - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -5680,12 +5680,42 @@ + statuslines + Number of lines for traditional below-the-map status display. + Acceptable values are 2 and 3 (default is 2). + + When set to 3, the tty interface moves some fields around and mainly + shows status conditions on their own line. A display capable of + showing at least 25 lines is recommended. The value can be toggled + back and forth during the game with the `O' command. + + 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 + 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, + 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 + with the `O' command.) + + term_cols and + + term_rows + Curses interface only. Number of columns and rows to use for the + display. Curses will attempt to resize to the values specified but + will settle for smaller sizes if they are too big. Default is the + current window size. + tile_file - Specify the name of an alternative tile file to override the + Specify the name of an alternative tile file to override the default. - Note: the X11 interface uses X resources rather than NetHack's - options to select an alternate tile file. See NetHack.ad, the sam- + Note: the X11 interface uses X resources rather than NetHack's + options to select an alternate tile file. See NetHack.ad, the sam- ple X "application defaults" file. tile_height @@ -5695,48 +5725,18 @@ Specify the preferred width of each tile in a tile capable port tiled_map - If NetHack can, it should display the map using tiles graphics - rather than simple characters (letters and punctuation, possibly - augmented by line-drawing symbols). Setting tiled_map to True + If NetHack can, it should display the map using tiles graphics + rather than simple characters (letters and punctuation, possibly + augmented by line-drawing symbols). Setting tiled_map to True forces ascii_map to be False. use_darkgray Use bold black instead of blue for black glyphs (TTY only). - use_inverse - If NetHack can, it should display inverse when the game specifies - it. - - vary_msgcount - If NetHack can, it should display this number of messages at a time - in the message window. - - windowborders - Whether to draw boxes around the map, status area, message area, and - persistent inventory window if enabled. Curses interface only. - Acceptable values are - - 0 - off, never show borders - 1 - on, always show borders - 2 - auto, on if display is at least (24+2)x(80+2) [default] - 3 - on, except forced off for perm_invent - 4 - auto, except forced off for perm_invent - - (The 26x82 size threshold for `2' refers to number of rows and col- - umns of the display. A width of at least 110 columns (80+2+26+2) is - needed to show borders if align_status is set to left or right.) - - The persistent inventory window, when enabled, can grow until it is - too big to fit on most displays, resulting in truncation of its con- - tents. If borders are forced on (1) or the display is big enough to - show them (2), setting the value to 3 or 4 instead will keep borders - for the map, message, and status windows but have room for two addi- - tional lines of inventory plus widen each inventory line by two col- - umns. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5746,63 +5746,63 @@ + use_inverse + If NetHack can, it should display inverse when the game specifies + it. + + vary_msgcount + If NetHack can, it should display this number of messages at a time + in the message window. + + windowborders + Whether to draw boxes around the map, status area, message area, and + persistent inventory window if enabled. Curses interface only. + Acceptable values are + + 0 - off, never show borders + 1 - on, always show borders + 2 - auto, on if display is at least (24+2)x(80+2) [default] + 3 - on, except forced off for perm_invent + 4 - auto, except forced off for perm_invent + + (The 26x82 size threshold for `2' refers to number of rows and col- + umns of the display. A width of at least 110 columns (80+2+26+2) is + needed to show borders if align_status is set to left or right.) + + The persistent inventory window, when enabled, can grow until it is + too big to fit on most displays, resulting in truncation of its con- + tents. If borders are forced on (1) or the display is big enough to + show them (2), setting the value to 3 or 4 instead will keep borders + for the map, message, and status windows but have room for two addi- + tional lines of inventory plus widen each inventory line by two col- + umns. + windowcolors - If NetHack can, it should display all windows of a particular style - with the specified foreground and background colors. Windows GUI + If NetHack can, it should display all windows of a particular style + with the specified foreground and background colors. Windows GUI and curses windowport only. The format is OPTION=windowcolors:style foreground/background - where style is one of "menu", "message", "status", or "text", and + 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, - teal, aqua), or (for Windows only) one of Windows UI colors (true- - black, activeborder, activecaption, appworkspace, background, btn- - face, btnshadow, btntext, captiontext, graytext, greytext, high- - light, highlighttext, inactiveborder, inactivecaption, menu, menu- + bright-green, yellow, bright-blue, bright-magenta, bright-cyan, + white, gray, purple, silver, maroon, fuchsia, lime, olive, navy, + teal, aqua), or (for Windows only) one of Windows UI colors (true- + black, activeborder, activecaption, appworkspace, background, btn- + face, btnshadow, btntext, captiontext, graytext, greytext, high- + light, highlighttext, inactiveborder, inactivecaption, menu, menu- text, scrollbar, window, windowframe, windowtext). wraptext - If NetHack can, it should wrap long lines of text if they don't fit + If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. - 9.6. Crash Report Options - - Please note that NetHack does not send any information off your - computer unless you manually click submit on a form. - - OPTION=crash_email:email_address - - OPTION=crash_name:your_name - These options are used only to save you some typing on the - crash report and #bugreport forms. - - OPTION=crash_urlmax:bytes - This option is used to limit the length of the URLs generated - and is only needed if your browser cannot handle arbitrarily - long URLs. - - 9.7. Platform-specific Customization options - - Here are explanations of options that are used by specific plat- - forms or ports to customize and change the port behavior. - - altkeyhandling - Select an alternate way to handle keystrokes (Win32 tty NetHack - only). The name of the handling type is one of "default", "ray", - "340". - - altmeta - On systems where this option is available, it can be set to tell - NetHack to convert a two character sequence beginning with ESC into - a meta-shifted version of the second character (default off). - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5812,63 +5812,63 @@ - This conversion is only done for commands, not for other input - prompts. Note that typing one or more digits as a count prefix - prior to a command--preceded by n if the number_pad option is set-- + 9.6. Crash Report Options + + Please note that NetHack does not send any information off your + computer unless you manually click submit on a form. + + OPTION=crash_email:email_address + + OPTION=crash_name:your_name + These options are used only to save you some typing on the + crash report and #bugreport forms. + + OPTION=crash_urlmax:bytes + This option is used to limit the length of the URLs generated + and is only needed if your browser cannot handle arbitrarily + long URLs. + + 9.7. Platform-specific Customization options + + Here are explanations of options that are used by specific plat- + forms or ports to customize and change the port behavior. + + altkeyhandling + Select an alternate way to handle keystrokes (Win32 tty NetHack + only). The name of the handling type is one of "default", "ray", + "340". + + altmeta + On systems where this option is available, it can be set to tell + NetHack to convert a two character sequence beginning with ESC into + a meta-shifted version of the second character (default off). + + This conversion is only done for commands, not for other input + prompts. Note that typing one or more digits as a count prefix + prior to a command--preceded by n if the number_pad option is set-- 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. 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). rawio - Force raw (non-cbreak) mode for faster output and more bulletproof - input (MS-DOS sometimes treats `^P' as a printer toggle without it) - (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows + Force raw (non-cbreak) mode for faster output and more bulletproof + input (MS-DOS sometimes treats `^P' as a printer toggle without it) + (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows hang if this is turned on. Cannot be set with the `O' command. subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of key- + (Win32 tty NetHack only). May be used to alter the value of key- strokes that the operating system returns to NetHack to help compen- - sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 - will return 92 to NetHack, if 171 was originally going to be - returned. You can use multiple subkeyvalue assignments in the con- - figuration file if needed. Cannot be set with the `O' command. - - video - Set the video mode used (PC NetHack only). Values are "autodetect", - "default", "vga", or "vesa". Setting "vesa" will cause the game to - display tiles, using the full capability of the VGA hardware. Set- - ting "vga" will cause the game to display tiles, fixed at 640x480 in - 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 - Set the VGA mode resolution height (MS-DOS only, with video:vesa) - - video_width - 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 - 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- - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5878,63 +5878,63 @@ - cult to read, try adjusting these scales; if this does not correct + sate for international keyboard issues. OPTIONS=subkeyvalue:171/92 + will return 92 to NetHack, if 171 was originally going to be + returned. You can use multiple subkeyvalue assignments in the con- + figuration file if needed. Cannot be set with the `O' command. + + video + Set the video mode used (PC NetHack only). Values are "autodetect", + "default", "vga", or "vesa". Setting "vesa" will cause the game to + display tiles, using the full capability of the VGA hardware. Set- + ting "vga" will cause the game to display tiles, fixed at 640x480 in + 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 + Set the VGA mode resolution height (MS-DOS only, with video:vesa) + + video_width + 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 + 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 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 + 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 + 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 + you can define patterns to be checked when the game is about to autopickup something. - autopickup_exception - Sets an exception to the pickup_types option. The autopickup_excep- - tion option should be followed by a regular expression to be used as - a pattern to match against the singular form of the description of - an object at your location. - - In addition, some characters are treated specially if they occur as - the first character in the pattern, specifically: - - < - always pickup an object that matches rest of pattern; - > - never pickup an object that matches rest of pattern. - - The autopickup_exception rules are processed in the order in which - they appear in your configuration file, thus allowing a later rule - 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 - save and then restore your game. autopickup_exception rules and not - saved with the game. - - Here are some examples: - - autopickup_exception="<*arrow" - autopickup_exception=">*corpse" - autopickup_exception=">* cursed*" - - The first example above will result in autopickup of any type of - arrow. The second example results in the exclusion of any corpse from - autopickup. The last example results in the exclusion of items known - to be cursed from autopickup. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -5944,13 +5944,45 @@ + autopickup_exception + Sets an exception to the pickup_types option. The autopickup_excep- + tion option should be followed by a regular expression to be used as + a pattern to match against the singular form of the description of + an object at your location. + + In addition, some characters are treated specially if they occur as + the first character in the pattern, specifically: + + < - always pickup an object that matches rest of pattern; + > - never pickup an object that matches rest of pattern. + + The autopickup_exception rules are processed in the order in which + they appear in your configuration file, thus allowing a later rule + 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 + save and then restore your game. autopickup_exception rules and not + saved with the game. + + Here are some examples: + + autopickup_exception="<*arrow" + autopickup_exception=">*corpse" + autopickup_exception=">* cursed*" + + The first example above will result in autopickup of any type of + arrow. The second example results in the exclusion of any corpse from + autopickup. The last example results in the exclusion of items known + to be cursed from autopickup. + 9.10. Changing Key Bindings It is possible to change the default key bindings of some special - commands, menu accelerator keys, and extended commands, by using BIND - stanzas in the configuration file. Format is key, followed by the - command to bind to, separated by a colon. The key can be a single - character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), a + commands, menu accelerator keys, and extended commands, by using BIND + stanzas in the configuration file. Format is key, followed by the + command to bind to, separated by a colon. The key can be a single + character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), a mouse button, or a three-digit decimal ASCII code. For example: @@ -5960,47 +5992,15 @@ BIND=v:loot Extended command keys - You can bind multiple keys to the same extended command. Unbind a - key by using "nothing" as the extended command to bind to. You can + You can bind multiple keys to the same extended command. Unbind a + key by using "nothing" as the extended command to bind to. You can also bind the "", "", and "" keys. Menu accelerator keys The menu control or accelerator keys can also be rebound via OPTIONS - lines in the configuration file. You cannot bind object symbols or - selection letters into menu accelerators. Some interfaces only sup- - port some of the menu accelerators. - - Mouse buttons - You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", - "clicklook", or "mouseaction". - - Special command keys - Below are the special commands you can rebind. Some of them can be - bound to same keys with no problems, others are in the same "con- - text", and if bound to same keys, only one of those commands will be - available. Special command can only be bound to a single key. - - count - Prefix key to start a count, to repeat a command this many times. - With number_pad only. Default is `n'. - - getdir.help - 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- - 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 `_'. - - getdir.self - When asked for a direction, the key to target yourself. Default is - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6010,14 +6010,46 @@ + lines in the configuration file. You cannot bind object symbols or + selection letters into menu accelerators. Some interfaces only sup- + port some of the menu accelerators. + + Mouse buttons + You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", + "clicklook", or "mouseaction". + + Special command keys + Below are the special commands you can rebind. Some of them can be + bound to same keys with no problems, others are in the same "con- + text", and if bound to same keys, only one of those commands will be + available. Special command can only be bound to a single key. + + count + Prefix key to start a count, to repeat a command this many times. + With number_pad only. Default is `n'. + + getdir.help + 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- + 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 `_'. + + getdir.self + When asked for a direction, the key to target yourself. Default is `.'. getdir.self2 - When asked for a direction, an alternate key to target yourself. + When asked for a direction, an alternate key to target yourself. Default is `s'. getpos.autodescribe - When asked for a location, the key to toggle autodescribe. Default + When asked for a location, the key to toggle autodescribe. Default is `#'. getpos.all.next @@ -6025,48 +6057,16 @@ thing. Default is `a'. getpos.all.prev - When asked for a location, the key to go to previous closest inter- + When asked for a location, the key to go to previous closest inter- esting thing. Default is `A'. getpos.door.next - When asked for a location, the key to go to next closest door or + When asked for a location, the key to go to next closest door or doorway. Default is `d'. - getpos.door.prev - When asked for a location, the key to go to previous closest door or - doorway. Default is `D'. - - getpos.help - When asked for a location, the key to show help. Default is `?'. - - getpos.mon.next - When asked for a location, the key to go to next closest monster. - Default is `m'. - - getpos.mon.prev - When asked for a location, the key to go to previous closest mon- - ster. Default is `M'. - - getpos.obj.next - When asked for a location, the key to go to next closest object. - Default is `o'. - - getpos.obj.prev - When asked for a location, the key to go to previous closest object. - 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. - 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 - glyphs instead of by 8 units. Default is `*'. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6076,63 +6076,63 @@ + getpos.door.prev + When asked for a location, the key to go to previous closest door or + doorway. Default is `D'. + + getpos.help + When asked for a location, the key to show help. Default is `?'. + + getpos.mon.next + When asked for a location, the key to go to next closest monster. + Default is `m'. + + getpos.mon.prev + When asked for a location, the key to go to previous closest mon- + ster. Default is `M'. + + getpos.obj.next + When asked for a location, the key to go to next closest object. + Default is `o'. + + getpos.obj.prev + When asked for a location, the key to go to previous closest object. + 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. + 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 + 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 + 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 + 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 - more info without asking. Default is `:'. - - getpos.self - 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 - location. Default is `x'. - - getpos.unexplored.prev - 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- - tions. Default is `$'. - - getpos.valid.next - When asked for a location, the key to go to next closest valid loca- - tion. Default is `z'. - - getpos.valid.prev - When asked for a location, the key to go to previous closest valid - location. Default is `Z'. + ing for more info, and exit the location asking loop. Default is - - - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6142,12 +6142,42 @@ + `;'. + + getpos.pick.verbose + When asked for a location, the key to choose the location, and show + more info without asking. Default is `:'. + + getpos.self + When asked for a location, the key to go to your location. Default + is `@'. + + getpos.unexplored.next + When asked for a location, the key to go to next closest unexplored + location. Default is `x'. + + getpos.unexplored.prev + When asked for a location, the key to go to previous closest unex- + plored location. Default is `X'. + + getpos.valid + When asked for a location, the key to go to show valid target loca- + tions. Default is `$'. + + getpos.valid.next + When asked for a location, the key to go to next closest valid loca- + tion. Default is `z'. + + getpos.valid.prev + When asked for a location, the key to go to previous closest valid + location. Default is `Z'. + 9.11. Configuring Message Types - You can change the way the messages are shown in the message + You can change the way the messages are shown in the message area, when the message matches a user-defined pattern. - In general, the configuration file entries to describe the mes- + In general, the configuration file entries to describe the mes- sage types look like this: MSGTYPE=type "pattern" type - how the message should be shown; @@ -6160,45 +6190,15 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other message is + norep - show the message once, but not again if no other message is shown in between. - Here's an example of message types using NetHack's internal pattern + Here's an example of message types using NetHack's internal pattern matching facility: - MSGTYPE=stop "You feel hungry." - MSGTYPE=hide "You displaced *." - - specifies that whenever a message "You feel hungry" is shown, the - user is prompted with more-prompt, and a message matching "You dis- - placed ." is not shown at all. - - The order of the defined MSGTYPE lines is important; the last match- - ing rule is used. Put the general case first, exceptions below them. - - 9.12. Configuring Menu Colors - - Some platforms allow you to define colors used in menu lines when - the line matches a user-defined pattern. At this time the tty, - curses, win32tty and win32gui interfaces support this. - - In general, the configuration file entries to describe the menu - color mappings look like this: - - MENUCOLOR="pattern"=color&attribute - - pattern - the pattern to match; - color - the color to use for lines matching the pattern; - attribute - the attribute to use for lines matching the pat- - tern. The attribute is optional, and if left out, - you must also leave out the preceding ampersand. - If no attribute is defined, no attribute is used. - - The pattern should be a regular expression. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6208,42 +6208,85 @@ - Allowed colors are black, red, green, brown, blue, magenta, cyan, + MSGTYPE=stop "You feel hungry." + MSGTYPE=hide "You displaced *." + + specifies that whenever a message "You feel hungry" is shown, the + user is prompted with more-prompt, and a message matching "You dis- + placed ." is not shown at all. + + The order of the defined MSGTYPE lines is important; the last match- + ing rule is used. Put the general case first, exceptions below them. + + 9.12. Configuring Menu Colors + + Some platforms allow you to define colors used in menu lines when + the line matches a user-defined pattern. At this time the tty, + curses, win32tty and win32gui interfaces support this. + + In general, the configuration file entries to describe the menu + color mappings look like this: + + MENUCOLOR="pattern"=color&attribute + + pattern - the pattern to match; + color - the color to use for lines matching the pattern; + attribute - the attribute to use for lines matching the pat- + tern. The attribute is optional, and if left out, + you must also leave out the preceding ampersand. + If no attribute is defined, no attribute is used. + + The pattern should be a regular expression. + + Allowed colors are black, red, green, brown, blue, magenta, cyan, gray, orange, 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 + 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 + 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 + 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 + + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 96 + + + + 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 + sage window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds. - The following configuration file entries are relevant to mapping + The following configuration file entries are relevant to mapping user sounds to messages: SOUNDDIR @@ -6253,27 +6296,15 @@ 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; volume - the volume to be set while playing the sound file; sound index - optional; the index corresponding to a sound file. - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 96 - - - The pattern should be a regular expression. For example: @@ -6286,51 +6317,20 @@ 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 + 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- - color&normal for >30%.) - - 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 - 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 - 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 - 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- + 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 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6340,9 +6340,40 @@ + points drop to or below a threshold of 30%: + + OPTION=hilite_status:hitpoints/<=30%/red/normal + + (That example is actually specifying red&normal for <=30% and no- + color&normal for >30%.) + + For another example, the following line in your configuration + 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 + 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 + 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 + 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 + 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. @@ -6356,47 +6387,16 @@ 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 + 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- - age or absolute number threshold, or text to match against. For the - hitpoints field, the additional behavior "criticalhp" is available. - It overrides other behavior rules if hit points are at or below the - major problem threshold (which varies depending upon maximum hit - points and experience level). - - * "always" will set the default attributes for that field. - - * "up", "down" set the field attributes for when the field value - changes upwards or downwards. This attribute times out after - statushilites turns. - - * "changed" sets the field attribute for when the field value - changes. This attribute times out after statushilites turns. - (If a field has both a "changed" rule and an "up" or "down" - rule which matches a change in the field's value, the "up" or - "down" one takes precedence.) - - * percentage sets the field attribute when the field value - matches the percentage. It is specified as a number between 0 - and 100, followed by `%' (percent sign). If the percentage is - prefixed with `<=' or `>=', it also matches when value is below - or above the percentage. Use prefix `<' or `>' to match when - strictly below or above. (The numeric limit is relaxed - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -6406,41 +6406,85 @@ - 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 + Instead of a behavior, "condition" takes the following condition + flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, + conf, hallu, lev, fly, and ride. You can use "major_troubles" as an + alias for stone through termill, "minor_troubles" for blind through + hallu, "movement" for lev, fly, and ride, and "all" for every condi- + tion. + + Allowed behaviors are "always", "up", "down", "changed", a percent- + age or absolute number threshold, or text to match against. For the + hitpoints field, the additional behavior "criticalhp" is available. + It overrides other behavior rules if hit points are at or below the + major problem threshold (which varies depending upon maximum hit + points and experience level). + + * "always" will set the default attributes for that field. + + * "up", "down" set the field attributes for when the field value + changes upwards or downwards. This attribute times out after + statushilites turns. + + * "changed" sets the field attribute for when the field value + changes. This attribute times out after statushilites turns. + (If a field has both a "changed" rule and an "up" or "down" + rule which matches a change in the field's value, the "up" or + "down" one takes precedence.) + + * percentage sets the field attribute when the field value + matches the percentage. It is specified as a number between 0 + and 100, followed by `%' (percent sign). If the percentage is + prefixed with `<=' or `>=', it also matches when value is below + or above the percentage. Use prefix `<' or `>' to match when + strictly below or above. (The numeric limit is relaxed + 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 + 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 + * 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 + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 99 + + + + * criticalhp only applies to the hitpoints field and only when current hit points are below a threshold (which varies by maxi- - mum hit points and experience level). When the threshold is - met, a criticalhp rule takes precedence over all other hit- + mum hit points and experience level). When the threshold is + met, a criticalhp rule takes precedence over all other hit- points rules. - * text match sets the attribute when the field value matches the - text. Text matches can only be used for "alignment", "carry- - ing-capacity", "hunger", "dungeon-level", and "title". For - title, only the role's rank title is tested; the character's + * text match sets the attribute when the field value matches the + text. Text matches can only be used for "alignment", "carry- + ing-capacity", "hunger", "dungeon-level", and "title". For + title, only the role's rank title is tested; the character's name is ignored. - The in-game options menu can help you determine the correct syn- + The in-game options menu can help you determine the correct syn- tax for a configuration file. The whole feature can be disabled by setting option statushilites @@ -6461,38 +6505,39 @@ - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 99 - - - 9.15. Modifying NetHack Symbols 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 + 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 + 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 + 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 April 16, 2026 + + + + + + NetHack Guidebook 100 + + + as a control character. NetHack Symbols @@ -6525,19 +6570,6 @@ C S_centaur (centaur) _ S_chain (iron chain) # S_cloud (cloud) - - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 100 - - - c S_cockatrice (cockatrice) $ S_coin (pile of coins) # S_corr (corridor) @@ -6559,6 +6591,19 @@ \ S_expl_tr (explosion top right) | S_expl_ml (explosion middle left) S_expl_mc (explosion middle center) + + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 101 + + + | S_expl_mr (explosion middle right) \ S_expl_bl (explosion bottom left) - S_expl_bc (explosion bottom center) @@ -6591,19 +6636,6 @@ i S_imp (imp or minor demon) I S_invisible (invisible monster) J S_jabberwock (jabberwock) - - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 101 - - - j S_jelly (jelly) k S_kobold (kobold) K S_kop (Keystone Kop) @@ -6625,6 +6657,19 @@ N S_naga (naga) . S_ndoor (doorway without door) n S_nymph (nymph) + + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 102 + + + O S_ogre (ogre) o S_orc (orc) p S_piercer (piercer) @@ -6657,19 +6702,6 @@ * S_ss4 (magic shield 4 of 4) ^ S_statue_trap (statue trap) S_stone (solid rock) - - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 102 - - - ] S_strange_obj (strange object) - S_sw_bc (swallow bottom center) \ S_sw_bl (swallow bottom left) @@ -6691,6 +6723,19 @@ # S_tree (tree) T S_troll (troll) | S_trwall (wall) + + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 103 + + + - S_tuwall (wall) U S_umber (umber hulk) S_unexplored (unexplored terrain) @@ -6724,75 +6769,30 @@ Notes: - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 103 - - - - * Several symbols in this table appear to be blank. They are the + * Several symbols in this table appear to be blank. They are the space character, except for S_pet_override and S_hero_override which - don't have any default value and can only be used if enabled in the + 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 + * 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- + 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, + code codepoint values and red-green-blue colors to glyph representa- + tions. The customizations can be specified for use with a symset that + has a UTF8 handler within the symbols file such as the enhanced1 set, or individually within your nethack.rc file. - The format for defining a glyph representation is: - - OPTIONS=glyph:glyphid/U+nnnn/R-G-B - - The window port that is active needs to provide support for dis- - playing UTF-8 character sequences and explicit red-green-blue colors - in order for the glyph representation to be visible. For example, the - following line in your configuration file will cause the glyph repre- - sentation for glyphid G_pool to use Unicode codepoint U+224B and the - 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- - 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- - lar symbol. - - You will need to select a symset with a UTF8 handler to enable - the display of the customizations, such as the Enhanced symset. - - 9.17. Configuring NetHack for Play by the Blind - - NetHack can be set up to use only standard ASCII characters for - making maps of the dungeons. This makes even the MS-DOS versions of - NetHack (which use special line-drawing characters by default) com- - pletely accessible to the blind who use speech and/or Braille access - technologies. Players will require a good working knowledge of their - screen-reader's review features, and will have to know how to navigate - horizontally and vertically character by character. They will also - find the search capabilities of their screen-readers to be quite valu- - able. Be certain to examine this Guidebook before playing so you have - an idea what the screen layout is like. You'll also need to be able to - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -6802,25 +6802,72 @@ - 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 + The format for defining a glyph representation is: + + OPTIONS=glyph:glyphid/U+nnnn/R-G-B + + The window port that is active needs to provide support for dis- + playing UTF-8 character sequences and explicit red-green-blue colors + in order for the glyph representation to be visible. For example, the + following line in your configuration file will cause the glyph repre- + sentation for glyphid G_pool to use Unicode codepoint U+224B and the + 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- + 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- + lar symbol. + + You will need to select a symset with a UTF8 handler to enable + the display of the customizations, such as the Enhanced symset. + + 9.17. Configuring NetHack for Play by the Blind + + NetHack can be set up to use only standard ASCII characters for + making maps of the dungeons. This makes even the MS-DOS versions of + NetHack (which use special line-drawing characters by default) com- + pletely accessible to the blind who use speech and/or Braille access + technologies. Players will require a good working knowledge of their + screen-reader's review features, and will have to know how to navigate + horizontally and vertically character by character. They will also + find the search capabilities of their screen-readers to be quite valu- + able. Be certain to examine this Guidebook before playing so you have + 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 are often useful in giving players a better sense of the overall loca- tion of items on the screen. - NetHack can also be compiled with support for sending the game + NetHack 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 + 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 April 16, 2026 + + + + + + NetHack Guidebook 105 + + + symset:plain Load a symbol set appropriate for use by blind players. @@ -6831,8 +6878,8 @@ 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 @@ -6842,11 +6889,11 @@ 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 @@ -6855,29 +6902,16 @@ mention_map Give feedback messages when interesting map locations change. - - - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 105 - - - 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. 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 @@ -6885,46 +6919,12 @@ instead of moving 8 units at a time. nostatus_updates - Prevent updates to the status lines at the bottom of the screen, if - your screen-reader reads those lines. The same information can be + Prevent updates to the status lines at the bottom of the screen, if + your screen-reader reads those lines. The same information can be seen via the "#attributes" command. - showdamage - Give a message of damage taken and how many hit points are left. - 9.18. Global Configuration for System Administrators - - If NetHack is compiled with the SYSCF option, a system adminis- - trator should set up a global configuration; this is a file in the - same format as the traditional per-user configuration file (see - above). This file should be named sysconf and placed in the same - directory as the other NetHack support files. The options recognized - in this file are listed below. Any option not set uses a compiled-in - default (which may not be appropriate for your system). - - WIZARDS = A space-separated list of user names who are allowed to - play in debug mode (commonly referred to as wizard mode). A value - of a single asterisk (*) allows anyone to start a game in debug - mode. - - SHELLERS = A list of users who are allowed to use the shell escape - command (!). The syntax is the same as WIZARDS. - - EXPLORERS = A list of users who are allowed to use the explore mode. - The syntax is the same as WIZARDS. - - MSGHANDLER = A path and filename of executable. Whenever a message- - window message is shown, NetHack runs this program. The program - will get the message as the only parameter. - - MAXPLAYERS = Limit the maximum number of games that can be running - at the same time. - - SUPPORT = A string explaining how to get local support (no default - value). - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -6934,17 +6934,51 @@ - RECOVER = A string explaining how to recover a game on this system + showdamage + Give a message of damage taken and how many hit points are left. + + 9.18. Global Configuration for System Administrators + + If NetHack is compiled with the SYSCF option, a system adminis- + trator should set up a global configuration; this is a file in the + same format as the traditional per-user configuration file (see + above). This file should be named sysconf and placed in the same + directory as the other NetHack support files. The options recognized + in this file are listed below. Any option not set uses a compiled-in + default (which may not be appropriate for your system). + + WIZARDS = A space-separated list of user names who are allowed to + play in debug mode (commonly referred to as wizard mode). A value + of a single asterisk (*) allows anyone to start a game in debug + mode. + + SHELLERS = A list of users who are allowed to use the shell escape + command (!). The syntax is the same as WIZARDS. + + EXPLORERS = A list of users who are allowed to use the explore mode. + The syntax is the same as WIZARDS. + + MSGHANDLER = A path and filename of executable. Whenever a message- + window message is shown, NetHack runs this program. The program + will get the message as the only parameter. + + MAXPLAYERS = Limit the maximum number of games that can be running + at the same time. + + SUPPORT = A string explaining how to get local support (no default + value). + + RECOVER = A string explaining how to recover a game on this system (no default value). - SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE + SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE option. When disabled, incubi and succubi behave like nymphs. - CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS, - and SHELLERS check for the player name instead of the user's login + CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS, + and SHELLERS check for the player name instead of the user's login name. - CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the UID + CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the UID (used identification number) checking for save files (to verify that the user who is restoring is the same one who saved). @@ -6954,28 +6988,40 @@ ENTRYMAX = Maximum number of entries in the score file. - POINTSMIN = Minimum number of points to get an entry in the score + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 107 + + + + 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: @@ -6989,74 +7035,28 @@ %n - player name %N - first character of player name - - NetHack 3.7.0 March 25, 2026 - - - - - - NetHack Guidebook 107 - - - - LIVELOG = A bit-mask of types of events that should be written to - the livelog file if one is present. The sample sysconf file accom- - panying the program contains a comment which lists the meaning of - the various bits used. Intended for server systems supporting + LIVELOG = A bit-mask of types of events that should be written to + the livelog file if one is present. The sample sysconf file accom- + panying the program contains a comment which lists the meaning of + the various bits used. Intended for server systems supporting 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 + 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 + 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 - machine, depending on how it is set up. In the latter case, each - account on the machine can post only one non-winning score on this - list. If you score higher than someone else on this list, or better - your previous score, you will be inserted in the proper place under - your current name. How many scores are kept can also be set up when - NetHack is compiled. - - Your score is chiefly based upon how much experience you gained, - how much loot you accumulated, how deep you explored, and how the game - ended. If you quit the game, you escape with all of your gold intact. - If, however, you get killed in the Mazes of Menace, the guild will - only hear about 90% of your gold when your corpse is discovered - (adventurers have been known to collect finder's fees). So, consider - whether you want to take one last hit at that monster and possibly - live, or quit and stop with whatever you have. If you quit, you keep - all your gold, but if you swing and live, you might find more. - - If you just want to see what the current top players/games list - is, you can type nethack -s all on most versions. - - 11. Explore mode - - NetHack is an intricate and difficult game. Novices might falter - in fear, aware of their ignorance of the means to survive. Well, fear - not. Your dungeon comes equipped with an "explore" or "discovery" - mode that enables you to keep old save files and cheat death, at the - paltry cost of not getting on the high score 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; - NetHack 3.7.0 March 25, 2026 + + NetHack 3.7.0 April 16, 2026 @@ -7066,63 +7066,63 @@ - switching during play does not. The other benefits of explore mode + 10. Scoring + + NetHack maintains a list of the top scores or scorers on your + machine, depending on how it is set up. In the latter case, each + account on the machine can post only one non-winning score on this + list. If you score higher than someone else on this list, or better + your previous score, you will be inserted in the proper place under + your current name. How many scores are kept can also be set up when + NetHack is compiled. + + Your score is chiefly based upon how much experience you gained, + how much loot you accumulated, how deep you explored, and how the game + ended. If you quit the game, you escape with all of your gold intact. + If, however, you get killed in the Mazes of Menace, the guild will + only hear about 90% of your gold when your corpse is discovered + (adventurers have been known to collect finder's fees). So, consider + whether you want to take one last hit at that monster and possibly + live, or quit and stop with whatever you have. If you quit, you keep + all your gold, but if you swing and live, you might find more. + + If you just want to see what the current top players/games list + is, you can type nethack -s all on most versions. + + 11. Explore mode + + NetHack is an intricate and difficult game. Novices might falter + in fear, aware of their ignorance of the means to survive. Well, fear + not. Your dungeon comes equipped with an "explore" or "discovery" + mode that enables you to keep old save files and cheat death, at the + paltry cost of not getting on the high score 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 are left for the trepid reader to discover. 11.1. Debug mode Debug mode, also known as wizard mode, is undocumented aside from - this brief description and the various "debug mode only" commands - listed among the command descriptions. It is intended for tracking - down problems within the program rather than to provide god-like pow- - ers to your character, and players who attempt debugging are expected - to figure out how to use it themselves. It is initiated by starting - the game with the -D command-line switch or with the playmode:debug + this brief description and the various "debug mode only" commands + listed among the command descriptions. It is intended for tracking + down problems within the program rather than to provide god-like pow- + ers to your character, and players who attempt debugging are expected + to figure out how to use it themselves. It is initiated by starting + the game with the -D command-line switch or with the playmode:debug option. For some systems, the player must be logged in under a particular - user name to be allowed to use debug mode; for others, the hero must - be given a particular character name (but may be any role; there's no - connection between "wizard mode" and the Wizard role). Attempting to - start a game in debug mode when not allowed or not available will - result in falling back to explore mode instead. - - 12. Credits - - The original hack game was modeled on the Berkeley UNIX rogue - game. Large portions of this 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 - Dungeons of Doom, by Ken Arromdee. - - NetHack is the product of literally scores of people's work. - Main events in the course of the game development are described below: - - Jay Fenlason wrote the original Hack, with help from Kenny Wood- - land, Mike Thome, and Jon Payne. - - Andries Brouwer did a major re-write while at Stichting Mathema- - tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack - into a very different game. He published the Hack source code for use - on UNIX systems by posting that to Usenet newsgroup net.sources (later - renamed comp.sources) releasing version 1.0 in December of 1984, then - versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet - newsgroup net.games.hack (later renamed rec.games.hack, eventually - replaced by rec.games.roguelike.nethack) was created for discussing - it. - - Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, pro- - ducing PC HACK 1.01e, added support for DEC Rainbow graphics in ver- - sion 1.03g, and went on to produce at least four more versions (3.0, - 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not - contemporary NetHack ones). - - R. Black ported PC HACK 3.51 to Lattice C and the Atari - 520/1040ST, producing ST Hack 1.03. + 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 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7132,63 +7132,63 @@ - Mike Stephenson merged these various versions back together, + start a game in debug mode when not allowed or not available will + result in falling back to explore mode instead. + + 12. Credits + + The original hack game was modeled on the Berkeley UNIX rogue + game. Large portions of this 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 + Dungeons of Doom, by Ken Arromdee. + + NetHack is the product of literally scores of people's work. + Main events in the course of the game development are described below: + + Jay Fenlason wrote the original Hack, with help from Kenny Wood- + land, Mike Thome, and Jon Payne. + + Andries Brouwer did a major re-write while at Stichting Mathema- + tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack + into a very different game. He published the Hack source code for use + on UNIX systems by posting that to Usenet newsgroup net.sources (later + renamed comp.sources) releasing version 1.0 in December of 1984, then + versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet + newsgroup net.games.hack (later renamed rec.games.hack, eventually + replaced by rec.games.roguelike.nethack) was created for discussing + it. + + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, pro- + ducing PC HACK 1.01e, added support for DEC Rainbow graphics in ver- + sion 1.03g, and went on to produce at least four more versions (3.0, + 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not + contemporary NetHack ones). + + R. Black ported PC HACK 3.51 to Lattice C and the Atari + 520/1040ST, producing ST Hack 1.03. + + Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack 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 + 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 + Later, Mike coordinated a major re-write of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, - Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike + Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. - NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by - Timo Hakulinen, and to VMS by David Gentzel. The three of them and - Kevin Darcy later joined the main NetHack Development Team to produce + NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by + Timo Hakulinen, and to VMS by David Gentzel. The three of them and + Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0. - Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm - Meluch, Stephen Spackman and Pierre Martineau designed overlay code - for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. - Along with various other Dungeoneers, they continued to enhance the - PC, Macintosh, and Amiga ports through the later revisions of 3.0. - - Version 3.0 went through ten relatively rapidly released "patch- - level" revisions. Versions at the time were known as 3.0 for the base - release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" - through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than - 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme - began to be used with 3.1.0. - - Headed by Mike Stephenson and coordinated by Izchak Miller and - Janet Walz, the NetHack Development Team which now included Ken - Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, - and Eric Smith undertook a radical revision of 3.0. They re-struc- - tured the game's design, and re-wrote major parts of the code. They - added multiple dungeons, a new display, special individual character - quests, a new endgame and many other new features, and produced - NetHack 3.1. Version 3.1.0 was released in January of 1993. - - Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard - Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for - the Amiga. - - Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, - Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack - 3.1 to the PC. - - Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng- - ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim - Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the - Macintosh, porting it for MPW. Building on their development, Bart - House added a Think C port. - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7198,63 +7198,63 @@ - Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. + Along with various other Dungeoneers, they continued to enhance the + PC, Macintosh, and Amiga ports through the later revisions of 3.0. + + Version 3.0 went through ten relatively rapidly released "patch- + level" revisions. Versions at the time were known as 3.0 for the base + release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" + through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than + 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme + began to be used with 3.1.0. + + Headed by Mike Stephenson and coordinated by Izchak Miller and + Janet Walz, the NetHack Development Team which now included Ken + Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, + and Eric Smith undertook a radical revision of 3.0. They re-struc- + tured the game's design, and re-wrote major parts of the code. They + added multiple dungeons, a new display, special individual character + quests, a new endgame and many other new features, and produced + NetHack 3.1. Version 3.1.0 was released in January of 1993. + + Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard + Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for + the Amiga. + + Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, + Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack + 3.1 to the PC. + + Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng- + ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim + Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the + Macintosh, porting it for MPW. Building on their development, Bart + House added a Think C port. + + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - Delahunty, was responsible for the VMS version of NetHack 3.1. + 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 + 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 + for monster and object classes (so one custom image for all "a" + insects and another for all "[" armor and so forth, not separate images for beetles and ants or for cloaks and boots). - Warwick Allison wrote a graphically displayed version of NetHack - for the Atari where the tiny pictures were described as "icons" and - were distinct for specific types of monsters and objects rather than - just their classes. He contributed them to the NetHack Development - Team which rechristened them "tiles", original usage which has subse- - quently been picked up by various other games. NetHack's tiles sup- - port was then implemented on other platforms (initially MS-DOS but - eventually Windows, Qt, and X11 too). - - The 3.2 NetHack Development Team, comprised of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, - Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 - in April of 1996. - - Version 3.2 marked the tenth anniversary of the formation of the - development team. In a testament to their dedication to the game, all - thirteen members of the original NetHack Development Team remained on - the team at the start of work on that release. During the interval - between the release of 3.1.3 and 3.2.0, one of the founding members of - the NetHack Development Team, Dr. Izchak Miller, was diagnosed with - 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 - 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 - "variants" publicly available: - - Tom Proudfoot and Yuval Oren created NetHack++, which was quickly - renamed NetHack-- when some people incorrectly assumed that it was a - conversion of the C source code to C++. Working independently, - Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack - Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and - Warwick Allison improved the spell casting system with the Wizard - Patch. Warwick Allison also ported NetHack to use the Qt interface. + 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 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7264,63 +7264,63 @@ - Warren Cheung combined SLASH with the Wizard Patch to produce + just their classes. He contributed them to the NetHack Development + Team which rechristened them "tiles", original usage which has subse- + quently been picked up by various other games. NetHack's tiles sup- + port was then implemented on other platforms (initially MS-DOS but + eventually Windows, Qt, and X11 too). + + The 3.2 NetHack Development Team, comprised of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, + Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 + in April of 1996. + + Version 3.2 marked the tenth anniversary of the formation of the + development team. In a testament to their dedication to the game, all + thirteen members of the original NetHack Development Team remained on + the team at the start of work on that release. During the interval + between the release of 3.1.3 and 3.2.0, one of the founding members of + the NetHack Development Team, Dr. Izchak Miller, was diagnosed with + 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 + 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 + "variants" publicly available: + + Tom Proudfoot and Yuval Oren created NetHack++, which was quickly + renamed NetHack-- when some people incorrectly assumed that it was a + conversion of the C source code to C++. Working independently, + Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack + Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and + Warwick Allison improved the spell casting system with the Wizard + Patch. Warwick Allison also ported NetHack to use the Qt interface. + + Warren Cheung combined SLASH with the Wizard Patch to produce Slash'EM, and with the help of Kevin Hugo, added more features. Kevin later joined the NetHack Development Team and incorporated the best of these ideas into NetHack 3.3. - The final update to 3.2 was the bug fix release 3.2.3, which was - released simultaneously with 3.3.0 in December 1999 just in time for - the Year 2000. Because of the newer version, 3.2.3 was released as a - source code patch only, without any ready-to-play distribution for + The final update to 3.2 was the bug fix release 3.2.3, which was + released simultaneously with 3.3.0 in December 1999 just in time for + the Year 2000. Because of the newer version, 3.2.3 was released as a + source code patch only, without any ready-to-play distribution for systems that usually had such. (To anyone considering resurrecting an old version: all versions - before 3.2.3 had a Y2K bug. The high scores file and the log file - contained dates which were formatted using a two-digit year, and - 1999's year 99 was followed by 2000's year 100. That got written out - successfully but it unintentionally introduced an extra column in the + before 3.2.3 had a Y2K bug. The high scores file and the log file + contained dates which were formatted using a two-digit year, and + 1999's year 99 was followed by 2000's year 100. That got written out + successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in cor- - rectly, interfering with insertion of new high scores and with - retrieval of old character names to use for random ghost and statue - names in the current game.) - - The 3.3 NetHack Development Team, consisting of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat - Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, - released 3.3.0 in December 1999 and 3.3.1 in August of 2000. - - Version 3.3 offered many firsts. It was the first version to sep- - arate race and profession. The Elf class was removed in preference to - an elf race, and the races of dwarves, gnomes, and orcs made their - first appearance in the game alongside the familiar human race. Monk - and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, - Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, - Wizards. It was also the first version to allow you to ride a steed, - and was the first version to have a publicly available web-site list- - ing all the bugs that had been discovered. Despite that constantly - growing bug list, 3.3 proved stable enough to last for more than a - year and a half. - - The 3.4 NetHack Development Team initially consisted of Michael - Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken - Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul - Winner, with Warwick Allison joining just before the release of - NetHack 3.4.0 in March 2002. - - As with version 3.3, various people contributed to the game as a - whole as well as supporting ports on the different platforms that - NetHack runs on: - - Pat Rankin maintained 3.4 for VMS. - - Michael Allison maintained NetHack 3.4 for the MS-DOS platform. - Paul Winner and Yitzhak Sapir provided encouragement. - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7330,63 +7330,63 @@ - Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced + rectly, interfering with insertion of new high scores and with + retrieval of old character names to use for random ghost and statue + names in the current game.) + + The 3.3 NetHack Development Team, consisting of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat + Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, + released 3.3.0 in December 1999 and 3.3.1 in August of 2000. + + Version 3.3 offered many firsts. It was the first version to sep- + arate race and profession. The Elf class was removed in preference to + an elf race, and the races of dwarves, gnomes, and orcs made their + first appearance in the game alongside the familiar human race. Monk + and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, + Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, + Wizards. It was also the first version to allow you to ride a steed, + and was the first version to have a publicly available web-site list- + ing all the bugs that had been discovered. Despite that constantly + growing bug list, 3.3 proved stable enough to last for more than a + year and a half. + + The 3.4 NetHack Development Team initially consisted of Michael + Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken + Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul + Winner, with Warwick Allison joining just before the release of + NetHack 3.4.0 in March 2002. + + As with version 3.3, various people contributed to the game as a + whole as well as supporting ports on the different platforms that + NetHack runs on: + + Pat Rankin maintained 3.4 for VMS. + + Michael Allison maintained NetHack 3.4 for the MS-DOS platform. + Paul Winner and Yitzhak Sapir provided encouragement. + + Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. - Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and - Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows - platform. Alex Kompel contributed a new graphical interface for the - Windows port. Alex Kompel also contributed a Windows CE port for + Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and + Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows + platform. Alex Kompel contributed a new graphical interface for the + Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1. - Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the - past several releases. Unfortunately Ron's last OS/2 machine stopped - working in early 2006. A great many thanks to Ron for keeping NetHack + Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the + past several releases. Unfortunately Ron's last OS/2 machine stopped + working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years. - Janne Salmijarvi and Teemu Suikki maintained and enhanced the + Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. - Christian "Marvin" Bressler maintained 3.4 for the Atari after he - resurrected it for 3.3.1. - - The release of NetHack 3.4.3 in December 2003 marked the begin- - ning of a long release hiatus. 3.4.3 proved to be a remarkably stable - version that provided continued enjoyment by the community for more - than a decade. The NetHack Development Team slowly and quietly contin- - ued to work on the game behind the scenes during the tenure of 3.4.3. - It was during that same period that several new variants emerged - within the NetHack community. Notably sporkhack by Derek S. Ray, - unnethack by Patric Mueller, nitrohack and its successors originally - by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. - Some of those variants continue to be developed, maintained, and - enjoyed by the community to this day. - - In September 2014, an interim snapshot of the code under develop- - ment was released publicly by other parties. Since that code was a - work-in-progress and had not gone through the process of debugging it - as a suitable release, it was decided that the version numbers present - on that code snapshot would be retired and never used in an official - NetHack release. An announcement was posted on the NetHack Develop- - ment Team's official nethack.org website to that effect, stating that - there would never be a 3.4.4, 3.5, or 3.5.0 official release version. - - In January 2015, preparation began for the release of NetHack - 3.6. - - At the beginning of development for what would eventually get - released as 3.6.0, the NetHack Development Team consisted of Warwick - Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, - Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and - Paul Winner. In early 2015, ahead of the release of 3.6.0, new mem- - bers Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack - Development Team. - - Near the end of the development of 3.6.0, one of the significant - inspirations for many of the humorous and fun features found in the - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7396,63 +7396,63 @@ + Christian "Marvin" Bressler maintained 3.4 for the Atari after he + resurrected it for 3.3.1. + + The release of NetHack 3.4.3 in December 2003 marked the begin- + ning of a long release hiatus. 3.4.3 proved to be a remarkably stable + version that provided continued enjoyment by the community for more + than a decade. The NetHack Development Team slowly and quietly contin- + ued to work on the game behind the scenes during the tenure of 3.4.3. + It was during that same period that several new variants emerged + within the NetHack community. Notably sporkhack by Derek S. Ray, + unnethack by Patric Mueller, nitrohack and its successors originally + by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. + Some of those variants continue to be developed, maintained, and + enjoyed by the community to this day. + + In September 2014, an interim snapshot of the code under develop- + ment was released publicly by other parties. Since that code was a + work-in-progress and had not gone through the process of debugging it + as a suitable release, it was decided that the version numbers present + on that code snapshot would be retired and never used in an official + NetHack release. An announcement was posted on the NetHack Develop- + ment Team's official nethack.org website to that effect, stating that + there would never be a 3.4.4, 3.5, or 3.5.0 official release version. + + In January 2015, preparation began for the release of NetHack + 3.6. + + At the beginning of development for what would eventually get + released as 3.6.0, the NetHack Development Team consisted of Warwick + Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, + Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and + Paul Winner. In early 2015, ahead of the release of 3.6.0, new mem- + bers Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack + Development Team. + + Near the end of the development of 3.6.0, one of the significant + inspirations for many of the humorous and fun features found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him. - 3.6.0 was released in December 2015, and merged work done by the - development team since the release of 3.4.3 with some of the beloved - community patches. Many bugs were fixed and some code was restruc- + 3.6.0 was released in December 2015, and merged work done by the + development team since the release of 3.4.3 with some of the beloved + community patches. Many bugs were fixed and some code was restruc- tured. - The NetHack Development Team, as well as Steve VanDevender and - Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on + The NetHack Development Team, as well as Steve VanDevender and + Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface. - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained + Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6 for MacOS. - Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex - Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the - port of NetHack 3.6 for Microsoft Windows. - - Pat Rankin attempted to keep the VMS port running for NetHack - 3.6, hindered by limited access. Kevin Smolkowski has updated and - tested it for the most recent version of OpenVMS (V8.4 as of this - writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. - - Ray Chason resurrected the MS-DOS port for 3.6 and contributed - 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 - Paul Winner. - - In early May 2019, another 320 bug fixes along with some enhance- - ments and the adopted curses window port, were released as 3.6.2. - - Bart House, who had contributed to the game as a porting team - participant for decades, joined the NetHack Development Team in late - May 2019. - - NetHack 3.6.3 was released on December 5, 2019 containing over - 190 bug fixes to NetHack 3.6.2. - - NetHack 3.6.4 was released on December 18, 2019 containing a - security fix and a few bug fixes. - - NetHack 3.6.5 was released on January 27, 2020 containing some - security fixes and a small number of bug fixes. - - NetHack 3.6.6 was released on March 8, 2020 containing a security - fix and some bug fixes. + Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex + Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7462,10 +7462,47 @@ - NetHack 3.6.7 was released on February 16, 2023 containing a + port of NetHack 3.6 for Microsoft Windows. + + Pat Rankin attempted to keep the VMS port running for NetHack + 3.6, hindered by limited access. Kevin Smolkowski has updated and + tested it for the most recent version of OpenVMS (V8.4 as of this + writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. + + Ray Chason resurrected the MS-DOS port for 3.6 and contributed + 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 + Paul Winner. + + In early May 2019, another 320 bug fixes along with some enhance- + ments and the adopted curses window port, were released as 3.6.2. + + Bart House, who had contributed to the game as a porting team + participant for decades, joined the NetHack Development Team in late + May 2019. + + NetHack 3.6.3 was released on December 5, 2019 containing over + 190 bug fixes to NetHack 3.6.2. + + NetHack 3.6.4 was released on December 18, 2019 containing a + security fix and a few bug fixes. + + NetHack 3.6.5 was released on January 27, 2020 containing some + security fixes and a small number of bug fixes. + + NetHack 3.6.6 was released on March 8, 2020 containing a security + fix and some bug fixes. + + NetHack 3.6.7 was released on February 16, 2023 containing a security fix and some bug fixes. - The official NetHack web site is maintained by Ken Lorber at + The official NetHack web site is maintained by Ken Lorber at https://www.nethack.org/. @@ -7481,44 +7518,7 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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, - - - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 @@ -7528,6 +7528,14 @@ + 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, devnull.net (gone for now, but not forgotten). @@ -7572,9 +7580,21 @@ 12.2. Dungeoneers - From time to time, some depraved individual out there in netland - sends a particularly intriguing modification to help out with the - game. The NetHack Development Team sometimes makes note of the names + From time to time, some depraved individual out there in netland + sends a particularly intriguing modification to help out with the + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 116 + + + + game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers: @@ -7584,13 +7604,35 @@ - NetHack 3.7.0 March 25, 2026 - NetHack Guidebook 116 + + + + + + + + + + + + + + + + + + + + + + + + @@ -7605,6 +7647,19 @@ 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 April 16, 2026 + + + + + + NetHack Guidebook 117 + + + Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Holloway Karl Garrison Richard P. Hughey @@ -7650,17 +7705,28 @@ - NetHack 3.7.0 March 25, 2026 - NetHack Guidebook 117 - Brand and product names are trademarks or registered trademarks + + + + NetHack 3.7.0 April 16, 2026 + + + + + + NetHack Guidebook 118 + + + + Brand and product names are trademarks or registered trademarks of their respective holders. @@ -7716,7 +7782,7 @@ - NetHack 3.7.0 March 25, 2026 + NetHack 3.7.0 April 16, 2026 From ea6ae3359efd1db6f71132b6071a00d896db90fc Mon Sep 17 00:00:00 2001 From: St4ckC00ki3 <60530949+StackC00ki3@users.noreply.github.com> Date: Fri, 17 Apr 2026 17:59:03 +0800 Subject: [PATCH 6/8] Fix windows-port crash on startup when showvers option is enabled --- sys/windows/windmain.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/sys/windows/windmain.c b/sys/windows/windmain.c index a5bf3ae65..8d499cd5d 100644 --- a/sys/windows/windmain.c +++ b/sys/windows/windmain.c @@ -197,11 +197,11 @@ _CrtSetReportFile(_CRT_ASSERT, _CRTDBG_FILE_STDERR);*/ #endif #endif - gh.hname = "NetHack"; /* used for syntax messages */ set_emergency_io(); #ifndef MSWIN_GRAPHICS early_init(argc, argv); /* already in WinMain for MSWIN_GRAPHICS */ #endif + gh.hname = "NetHack"; /* used for syntax messages */ set_default_prefix_locations( argv[0]); /* must be re-done after initoptions_init() * which clears out gp.fqn_prefix[] */ From 2b88cf04751eb9ef81b7674a0888eeb33ae3e74d Mon Sep 17 00:00:00 2001 From: PatR Date: Fri, 17 Apr 2026 10:06:23 -0700 Subject: [PATCH 7/8] new options vs O Change the classification of new weaponstatus, armorstatus, and terrainstatus from 'OptS_Status' to 'OptS_Advanced' to keep the menu for the 'O' command shorter. Doesn't affect 'mO'. Including them in 'O' might make more players notice them though. --- include/optlist.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/include/optlist.h b/include/optlist.h index 05a2ca6ec..4d3474a4b 100644 --- a/include/optlist.h +++ b/include/optlist.h @@ -164,14 +164,14 @@ static int optfn_##a(int, int, boolean, char *, char *); Off, Yes, No, No, NoAlias, (boolean *) 0, Term_False, (char *)0) #endif - NHOPTB(armorstatus, Status, 0, opt_in, set_in_game, + NHOPTB(armorstatus, Advanced, 0, opt_in, set_in_game, Off, Yes, No, No, NoAlias, &flags.armorstatus, Term_False, "summarize currently worn armor in a status field") NHOPTB(ascii_map, Advanced, 0, opt_in, set_in_game, ascii_map_Def, Yes, No, No, NoAlias, &iflags.wc_ascii_map, - Term_False, "show map as text") - NHOPTO("autocompletions", Advanced, o_autocomplete, BUFSZ, opt_in, set_in_game, - No, Yes, No, NoAlias, "edit autocompletions") + Term_False, "show map as text") + NHOPTO("autocompletions", Advanced, o_autocomplete, BUFSZ, opt_in, + set_in_game, No, Yes, No, NoAlias, "edit autocompletions") NHOPTB(autodescribe, Advanced, 0, opt_out, set_in_game, On, Yes, No, No, NoAlias, &iflags.autodescribe, Term_False, "describe terrain under cursor") @@ -744,7 +744,7 @@ static int optfn_##a(int, int, boolean, char *, char *); No, Yes, No, No, "termcolumns", "number of columns") NHOPTC(term_rows, Advanced, 6, opt_in, set_in_config, No, Yes, No, No, NoAlias, "number of rows") - NHOPTB(terrainstatus, Status, 0, opt_in, set_in_game, + NHOPTB(terrainstatus, Advanced, 0, opt_in, set_in_game, Off, Yes, No, No, NoAlias, &flags.terrainstatus, Term_False, "show hero's location as a status field") NHOPTC(tile_file, Advanced, 70, opt_in, set_gameview, @@ -859,7 +859,7 @@ static int optfn_##a(int, int, boolean, char *, char *); #endif NHOPTC(warnings, Advanced, 10, opt_in, set_in_config, No, Yes, No, No, NoAlias, "display characters for warnings") - NHOPTB(weaponstatus, Status, 0, opt_in, set_in_game, + NHOPTB(weaponstatus, Advanced, 0, opt_in, set_in_game, Off, Yes, No, No, NoAlias, &flags.weaponstatus, Term_False, "show currently wielded weapon in a status field") NHOPTC(whatis_coord, Advanced, 1, opt_in, set_in_game, From 84c7e96644b6ce9d2460c58e4999e8a388a51d2f Mon Sep 17 00:00:00 2001 From: PatR Date: Sat, 18 Apr 2026 19:22:07 -0700 Subject: [PATCH 8/8] fix issue #1459 - Half_physical_damage vs missiles Issue reported by Tomsod nearly six months ago: missile damage against hero was not honoring the Half_physical_damage attribute when hero had that. Fixes #1459 --- doc/fixes3-7-0.txt | 1 + src/apply.c | 5 +++-- src/explode.c | 14 ++++++++------ src/mthrowu.c | 2 +- src/trap.c | 13 +++++++++---- src/zap.c | 4 +++- 6 files changed, 25 insertions(+), 14 deletions(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index b4078d700..e7e375504 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -2203,6 +2203,7 @@ mounted hero was able to deliver joust hits when trapped timer sanity check for melting ice gave false complaint about non-ice for frozen moat under open drawbridge mhitm_ad_phys() was not applying Half_physical_damage when hero was target +callers of thitu() were not applyibg Half_physical_damage either throwing crystal plate mail or helm of brilliance up against the ceiling could result in the item being cracked and then vanishing yn_function (used all over the place) sometimes triggered an impossible() diff --git a/src/apply.c b/src/apply.c index 0fa915a42..40aefc3d9 100644 --- a/src/apply.c +++ b/src/apply.c @@ -3190,10 +3190,11 @@ use_whip(struct obj *obj) if (!rn2(25)) { /* proficient with whip, but maybe not so proficient at catching weapons */ - int hitu, hitvalu; + int dam, hitvalu, hitu; + dam = dmgval(otmp, &gy.youmonst); hitvalu = 8 + otmp->spe; - hitu = thitu(hitvalu, dmgval(otmp, &gy.youmonst), + hitu = thitu(hitvalu, Maybe_Half_Phys(dam), &otmp, (char *) 0); if (hitu) { pline_The("%s hits you as you try to snatch it!", diff --git a/src/explode.c b/src/explode.c index 36c3aca59..70f4c8307 100644 --- a/src/explode.c +++ b/src/explode.c @@ -718,10 +718,11 @@ struct scatter_chain { /* returns number of scattered objects */ long -scatter(coordxy sx, coordxy sy, /* location of objects to scatter */ - int blastforce, /* force behind the scattering */ - unsigned int scflags, - struct obj *obj) /* only scatter this obj */ +scatter( + coordxy sx, coordxy sy, /* location of objects to scatter */ + int blastforce, /* force behind the scattering */ + unsigned int scflags, + struct obj *obj) /* only scatter this obj */ { struct obj *otmp; int tmp; @@ -864,14 +865,15 @@ scatter(coordxy sx, coordxy sy, /* location of objects to scatter */ } } else if (u_at(gb.bhitpos.x, gb.bhitpos.y)) { if (scflags & MAY_HITYOU) { - int hitvalu, hitu; + int dam, hitvalu, hitu; if (gm.multi) nomul(0); + dam = dmgval(stmp->obj, &gy.youmonst); hitvalu = 8 + stmp->obj->spe; if (bigmonst(gy.youmonst.data)) hitvalu++; - hitu = thitu(hitvalu, dmgval(stmp->obj, &gy.youmonst), + hitu = thitu(hitvalu, Maybe_Half_Phys(dam), &stmp->obj, (char *) 0); if (!stmp->obj) stmp->stopped = TRUE; diff --git a/src/mthrowu.c b/src/mthrowu.c index 24001738a..1e9a299c6 100644 --- a/src/mthrowu.c +++ b/src/mthrowu.c @@ -93,7 +93,7 @@ thitu( kprefix = KILLED_BY; /* killer_name supplies "an" if warranted */ } else { knm = name; - /* [perhaps ought to check for plural here to] */ + /* [perhaps ought to check for plural here too] */ if (!strncmpi(name, "the ", 4) || !strncmpi(name, "an ", 3) || !strncmpi(name, "a ", 2)) kprefix = KILLED_BY; diff --git a/src/trap.c b/src/trap.c index 630334228..c6b5d7227 100644 --- a/src/trap.c +++ b/src/trap.c @@ -1193,6 +1193,7 @@ trapeffect_arrow_trap( unsigned trflags UNUSED) { struct obj *otmp; + int dam; if (mtmp == &gy.youmonst) { if (trap->once && trap->tseen && !rn2(15)) { @@ -1206,9 +1207,10 @@ trapeffect_arrow_trap( seetrap(trap); pline("An arrow shoots out at you!"); otmp = t_missile(ARROW, trap); + dam = dmgval(otmp, &gy.youmonst); if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) { ; /* nothing */ - } else if (thitu(8, dmgval(otmp, &gy.youmonst), &otmp, "arrow")) { + } else if (thitu(8, Maybe_Half_Phys(dam), &otmp, "arrow")) { if (otmp) obfree(otmp, (struct obj *) 0); } else { @@ -1252,6 +1254,7 @@ trapeffect_dart_trap( unsigned int trflags UNUSED) { struct obj *otmp; + int dam; if (mtmp == &gy.youmonst) { int oldumort = u.umortality; @@ -1269,10 +1272,10 @@ trapeffect_dart_trap( otmp = t_missile(DART, trap); if (!rn2(6)) otmp->opoisoned = 1; + dam = dmgval(otmp, &gy.youmonst); if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) { ; /* nothing */ - } else if (thitu(7, dmgval(otmp, &gy.youmonst), - &otmp, "little dart")) { + } else if (thitu(7, Maybe_Half_Phys(dam), &otmp, "little dart")) { if (otmp) { if (otmp->opoisoned) poisoned("dart", A_CON, "little dart", @@ -3395,9 +3398,11 @@ launch_obj( break; } } else if (u_at(x, y)) { + int dam = dmgval(singleobj, &gy.youmonst); + if (gm.multi) nomul(0); - if (thitu(9 + singleobj->spe, dmgval(singleobj, &gy.youmonst), + if (thitu(9 + singleobj->spe, Maybe_Half_Phys(dam), &singleobj, (char *) 0)) stop_occupation(); } diff --git a/src/zap.c b/src/zap.c index ac6d8e760..bdaa54cec 100644 --- a/src/zap.c +++ b/src/zap.c @@ -4201,8 +4201,10 @@ boomhit(struct obj *obj, int dx, int dy) } if (u_at(gb.bhitpos.x, gb.bhitpos.y)) { /* ct == 9 */ if (Fumbling || rn2(20) >= ACURR(A_DEX)) { + int dam = dmgval(obj, &gy.youmonst); + /* we hit ourselves */ - (void) thitu(10 + obj->spe, dmgval(obj, &gy.youmonst), &obj, + (void) thitu(10 + obj->spe, Maybe_Half_Phys(dam), &obj, "boomerang"); endmultishot(TRUE); break;