diff --git a/Files b/Files index be6ec970a..7154e17c2 100644 --- a/Files +++ b/Files @@ -47,21 +47,21 @@ Val-strt.lua Wiz-fila.lua Wiz-filb.lua Wiz-goal.lua Wiz-loca.lua Wiz-strt.lua air.lua asmodeus.lua astral.lua baalz.lua bigrm-1.lua bigrm-2.lua bigrm-3.lua bigrm-4.lua bigrm-5.lua bigrm-6.lua bigrm-7.lua bigrm-8.lua bigrm-9.lua bigrm-10.lua -bigrm-11.lua bigrm-12.lua bogusmon.txt castle.lua cmdhelp -data.base dungeon.lua earth.lua engrave.txt epitaph.txt -fakewiz1.lua fakewiz2.lua fire.lua hellfill.lua help -hh history juiblex.lua keyhelp knox.lua -license luahelper medusa-1.lua medusa-2.lua medusa-3.lua -medusa-4.lua minefill.lua minend-1.lua minend-2.lua minend-3.lua -minetn-1.lua minetn-2.lua minetn-3.lua minetn-4.lua minetn-5.lua -minetn-6.lua minetn-7.lua nhcore.lua nhlib.lua opthelp -optmenu oracle.lua oracles.txt orcus.lua quest.lua -rumors.fal rumors.tru sanctum.lua soko1-1.lua soko1-2.lua -soko2-1.lua soko2-2.lua soko3-1.lua soko3-2.lua soko4-1.lua -soko4-2.lua symbols themerms.lua tower1.lua tower2.lua -tower3.lua tribute tut-1.lua tut-2.lua usagehlp -valley.lua water.lua wizard1.lua wizard2.lua wizard3.lua -wizhelp +bigrm-11.lua bigrm-12.lua bigrm-13.lua bogusmon.txt castle.lua +cmdhelp data.base dungeon.lua earth.lua engrave.txt +epitaph.txt fakewiz1.lua fakewiz2.lua fire.lua hellfill.lua +help hh history juiblex.lua keyhelp +knox.lua license luahelper medusa-1.lua medusa-2.lua +medusa-3.lua medusa-4.lua minefill.lua minend-1.lua minend-2.lua +minend-3.lua minetn-1.lua minetn-2.lua minetn-3.lua minetn-4.lua +minetn-5.lua minetn-6.lua minetn-7.lua nhcore.lua nhlib.lua +opthelp optmenu oracle.lua oracles.txt orcus.lua +quest.lua rumors.fal rumors.tru sanctum.lua soko1-1.lua +soko1-2.lua soko2-1.lua soko2-2.lua soko3-1.lua soko3-2.lua +soko4-1.lua soko4-2.lua symbols themerms.lua tower1.lua +tower2.lua tower3.lua tribute tut-1.lua tut-2.lua +usagehlp valley.lua water.lua wizard1.lua wizard2.lua +wizard3.lua wizhelp doc: (files for all versions) @@ -298,22 +298,22 @@ date.c dbridge.c decl.c detect.c dig.c display.c dlb.c do.c do_name.c do_wear.c dog.c dogmove.c dokick.c dothrow.c drawing.c dungeon.c eat.c end.c engrave.c exper.c explode.c extralev.c files.c fountain.c -getpos.c glyphs.c hack.c hacklib.c insight.c invent.c -isaac64.c light.c lock.c mail.c makemon.c mcastu.c -mdlib.c mhitm.c mhitu.c minion.c mklev.c mkmap.c -mkmaze.c mkobj.c mkroom.c mon.c mondata.c monmove.c -monst.c mplayer.c mthrowu.c muse.c music.c nhlobj.c -nhlsel.c nhlua.c nhmd4.c o_init.c objects.c objnam.c -options.c pager.c pickup.c pline.c polyself.c potion.c -pray.c priest.c quest.c questpgr.c read.c rect.c -region.c report.c restore.c rip.c rnd.c role.c -rumors.c save.c selvar.c sfbase.c sfstruct.c shk.c -shknam.c sit.c sounds.c sp_lev.c spell.c stairs.c -steal.c steed.c strutil.c symbols.c sys.c teleport.c -timeout.c topten.c track.c trap.c u_init.c uhitm.c -utf8map.c vault.c version.c vision.c weapon.c were.c -wield.c windows.c wizard.c wizcmds.c worm.c worn.c -write.c zap.c +getpos.c glyphs.c hack.c hacklib.c iactions.c insight.c +invent.c isaac64.c light.c lock.c mail.c makemon.c +mcastu.c mdlib.c mhitm.c mhitu.c minion.c mklev.c +mkmap.c mkmaze.c mkobj.c mkroom.c mon.c mondata.c +monmove.c monst.c mplayer.c mthrowu.c muse.c music.c +nhlobj.c nhlsel.c nhlua.c nhmd4.c o_init.c objects.c +objnam.c options.c pager.c pickup.c pline.c polyself.c +potion.c pray.c priest.c quest.c questpgr.c read.c +rect.c region.c report.c restore.c rip.c rnd.c +role.c rumors.c save.c selvar.c sfbase.c sfstruct.c +shk.c shknam.c sit.c sounds.c sp_lev.c spell.c +stairs.c steal.c steed.c strutil.c symbols.c sys.c +teleport.c timeout.c topten.c track.c trap.c u_init.c +uhitm.c utf8map.c vault.c version.c vision.c weapon.c +were.c wield.c windows.c wizard.c wizcmds.c worm.c +worn.c write.c zap.c submodules: (files in top directory) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index d4a90d378..9c25c65e2 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,25 +15,25 @@ Original version - Eric S. Raymond (Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others) - December 05, 2025 + December 11, 2025 1. Introduction Recently, you have begun to find yourself unfulfilled and distant - in your daily occupation. Strange dreams of prospecting, stealing, - crusading, and combat have haunted you in your sleep for many months, - but you aren't sure of the reason. You wonder whether you have in - fact been having those dreams all your life, and somehow managed to - forget about them until now. Some nights you awaken suddenly and cry - out, terrified at the vivid recollection of the strange and powerful - creatures that seem to be lurking behind every corner of the dungeon - in your dream. Could these details haunting your dreams be real? As + in your daily occupation. Strange dreams of prospecting, stealing, + crusading, and combat have haunted you in your sleep for many months, + but you aren't sure of the reason. You wonder whether you have in + fact been having those dreams all your life, and somehow managed to + forget about them until now. Some nights you awaken suddenly and cry + out, terrified at the vivid recollection of the strange and powerful + creatures that seem to be lurking behind every corner of the dungeon + in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered - the caverns before you and did not return. Eventually you can resist + the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they @@ -41,15 +41,15 @@ who did not return had not just kept going? Asking around, you hear about a bauble, called the Amulet of Yen- - dor by some, which, if you can find it, will bring you great wealth. - One legend you were told even mentioned that the one who finds the + dor by some, which, if you can find it, will bring you great wealth. + One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend - into the caverns and seek out that amulet of which they spoke. Even - if the rumors of the amulet's powers are untrue, you decide that you - should at least be able to sell the tales of your adventures to the + into the caverns and seek out that amulet of which they spoke. Even + if the rumors of the amulet's powers are untrue, you decide that you + should at least be able to sell the tales of your adventures to the local minstrels for a tidy sum, especially if you encounter any of the terrifying and magical creatures of your dreams along the way. You spend one last night fortifying yourself at the local inn, becoming @@ -70,36 +70,36 @@ - ancient ruins that mark the entrance to the Mazes of Menace. It is - late at night, so you make camp at the entrance and spend the night - sleeping under the open skies. In the morning, you gather your gear, + ancient ruins that mark the entrance to the Mazes of Menace. It is + late at night, so you make camp at the entrance and spend the night + sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon.... 2. What is going on here? - You have just begun a game of NetHack. Your goal is to grab as - much treasure as you can, retrieve the Amulet of Yendor, and escape + You have just begun a game of NetHack. Your goal is to grab as + much treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of Menace alive. - Your abilities and strengths for dealing with the hazards of + Your abilities and strengths for dealing with the hazards of adventure will vary with your background and training: - Archeologists understand dungeons pretty well; this enables them - to move quickly and sneak up on the local nasties. They start - equipped with the tools for a proper scientific expedition, and are + Archeologists understand dungeons pretty well; this enables them + to move quickly and sneak up on the local nasties. They start + equipped with the tools for a proper scientific expedition, and are able to read ancient languages. - Barbarians are warriors out of the hinterland, hardened to bat- - tle. They begin their quests with naught but uncommon strength, a + Barbarians are warriors out of the hinterland, hardened to bat- + tle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword. Cavemen and Cavewomen start with exceptional strength but, unfor- tunately, with neolithic weapons. Healers are wise in medicine and apothecary. They know the herbs - and simples that can restore vitality, ease pain, anesthetize, and - neutralize poisons; and with their instruments, they can divine a - being's state of health or sickness. Their medical practice earns + and simples that can restore vitality, ease pain, anesthetize, and + neutralize poisons; and with their instruments, they can divine a + being's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dun- geon. @@ -113,20 +113,20 @@ mobility. Priests and Priestesses are clerics militant, crusaders advancing - the cause of righteousness with arms, armor, and arts thaumaturgic. - Their ability to commune with deities via prayer occasionally extri- + the cause of righteousness with arms, armor, and arts thaumaturgic. + Their ability to commune with deities via prayer occasionally extri- cates them from peril, but can also put them in it. - Rangers are most at home in the woods, and some say slightly out - of place in a dungeon. They are, however, experts in archery as well + Rangers are most at home in the woods, and some say slightly out + of place in a dungeon. They are, however, experts in archery as well as tracking and stealthy movement. - Rogues are agile and stealthy thieves, with knowledge of locks, - traps, and poisons. Their advantage lies in surprise, which they + Rogues are agile and stealthy thieves, with knowledge of locks, + traps, and poisons. Their advantage lies in surprise, which they employ to great advantage. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -136,12 +136,12 @@ - Samurai are the elite warriors of feudal Nippon. They are - lightly armored and quick, and wear the dai-sho, two swords of the + Samurai are the elite warriors of feudal Nippon. They are + lightly armored and quick, and wear the dai-sho, two swords of the deadliest keenness. - Tourists start out with lots of gold (suitable for shopping - with), a credit card, lots of food, some maps, and an expensive cam- + Tourists start out with lots of gold (suitable for shopping + with), a credit card, lots of food, some maps, and an expensive cam- era. Most monsters don't like being photographed. Valkyries are hardy warrior women. Their upbringing in the harsh @@ -170,11 +170,11 @@ ground mine complex built by this race exists within the Mazes of Men- ace, filled with both riches and danger. - Humans are by far the most common race of the surface world, and - are thus the norm to which other races are often compared. Although + Humans are by far the most common race of the surface world, and + are thus the norm to which other races are often compared. Although they have no special abilities, they can succeed in any role. - Orcs are a cruel and barbaric race that hate every living thing + Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a pas- sion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typi- @@ -187,12 +187,12 @@ level, it appears on the screen in front of you. When NetHack's ancestor rogue first appeared, its screen orienta- - tion was almost unique among computer fantasy games. Since then, - screen orientation has become the norm rather than the exception; - NetHack continues this fine tradition. Unlike text adventure games + tion was almost unique among computer fantasy games. Since then, + screen orientation has become the norm rather than the exception; + NetHack continues this fine tradition. Unlike text adventure games - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -202,8 +202,8 @@ - that accept commands in pseudo-English sentences and explain the - results in words, NetHack commands are all one or two keystrokes and + that accept commands in pseudo-English sentences and explain the + results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen. A minimum screen size of 24 lines by 80 columns is recommended; if the screen is larger, only a 21x80 section will be used for the map. @@ -212,21 +212,21 @@ of Braille readers or speech synthesisers. Instructions for configur- ing NetHack for the blind are included later in this document. - NetHack generates a new dungeon every time you play it; even the + NetHack generates a new dungeon every time you play it; even the authors still find it an entertaining and exciting game despite having won several times. NetHack offers a variety of display options. The options avail- able to you will vary from port to port, depending on the capabilities - of your hardware and software, and whether various compile-time + of your hardware and software, and whether various compile-time options were enabled when your executable was created. The three pos- sible display options are: a monochrome character interface, a color character interface, and a graphical interface using small pictures called tiles. The two character interfaces allow fonts with other characters to be substituted, but the default assignments use standard - ASCII characters to represent everything. There is no difference - between the various display options with respect to game play. - Because we cannot reproduce the tiles or colors in the Guidebook, and + ASCII characters to represent everything. There is no difference + between the various display options with respect to game play. + Because we cannot reproduce the tiles or colors in the Guidebook, and because it is common to all ports, we will use the default ASCII char- acters from the monochrome character display when referring to things you might see on the screen during your game. @@ -258,7 +258,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -268,22 +268,21 @@ - +----------------------------------------------------------------+ - | The bat bites! | - | | - | ------ | - | |....| ---------- | - | |.<..|####...@...$.| | - | |....-# |...B....+ | - | |....| |.d......| | - | ------ -------|-- | - | | - | | - | | - | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | - | Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | - +----------------------------------------------------------------+ - Figure 1 + +---------------------------------------------------------------+ + |The bat bites! | + | | + | ------ | + | |....| ---------- | + | |.<..|####...@...$.| | + | |....-# |...B....+ | + | |....| |.d......| | + | ------ -------|-- | + | | + | | + | | + |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral | + |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf | + +---------------------------Figure-1----------------------------+ @@ -324,7 +323,8 @@ - NetHack 3.7.0 December 05, 2025 + + NetHack 3.7.0 December 11, 2025 @@ -334,18 +334,17 @@ - +----------------------------------------------------------------+ - | Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | - | Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | - | Dlvl:1 T:752 Conf | - +----------------------------------------------------------------+ - Figure 2 + +---------------------------------------------------------------+ + |Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 | + |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry | + |Dlvl:1 T:752 Conf | + +---------------------------Figure-2----------------------------+ 3.1. The status lines (bottom) - The bottom two (or three) lines of the screen contain several - cryptic pieces of information describing your current status. Figure - 1 shows the traditional two-line status area below the map. Figure 2 + The bottom two (or three) lines of the screen contain several + cryptic pieces of information describing your current status. Figure + 1 shows the traditional two-line status area below the map. Figure 2 shows just the status area, when the statuslines:3 option has been set (not all interfaces support this option). If any status line becomes wider than the screen, you might not see all of it due to truncation. @@ -361,9 +360,9 @@ experience level, see below). Strength - A measure of your character's strength; one of your six basic - attributes. A human character's attributes can range from 3 to - 18 inclusive; non-humans may exceed these limits (occasionally + A measure of your character's strength; one of your six basic + attributes. A human character's attributes can range from 3 to + 18 inclusive; non-humans may exceed these limits (occasionally you may get super-strengths of the form 18/xx, and magic can also cause attributes to exceed the normal limits). The higher your strength, the stronger you are. Strength affects how success- @@ -382,15 +381,16 @@ your constitution no longer matters. Intelligence - Intelligence affects your ability to cast spells and read spell- + Intelligence affects your ability to cast spells and read spell- books. Wisdom - Wisdom comes from your practical experience (especially when + Wisdom comes from your practical experience (especially when dealing with magic). It affects your magical energy. - NetHack 3.7.0 December 05, 2025 + + NetHack 3.7.0 December 11, 2025 @@ -420,11 +420,11 @@ level. Gold - The number of gold pieces you are openly carrying. Gold which + The number of gold pieces you are openly carrying. Gold which you have concealed in containers is not counted. Hit Points - Your current and maximum hit points. Hit points indicate how + Your current and maximum hit points. Hit points indicate how much damage you can take before you die. The more you get hit in a fight, the lower they get. You can regain hit points by rest- ing, or by using certain magical items or spells. The number in @@ -437,26 +437,26 @@ Armor Class A measure of how effectively your armor stops blows from - unfriendly creatures. The lower this number is, the more effec- - tive the armor; it is quite possible to have negative armor + unfriendly creatures. The lower this number is, the more effec- + tive the armor; it is quite possible to have negative armor class. See the Armor subsection of Objects for more information. Experience - Your current experience level. If the showexp option is set, it + Your current experience level. If the showexp option is set, it will be followed by a slash and experience points. As you adven- ture, you gain experience points. At certain experience point totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. (By the - time your level reaches double digits, the usefulness of showing - the points with it has dropped significantly. You can use the - `O' command to turn showexp off to avoid using up the limited + time your level reaches double digits, the usefulness of showing + the points with it has dropped significantly. You can use the + `O' command to turn showexp off to avoid using up the limited status line space.) Time - The number of turns elapsed so far, displayed if you have the + The number of turns elapsed so far, displayed if you have the - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -469,13 +469,13 @@ time option set. Status - Hunger: your current hunger status. Values are Satiated, Not - Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when + Hunger: your current hunger status. Values are Satiated, Not + Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when Normal. - Encumbrance: an indication of how what you are carrying affects - your ability to move. Values are Unencumbered, Burdened, - Stressed, Strained, Overtaxed, and Overloaded. Not shown when + Encumbrance: an indication of how what you are carrying affects + your ability to move. Values are Unencumbered, Burdened, + Stressed, Strained, Overtaxed, and Overloaded. Not shown when Unencumbered. Fatal conditions: Stone (aka Petrifying, turning to stone), Slime @@ -492,8 +492,8 @@ Other conditions and modifiers exist, but there isn't enough room to display them with the other status fields. - The #attributes command (default key ^X) will show all current status - information in unabbreviated format. It also shows other information + The #attributes command (default key ^X) will show all current status + information in unabbreviated format. It also shows other information which might be included on the status lines if those had more room. 3.2. The message line (top) @@ -513,16 +513,16 @@ The rest of the screen is the map of the level as you have explored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of the symbols the - game uses; otherwise, the game will use default symbols. Here is a + game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean: - - The horizontal or corner walls of a room, or an open east/west + - The horizontal or corner walls of a room, or an open east/west door. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -532,13 +532,13 @@ - | The vertical walls of a room, or an open north/south door, or a + | The vertical walls of a room, or an open north/south door, or a grave. - . The floor of a room, or ice, or a doorless doorway, or the span + . The floor of a room, or ice, or a doorless doorway, or the span of an open drawbridge. - # A corridor, or iron bars, or a tree, or the portcullis of a + # A corridor, or iron bars, or a tree, or the portcullis of a closed drawbridge. Note: engravings in corridors also appear as # but are shown in a @@ -588,7 +588,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -610,8 +610,8 @@ A-HJ-Z and @&':; - Letters and certain other symbols represent the various inhabi- - tants of the Mazes of Menace. Watch out, they can be nasty and + Letters and certain other symbols represent the various inhabi- + tants of the Mazes of Menace. Watch out, they can be nasty and vicious. Sometimes, however, they can be helpful. I Rather than a specific type of monster, this marks the last known @@ -619,18 +619,18 @@ the monster could have moved. The `s', `F', and `m' commands may be useful here. - 1-5 The digits 1 through 5 may be displayed, marking unseen monsters - sensed via the Warning attribute. Less dangerous monsters are + 1-5 The digits 1 through 5 may be displayed, marking unseen monsters + sensed via the Warning attribute. Less dangerous monsters are indicated by lower values, more dangerous by higher values. - You need not memorize all these symbols; you can ask the game - what any symbol represents with the `/' command (see the next section + You need not memorize all these symbols; you can ask the game + what any symbol represents with the `/' command (see the next section for more info). 4. Commands - Commands can be initiated by typing one or two characters to - which the command is bound to, or typing the command name in the + Commands can be initiated by typing one or two characters to + which the command is bound to, or typing the command name in the extended commands entry. Some commands, like "search", do not require that any more information be collected by NetHack. Other commands might require additional information, for example a direction, or an @@ -647,14 +647,14 @@ indicating that you may choose an object not on the list, if you wanted to use something unexpected. Typing a `*' lists your entire inventory, so you can see the inventory letters of every object you're - carrying. Finally, if you change your mind and decide you don't want - to do this command after all, you can press the ESC key to abort the + carrying. Finally, if you change your mind and decide you don't want + to do this command after all, you can press the ESC key to abort the command. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -664,7 +664,7 @@ - You can put a number before some commands to repeat them that + You can put a number before some commands to repeat them that many times; for example, "10s" will search ten times. If you have the number_pad option set, you must type `n' to prefix a count, so the example above would be typed "n10s" instead. Commands for which @@ -678,18 +678,18 @@ ? Help menu: display one of several help texts available. - / The "whatis" command, to tell what a symbol represents. You may - choose to specify a location or type a symbol (or even a whole - word) to explain. Specifying a location is done by moving the - cursor to a particular spot on the map and then pressing one of + / The "whatis" command, to tell what a symbol represents. You may + choose to specify a location or type a symbol (or even a whole + word) to explain. Specifying a location is done by moving the + cursor to a particular spot on the map and then pressing one of `.', `,', `;', or `:'. `.' will explain the symbol at the chosen location, conditionally check for "More info?" depending upon whether the help option is on, and then you will be asked to pick - another location; `,' will explain the symbol but skip any addi- - tional information, then let you pick another location; `;' will - skip additional info and also not bother asking you to choose - another location to examine; `:' will show additional info, if - any, without asking for confirmation. When picking a location, + another location; `,' will explain the symbol but skip any addi- + tional information, then let you pick another location; `;' will + skip additional info and also not bother asking you to choose + another location to examine; `:' will show additional info, if + any, without asking for confirmation. When picking a location, pressing the ESC key will terminate this command, or pressing `?' will give a brief reminder about how it works. @@ -720,7 +720,7 @@ instead. Only these one-step movement commands cause you to - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -731,15 +731,14 @@ fight monsters; the others (below) are "safe." - +-----------------------------------------------------+ - | y k u 7 8 9 | - | \ | / \ | / | - | h- . -l 4- . -6 | - | / | \ / | \ | - | b j n 1 2 3 | - | (number_pad off) (number_pad on) | - +-----------------------------------------------------+ - Figure 3 + +----------------------------------------------------------------+ + | y k u 7 8 9 | + | \ | / \ | / | + | h- . -l 4- . -6 | + | / | \ / | \ | + | b j n 1 2 3 | + | (number_pad off) (number_pad on) | + +---------------------------Figure-3-----------------------------+ [YUHJKLBN] Go in that direction until you hit a wall or run into something. @@ -756,20 +755,20 @@ that prompt). The prefix will make "#travel" command show a menu of interesting - targets in sight. It can also be used with the `\' (known, show + targets in sight. It can also be used with the `\' (known, show a list of all discovered objects) and the ``' (knownclass, show a list of discovered objects in a particular class) commands to offer a menu of several sorting alternatives (which sets a new value for the sortdiscoveries option); also for "#vanquished" and "#genocided" commands to offer a sorting menu. - A few other commands (eat food, offer sacrifice, apply tinning- - kit, drink/quaff, dip, tip container) use the `m' prefix to skip - checking for applicable objects on the floor and go straight to - checking inventory, or (for "#loot" to remove a saddle), skip + A few other commands (eat food, offer sacrifice, apply tinning- + kit, drink/quaff, dip, tip container) use the `m' prefix to skip + checking for applicable objects on the floor and go straight to + checking inventory, or (for "#loot" to remove a saddle), skip containers and go straight to adjacent monsters. - In debug mode (aka "wizard mode"), the `m' prefix may also be + In debug mode (aka "wizard mode"), the `m' prefix may also be used with the "#teleport" and "#wizlevelport" commands. F[yuhjklbn] @@ -779,14 +778,15 @@ Prefix: move until something interesting is found. G[yuhjklbn] or +[yuhjklbn] - Prefix: similar to `g', but forking of corridors is not consid- + Prefix: similar to `g', but forking of corridors is not consid- ered interesting. - Note: + means holding the or key - down like while typing and releasing , then releas- + Note: + means holding the or key + down like while typing and releasing , then releas- + ing . ^ is used as shorthand elsewhere in the - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -796,13 +796,12 @@ - ing . ^ is used as shorthand elsewhere in the - Guidebook to mean the same thing. Control characters are case- + Guidebook to mean the same thing. Control characters are case- insensitive so ^x and ^X are the same. M[yuhjklbn] - Old versions supported `M' as a movement prefix which combined - the effect of `m' with +. That is no longer + Old versions supported `M' as a movement prefix which combined + the effect of `m' with +. That is no longer supported as a prefix but similar effect can be achieved by using `m' and G in combination. m can also be used in com- bination with g, +, or @@ -819,17 +818,17 @@ location other than the current position. . Wait or rest, do nothing for one turn. Precede with the `m' pre- - fix to wait for a turn even next to a hostile monster, if + fix to wait for a turn even next to a hostile monster, if safe_wait is on. a Apply (use) a tool (pick-axe, key, lamp...). - 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. A Remove one or more worn items, such as armor. - Use `T' (take off) to take off only one piece of armor or `R' + Use `T' (take off) to take off only one piece of armor or `R' (remove) to take off only one accessory. ^A Repeat the previous command. @@ -852,7 +851,8 @@ - NetHack 3.7.0 December 05, 2025 + + NetHack 3.7.0 December 11, 2025 @@ -864,8 +864,8 @@ "What kinds of things do you want to drop? [!%= BUCXPaium]" - you should type zero or more object symbols possibly followed by - `a' and/or `i' and/or `u' and/or `m'. In addition, one or more + you should type zero or more object symbols possibly followed by + `a' and/or `i' and/or `u' and/or `m'. In addition, one or more of the blessed/uncursed/cursed groups may be typed. DB - drop all objects known to be blessed. @@ -879,16 +879,16 @@ Dm - use a menu to pick which object(s) to drop. D%u - drop only unpaid food. - The last example shows a combination. There are four categories + The last example shows a combination. There are four categories of object filtering: class (`!' for potions, `?' for scrolls, and so on), shop status (`u' for unpaid, in other words, owned by the shop), bless/curse state (`B', `U', `C', and `X' as shown above), and novelty (`P', recently picked up items; controlled by picking up or dropping things rather than by any time factor). - If you specify more than one value in a category (such as "!?" - for potions and scrolls or "BU" for blessed and uncursed), an - inventory object will meet the criteria if it matches any of the + If you specify more than one value in a category (such as "!?" + for potions and scrolls or "BU" for blessed and uncursed), an + inventory object will meet the criteria if it matches any of the specified values (so "!?" means `!' or `?'). If you specify more than one category, an inventory object must meet each of the cat- egory criteria (so "%u" means class `%' and unpaid `u'). Lastly, @@ -918,7 +918,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -932,14 +932,14 @@ attack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. - f Fire (shoot or throw) one of the objects placed in your quiver - (or quiver sack, or that you have at the ready). You may select - ammunition with a previous `Q' command, or let the computer pick - something appropriate if autoquiver is true. If your wielded - weapon has the throw-and-return property, your quiver is empty, - and autoquiver is false, you will throw that wielded weapon - instead of filling the quiver. This will also automatically use - a polearm if wielded. If fireassist is true, firing will auto- + f Fire (shoot or throw) one of the objects placed in your quiver + (or quiver sack, or that you have at the ready). You may select + ammunition with a previous `Q' command, or let the computer pick + something appropriate if autoquiver is true. If your wielded + weapon has the throw-and-return property, your quiver is empty, + and autoquiver is false, you will throw that wielded weapon + instead of filling the quiver. This will also automatically use + a polearm if wielded. If fireassist is true, firing will auto- matically try to wield a launcher (for example, a bow or a sling) matching the ammo in the quiver; this might take multiple turns, and get interrupted by a monster. Remember to swap back to your @@ -969,22 +969,22 @@ A menu showing the current option values will be displayed. You can change most values simply by selecting the menu entry for the - given option (ie, by typing its letter or clicking upon it, - depending on your user interface). For the non-boolean choices, - a further menu or prompt will appear once you've closed this - menu. The available options are listed later in this Guidebook. - Options are usually set before the game rather than with the `O' - command; see the section on options below. Precede `O' with the + given option (ie, by typing its letter or clicking upon it, + depending on your user interface). For the non-boolean choices, + a further menu or prompt will appear once you've closed this + menu. The available options are listed later in this Guidebook. + Options are usually set before the game rather than with the `O' + command; see the section on options below. Precede `O' with the `m' prefix to show advanced options. ^O Show overview. - Shortcut for "#overview": list interesting dungeon levels vis- + Shortcut for "#overview": list interesting dungeon levels vis- ited. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -994,16 +994,16 @@ - (Prior to 3.6.0, `^O' was a debug mode command which listed the - placement of all special levels. Use "#wizwhere" to run that + (Prior to 3.6.0, `^O' was a debug mode command which listed the + placement of all special levels. Use "#wizwhere" to run that command.) p Pay your shopping bill. P Put on an accessory (ring, amulet, or blindfold). - This command may also be used to wear armor. The prompt for - which inventory item to use will only list accessories, but + This command may also be used to wear armor. The prompt for + which inventory item to use will only list accessories, but choosing an unlisted item of armor will attempt to wear it. (See the `W' command below. It lists armor as the inventory choices but will accept an accessory and attempt to put that on.) @@ -1017,10 +1017,10 @@ When there is a fountain or sink present, it asks whether to drink from that. If that is declined, then it offers a chance to - choose a potion from inventory. Precede `q' with the `m' prefix + choose a potion from inventory. Precede `q' with the `m' prefix to skip asking about drinking from a fountain or sink. - Q Select an object for your quiver, quiver sack, or just generally + Q Select an object for your quiver, quiver sack, or just generally at the ready (only one of these is available at a time). You can then throw this (or one of these) using the `f' command. @@ -1033,16 +1033,16 @@ be removed without asking, but you can set the paranoid_confirma- tion:Remove option to require a prompt. - This command may also be used to take off armor. The prompt for - which inventory item to remove only lists worn accessories, but + This command may also be used to take off armor. The prompt for + which inventory item to remove only lists worn accessories, but an item of worn armor can be chosen. (See the `T' command below. It lists armor as the inventory choices but will accept an acces- sory and attempt to remove it.) ^R Redraw the screen. - s Search for secret doors and traps around you. It usually takes - several tries to find something. Precede with the `m' prefix to + s Search for secret doors and traps around you. It usually takes + several tries to find something. Precede with the `m' prefix to search for a turn even next to a hostile monster, if safe_wait is on. @@ -1050,7 +1050,7 @@ at an adjacent "remembered, unseen monster" marker. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1077,9 +1077,9 @@ t Throw an object or shoot a projectile. There's no separate "shoot" command. If you throw an arrow while - wielding a bow, you are shooting that arrow and any weapon skill - bonus or penalty for bow applies. If you throw an arrow while - not wielding a bow, you are throwing it by hand and it will gen- + wielding a bow, you are shooting that arrow and any weapon skill + bonus or penalty for bow applies. If you throw an arrow while + not wielding a bow, you are throwing it by hand and it will gen- erally be less effective than when shot. See also `f' (fire) for throwing or shooting an item pre-selected @@ -1096,8 +1096,8 @@ This command may also be used to remove accessories. The prompt for which inventory item to take off only lists worn armor, but a - worn accessory can be chosen. (See the `R' command above. It - lists accessories as the inventory choices but will accept an + worn accessory can be chosen. (See the `R' command above. It + lists accessories as the inventory choices but will accept an item of armor and attempt to take it off.) ^T Teleport, if you have the ability. @@ -1110,13 +1110,13 @@ w- - wield nothing, use your bare (or gloved) hands. - Some characters can wield two weapons at once; use the `X' com- + Some characters can wield two weapons at once; use the `X' com- mand (or the "#twoweapon" extended command) to do so. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1128,8 +1128,8 @@ W Wear armor. - This command may also be used to put on an accessory (ring, - amulet, or blindfold). The prompt for which inventory item to + This command may also be used to put on an accessory (ring, + amulet, or blindfold). The prompt for which inventory item to use will only list armor, but choosing an unlisted accessory will attempt to put it on. (See the `P' command above. It lists accessories as the inventory choices but will accept an item of @@ -1139,13 +1139,13 @@ weapon slot. The latter is used as your secondary weapon when engaging in two- - weapon combat. Note that if one of these slots is empty, the + weapon combat. Note that if one of these slots is empty, the exchange still takes place. - X Toggle two-weapon combat, if your character can do it. Also + X Toggle two-weapon combat, if your character can do it. Also available via the "#twoweapon" extended command. - (In versions prior to 3.6 this keystroke ran the command to + (In versions prior to 3.6 this keystroke ran the command to switch from normal play to "explore mode", also known as "discov- ery mode", which has now been moved to "#exploremode" and M-X.) @@ -1159,7 +1159,7 @@ don't appear in the normal status display due to space considera- tions. - In normal play, that's all that `^X' displays. In explore mode, + In normal play, that's all that `^X' displays. In explore mode, the role and status feedback is augmented by the information pro- vided by enlightenment magic. @@ -1182,7 +1182,7 @@ (R)UNIX is a registered trademark of The Open Group. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1221,15 +1221,15 @@ + List the spells you know. - Using this command, you can also rearrange the order in which - your spells are listed, either by sorting the entire list or by - picking one spell from the menu then picking another to swap - places with it. Swapping pairs of spells changes their casting - letters, so the change lasts after the current `+' command fin- - ishes. Sorting the whole list is temporary. To make the most - recent sort order persist beyond the current `+' command, choose - the sort option again and then pick "reassign casting letters". - (Any spells learned after that will be added to the end of the + Using this command, you can also rearrange the order in which + your spells are listed, either by sorting the entire list or by + picking one spell from the menu then picking another to swap + places with it. Swapping pairs of spells changes their casting + letters, so the change lasts after the current `+' command fin- + ishes. Sorting the whole list is temporary. To make the most + recent sort order persist beyond the current `+' command, choose + the sort option again and then pick "reassign casting letters". + (Any spells learned after that will be added to the end of the list rather than be inserted into the sorted ordering.) \ Show what types of objects have been discovered. @@ -1240,15 +1240,15 @@ May be preceded by `m' to select preferred display order. - | If persistent inventory display is supported and enabled (with - the perm_invent option), interact with it instead of with the + | If persistent inventory display is supported and enabled (with + the perm_invent option), interact with it instead of with the map. - Allows scrolling with the menu_first_page, menu_previous_page, - menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by + Allows scrolling with the menu_first_page, menu_previous_page, + menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1259,7 +1259,7 @@ default). Some interfaces also support menu_shift_left and - menu_shift_right keys (`{' and `}' by default). Use the Return + menu_shift_right keys (`{' and `}' by default). Use the Return (aka Enter) or Escape key to resume play. ! Escape to a shell. See "#shell" below for more details. @@ -1268,20 +1268,20 @@ of the current level's map without monsters; without monsters and objects; or without monsters, objects, and traps. - The key is also shown as on some keyboards or - on others. It is sometimes displayed as ^? even though + The key is also shown as on some keyboards or + on others. It is sometimes displayed as ^? even though that is not an actual control character. - Many terminals have an option to swap the and keys, so typing the key might not execute this com- - mand. If that happens, you can use the extended command "#ter- - rain" instead. + Many terminals have an option to swap the and + keys, so typing the key might not execute this + command. If that happens, you can use the extended command + "#terrain" instead. # Perform an extended command. - As you can see, the authors of NetHack used up all the letters, + As you can see, the authors of NetHack used up all the letters, so this is a way to introduce the less frequently used commands. What extended commands are available depends on what features the game was compiled with. @@ -1300,21 +1300,21 @@ when choosing the item to adjust, enter a count prior to its let- ter. - Adjusting without a count used to collect all compatible stacks - when moving to the destination. That behavior has been changed; - to gather compatible stacks, "#adjust" a stack into its own + Adjusting without a count used to collect all compatible stacks + when moving to the destination. That behavior has been changed; + to gather compatible stacks, "#adjust" a stack into its own inventory slot. If it has a name assigned, other stacks with the same name or with no name will merge provided that all their other attributes match. If it does not have a name, only other stacks with no name are eligible. In either case, otherwise com- - patible stacks with a different name will not be merged. This + patible stacks with a different name will not be merged. This contrasts with using "#adjust" to move from one slot to a differ- ent slot. In that situation, moving (no count given) a compati- ble stack will merge if either stack has a name when the other doesn't and give that name to the result, while splitting (count - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1380,7 +1380,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1397,7 +1397,7 @@ 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 @@ -1410,14 +1410,14 @@ Drop specific item types. Default key is `D'. #eat - Eat something. Default key is `e'. The `m' prefix skips eating + Eat something. Default key is `e'. The `m' prefix skips eating items on the floor. #engrave Engrave writing on the floor. Default key is `E'. #enhance - Advance or check weapon and spell skills. Autocompletes. + Advance or check weapon and spell skills. Autocompletes. Default key is `M-e'. #exploremode @@ -1446,7 +1446,7 @@ extinct. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1457,13 +1457,13 @@ 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'. @@ -1512,7 +1512,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1527,7 +1527,7 @@ played. #knownclass - Show discovered types for one class of objects. Default key is + Show discovered types for one class of objects. Default key is ``'. The `m' prefix operates the same as for "#known". @@ -1545,7 +1545,7 @@ 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- @@ -1561,10 +1561,10 @@ 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. @@ -1573,12 +1573,12 @@ Open a door. Default key is `o'. #options - Show and change option settings. Default key is `O'. Precede + Show and change option settings. Default key is `O'. Precede with the `m' prefix to show advanced options. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1589,32 +1589,32 @@ #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. @@ -1638,13 +1638,13 @@ #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 + 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1654,8 +1654,8 @@ - trouble, there is an option to make you confirm your intent - before praying. It is enabled by default, and you can reset the + 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 +1674,20 @@ 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 +1697,20 @@ 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. + Ride (or stop riding) a saddled creature. Autocompletes. Default key is `M-R'. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1724,8 +1724,8 @@ 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 +1737,12 @@ 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 @@ -1776,7 +1776,7 @@ (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1795,12 +1795,12 @@ 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 game. Default key is `!'. @@ -1842,7 +1842,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1865,19 +1865,19 @@ 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 @@ -1894,21 +1894,21 @@ tory to tip. The `m' prefix makes the command skip containers on the floor and - pick one from inventory, except for the special case of - menustyle:traditional with two or more containers present; that + pick one from inventory, except for the special case of + menustyle:traditional with two or more containers present; that situation will start with the floor container menu. Autocompletes. Default key is `M-T'. #travel - Travel to a specific location on the map. Default key is `_'. - Using the "request menu" prefix shows a menu of interesting tar- - gets in sight without asking to move the cursor. When picking a - target with cursor and the autodescribe option is on, the top + Travel to a specific location on the map. Default key is `_'. + Using the "request menu" prefix shows a menu of interesting tar- + gets in sight without asking to move the cursor. When picking a + target with cursor and the autodescribe option is on, the top line will show "(no travel path)" if your character does not know - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -1951,13 +1951,13 @@ Using the "request menu" prefix prior to #vanquished brings up a menu of sorting orders available (provided that the vanquished - monsters list contains at least two types of monsters). - Whichever ordering is picked gets assigned to the sortvanquished + 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. Autocompletes. Default key is `M-V'. @@ -1974,7 +1974,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2033,14 +2033,14 @@ 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 Set one or more intrinsic attributes. Autocompletes. Debug mode - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2106,7 +2106,7 @@ "high"] bit), you can invoke many extended commands by meta-ing the - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2119,17 +2119,17 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2238,7 +2238,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2394,7 +2394,7 @@ 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 @@ -2402,9 +2402,9 @@ the trap is also within line-of-sight (whether you can see at the time or not). There is also other magic which can reveal traps. - Monsters can fall prey to traps, too, which can potentially be - used as a defensive strategy. Unfortunately traps can be harmful to - your pet(s) as well. Monsters, including pets, usually will avoid + Monsters can fall prey to traps, too, which can potentially be + used as a defensive strategy. Unfortunately traps can be harmful to + your pet(s) as well. Monsters, including pets, usually will avoid moving onto a trap which is shown on your map if they have encountered that type of trap before. @@ -2420,23 +2420,23 @@ 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 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 - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2470,19 +2470,19 @@ 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 back up to the main dungeon. 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 @@ -2490,19 +2490,19 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2514,8 +2514,8 @@ 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 @@ -2533,8 +2533,8 @@ 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 use it in shops; shopkeepers will not accept it.) @@ -2568,7 +2568,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2602,18 +2602,18 @@ and without giving feedback about them. The mention_walls option controls whether you get feedback if you - try to walk into a wall or solid stone or off the edge of the map. - Normally nothing happens (unless the hero is blind and no wall is - shown, then the wall that is being bumped into will be drawn on the - map). This option also gives feedback when rushing or running stops + try to walk into a wall or solid stone or off the edge of the map. + Normally nothing happens (unless the hero is blind and no wall is + shown, then the wall that is being bumped into will be drawn on the + map). This option also gives feedback when rushing or running stops for some non-obvious reason. - The mention_decor option controls whether you get feedback when - walking on "furniture." Normally stepping onto stairs or a fountain - or an altar or various other things doesn't elicit anything unless it - is covered by one or more objects so is obscured on the map. Setting - this option to true will describe such things even when they aren't - obscured. Doorless doorways and open doors aren't considered worthy + The mention_decor option controls whether you get feedback when + walking on "furniture." Normally stepping onto stairs or a fountain + or an altar or various other things doesn't elicit anything unless it + is covered by one or more objects so is obscured on the map. Setting + this option to true will describe such things even when they aren't + obscured. Doorless doorways and open doors aren't considered worthy of mention; closed doors (if you can move onto their spots) and broken doors are. Assuming that you're able to do so, moving onto water or lava or ice will give feedback if not yet on that type of terrain but @@ -2628,13 +2628,13 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -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.... @@ -2677,19 +2677,19 @@ 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. @@ -2697,10 +2697,10 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2712,7 +2712,7 @@ 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 @@ -2724,7 +2724,7 @@ 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or pony - (`u'), which follows you about the dungeon and fights monsters with + (`u'), which follows you about the dungeon and fights monsters with you. Like you, your pet needs food to survive. Dogs and cats usually feed themselves on fresh carrion and other meats; horses need vegetar- ian food which is harder to come by. If you're worried about your pet @@ -2738,9 +2738,9 @@ Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become - wild. Similarly, when you trigger certain types of traps which alter - your location (for instance, a trap door which drops you to a lower - dungeon level), any adjacent pet will accompany you and any non-adja- + wild. Similarly, when you trigger certain types of traps which alter + your location (for instance, a trap door which drops you to a lower + dungeon level), any adjacent pet will accompany you and any non-adja- cent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. @@ -2749,24 +2749,24 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2783,8 +2783,8 @@ 6.4. Bones levels You may encounter the shades and corpses of other adventurers (or - even former incarnations of yourself!) and their personal effects. - Ghosts are hard to kill, but easy to avoid, since they're slow and do + even former incarnations of yourself!) and their personal effects. + Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its @@ -2823,16 +2823,16 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2842,25 +2842,25 @@ - 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 @@ -2873,32 +2873,32 @@ otherwise helpful. The most common effect of a curse is being stuck with (and to) the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is - not removable by ordinary means. In addition, cursed arms and armor - usually, but not always, bear negative enchantments that make them - less effective in combat. Other cursed objects may act poorly or + not removable by ordinary means. In addition, cursed arms and armor + usually, but not always, bear negative enchantments that make them + less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed instead. Blessed items usually work - better or more beneficially than normal uncursed items. For example, + Objects can also be blessed instead. Blessed items usually work + better or more beneficially than normal uncursed items. For example, a blessed weapon will do slightly more damage against demons. - Objects which are neither cursed nor blessed are referred to as + Objects which are neither cursed nor blessed are referred to as uncursed. They could just as easily have been described as unblessed, but the uncursed designation is what you will see within the game. A "glass half full versus glass half empty" situation; make of that what you will. - There are magical means of bestowing or removing curses upon - 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2908,10 +2908,10 @@ - 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 @@ -2924,23 +2924,23 @@ 7.2. 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" damage can be repaired. @@ -2949,9 +2949,9 @@ 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. @@ -2964,7 +2964,7 @@ `X' command to engage or disengage that. Only some types of charac- - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -2981,27 +2981,27 @@ 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 aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement. - The commands to use weapons are `w' (wield), `t' (throw), `f' - (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" + The commands to use weapons are `w' (wield), `t' (throw), `f' + (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and "#enhance" (see below). 7.2.1. Throwing and shooting - You can throw just about anything via the `t' command. It will - prompt for the item to throw; picking `?' will list things in your - inventory which are considered likely to be thrown, or picking `*' - will list your entire inventory. After you've chosen what to throw, - you will be prompted for a direction rather than for a specific 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 you are wielding a bow. @@ -3024,13 +3024,13 @@ 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3040,37 +3040,37 @@ - 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 wielding one to shoot arrows, in crossbow skill if you're wielding one - to shoot bolts, or in sling skill if you're wielding one to shoot - stones). The number of items that the character has a chance to fire - varies from turn to turn. You can explicitly limit the number of - shots by using a numeric prefix before the `t' or `f' command. For + to shoot bolts, or in sling skill if you're wielding one to shoot + stones). The number of items that the character has a chance to fire + varies from turn to turn. You can explicitly limit the number of + shots by using a numeric prefix before the `t' or `f' command. For example, "2f" (or "n2f" if using number_pad mode) would ensure that at most 2 arrows are shot even if you could have fired 3. If you specify - a larger number than would have been shot ("4f" in this example), - you'll just end up shooting the same number (3, here) as if no limit - 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, + 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. 7.2.2. 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 @@ -3082,13 +3082,13 @@ 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 the next skill level (unless you've already reached the limit for this @@ -3096,7 +3096,7 @@ you'll be told that you feel more confident in your skills. At that - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3113,12 +3113,12 @@ 7.2.3. Two-Weapon combat - Some characters can use two weapons at once. Setting things up - to do so can seem cumbersome but becomes second nature with use. To - wield two weapons, you need to use the "#twoweapon" command. But - first you need to have a weapon in each hand. (Note that your two - weapons are not fully equal; the one in the hand you normally wield - with is considered primary and the other one is considered secondary. + Some characters can use two weapons at once. Setting things up + to do so can seem cumbersome but becomes second nature with use. To + wield two weapons, you need to use the "#twoweapon" command. But + first you need to have a weapon in each hand. (Note that your two + weapons are not fully equal; the one in the hand you normally wield + with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop--or before you begin, for that matter--wielding two weapons at once. The primary is your wielded weapon and the secondary is just an item in your inventory @@ -3133,28 +3133,28 @@ 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 - weapons or having one of them be stolen or destroyed will also make - you revert to single-weapon combat. + 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. 7.3. 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 @@ -3162,7 +3162,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3181,8 +3181,8 @@ 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 @@ -3193,11 +3193,11 @@ 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. @@ -3211,15 +3211,15 @@ 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. 7.4. 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 @@ -3228,7 +3228,7 @@ what you eat." - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3242,25 +3242,25 @@ 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'. 7.5. Scrolls (`?') - Scrolls are labeled with various titles, probably chosen by - ancient wizards for their amusement value (for example "READ ME," or - "THANX MAUD" backwards). Scrolls disappear after you read them + Scrolls are labeled with various titles, probably chosen by + ancient wizards for their amusement value (for example "READ ME," or + "THANX MAUD" backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). - One of the most useful of these is the scroll of identify, which - can be used to determine what another object is, whether it is cursed - or blessed, and how many uses it has left. Some objects of subtle + One of the most useful of these is the scroll of identify, which + can be used to determine what another object is, whether it is cursed + or blessed, and how many uses it has left. Some objects of subtle enchantment are difficult to identify without these. - A scroll whose label is known can be read even when the hero is - blind. If a scroll has been discovered, it will be listed in inven- + A scroll whose label is known can be read even when the hero is + blind. If a scroll has been discovered, it will be listed in inven- tory by type rather than by label, but the label is known in that sit- uation even though it isn't shown. @@ -3269,13 +3269,13 @@ 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. @@ -3289,12 +3289,12 @@ 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3315,11 +3315,11 @@ direction. The number of charges in a wand is random and decreases by one whenever you use it. - When the number of charges left in a wand becomes zero, attempts - to use the wand will usually result in nothing happening. Occasion- - ally, however, it may be possible to squeeze the last few mana points - from an otherwise spent wand, destroying it in the process. A wand - may be recharged by using suitable magic, but doing so runs the risk + When the number of charges left in a wand becomes zero, attempts + to use the wand will usually result in nothing happening. Occasion- + ally, however, it may be possible to squeeze the last few mana points + from an otherwise spent wand, destroying it in the process. A wand + may be recharged by using suitable magic, but doing so runs the risk of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged. @@ -3330,37 +3330,37 @@ 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. 7.8. 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3372,8 +3372,8 @@ 7.9. 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 your ken can be harmful to your health! @@ -3387,8 +3387,8 @@ 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. @@ -3405,7 +3405,7 @@ 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- @@ -3414,19 +3414,19 @@ 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. 7.10. 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3436,21 +3436,21 @@ - Some tools (such as a blindfold) can be worn and can be put on - and removed like other accessories (rings, amulets); see Amulets. - Other tools (such as pick-axe) can be wielded as weapons in addition - to being applied for their usual purpose, and in some cases (again, + Some tools (such as a blindfold) can be worn and can be put on + and removed like other accessories (rings, amulets); see Amulets. + Other tools (such as pick-axe) can be wielded as weapons in addition + to being applied for their usual purpose, and in some cases (again, pick-axe) become wielded as a weapon even when applied. - The blind option can be set (prior to game start) to attempt to - play the entire game without being able to see (a self-imposed chal- + The blind option can be set (prior to game start) to attempt to + play the entire game without being able to see (a self-imposed chal- lenge which is very difficult to accomplish). The command to use a tool is `a' (apply). 7.10.1. Containers - You may encounter bags, boxes, and chests in your travels. A + You may encounter bags, boxes, and chests in your travels. A tool of this sort can be opened with the "#loot" extended command when 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, @@ -3475,16 +3475,16 @@ 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.) @@ -3492,7 +3492,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3515,7 +3515,7 @@ The commands to use amulets are the same as for rings, `P' (put on) and `R' (remove). `A' can be used to remove various worn items including amulets. Also, `W' (wear) and `T' (take off) which are nor- - mally for armor can be used for amulets and other accessories (rings + mally for armor can be used for amulets and other accessories (rings and eyewear), but accessories won't be shown as likely candidates in a prompt for choosing what to wear or take off. @@ -3526,16 +3526,16 @@ gems increase your score if you bring them with you when you exit. Other small rocks are also categorized as gems, but they are much - less valuable. All rocks, however, can be used as projectile weapons - (if you have a sling). In the most desperate of cases, you can still + less valuable. All rocks, however, can be used as projectile weapons + (if you have a sling). In the most desperate of cases, you can still throw them by hand. 7.13. Large rocks (``') - Statues and boulders are not particularly useful, and are gener- + Statues and boulders are not particularly useful, and are gener- ally heavy. It is rumored that some statues are not what they seem. - Boulders occasionally block your path. You can push one forward + Boulders occasionally block your path. You can push one forward (by attempting to walk onto its spot) when nothing blocks its path, or you can smash it into a pile of small rocks with breaking magic or a pick-axe. It is possible to move onto a boulder's location if certain @@ -3558,7 +3558,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3571,15 +3571,15 @@ 7.14. Gold (`$') Gold adds to your score, and you can buy things in shops with it. - There are a number of monsters in the dungeon that may be influenced + There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). - Gold pieces are the only type of object where bless/curse state - does not apply. They're always uncursed but never described as - uncursed even if you turn off the implicit_uncursed option. You can - set the goldX option if you prefer to have gold pieces be treated as - bless/curse state unknown rather than as known to be uncursed. Only - matters when you're using an object selection prompt that can filter + Gold pieces are the only type of object where bless/curse state + does not apply. They're always uncursed but never described as + uncursed even if you turn off the implicit_uncursed option. You can + set the goldX option if you prefer to have gold pieces be treated as + bless/curse state unknown rather than as known to be uncursed. Only + matters when you're using an object selection prompt that can filter by "BUCX" state. 7.15. Persistence of Objects @@ -3592,9 +3592,9 @@ location again. One notable exception is that if the object gets cov- 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 @@ -3604,18 +3604,18 @@ 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- @@ -3624,7 +3624,7 @@ either. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3634,34 +3634,34 @@ - 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 normally indigestible material eaten while polymorphed into a creature - that can digest it is also considered vegan food. Note however that + that can digest it is also considered vegan food. Note however that eating such items still counts against foodless conduct. - Vegetarians do not eat animals; however, they are less selective - about eating animal byproducts than vegans. In addition to the vegan - items listed above, they may eat any kind of pudding (`P') other than - the black puddings, eggs and food made from eggs (fortune cookies and - pancakes), food made with milk (cream pies and candy bars), and lumps + Vegetarians do not eat animals; however, they are less selective + about eating animal byproducts than vegans. In addition to the vegan + items listed above, they may eat any kind of pudding (`P') other than + the black puddings, eggs and food made from eggs (fortune cookies and + pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet. Eating any kind of meat violates the vegetarian, vegan, and food- less conducts. This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat - found in the dungeon. Swallowing and digesting a monster while poly- - morphed is treated as if you ate the creature's corpse. Eating - leather, dragon hide, or bone items while polymorphed into a creature - that can digest it, or eating monster brains while polymorphed into a - mind flayer, is considered eating an animal, although wax is only an + found in the dungeon. Swallowing and digesting a monster while poly- + morphed is treated as if you ate the creature's corpse. Eating + leather, dragon hide, or bone items while polymorphed into a creature + that can digest it, or eating monster brains while polymorphed into a + mind flayer, is considered eating an animal, although wax is only an animal byproduct. - Regardless of conduct, there will be some items which are indi- + Regardless of conduct, there will be some items which are indi- gestible, and others which are hazardous to eat. Using a swallow-and- digest attack against a monster is equivalent to eating the monster's corpse. Please note that the term "vegan" is used here only in the @@ -3676,10 +3676,10 @@ An atheist is one who rejects religion. This means that you can- not #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest. Particularly selective readers may argue that playing Monk or - Priest characters should violate this conduct; that is a choice left + Priest characters should violate this conduct; that is a choice left to the player. Offering the Amulet of Yendor to your god is necessary to win the game and is not counted against this conduct. You are also - not penalized for being spoken to by an angry god, priest(ess), or + not penalized for being spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special meaning to them. @@ -3690,7 +3690,7 @@ with your hands and feet. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3707,26 +3707,26 @@ 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 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 those actions in the future. (Note: the Sokoban conduct will only be @@ -3740,10 +3740,10 @@ 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 @@ -3756,7 +3756,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3822,7 +3822,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3832,18 +3832,18 @@ - There's no guaranteed Novel so the achievement to read one might - not always be attainable (except perhaps by wishing). Similarly, the - Big Room level is not always present. Unlike with the Novel, there's + There's no guaranteed Novel so the achievement to read one might + not always be attainable (except perhaps by wishing). Similarly, the + Big Room level is not always present. Unlike with the Novel, there's no way to wish for this opportunity. - The "special items" hidden in Mines' End and Sokoban are not - unique but are considered to be prizes or rewards for exploring those - levels since doing so is not necessary to complete the game. Finding - other instances of the same objects doesn't record the corresponding + The "special items" hidden in Mines' End and Sokoban are not + unique but are considered to be prizes or rewards for exploring those + levels since doing so is not necessary to complete the game. Finding + other instances of the same objects doesn't record the corresponding achievement. - 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 @@ -3853,14 +3853,14 @@ 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 @@ -3869,7 +3869,7 @@ 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. @@ -3882,13 +3882,13 @@ 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 + 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3898,40 +3898,40 @@ - for the configuration file named ".nethackrc.template" in - "%USERPROFILE%\NetHack\". If you have not created the configuration + 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 - 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- + 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- 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. - Boolean options toggle a setting on or off, while compound options - take more diverse values. Prefix a boolean option with "no" or `!' - to turn it off. For compound options, the option name and value are + 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 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: @@ -3954,7 +3954,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -3979,7 +3979,7 @@ AUTOCOMPLETE Enable or disable an extended command autocompletion. Autocomple- tion has no effect for the X11 windowport. You can specify multiple - autocompletions. To enable autocompletion, list the extended com- + autocompletions. To enable autocompletion, list the extended com- mand. Prefix the command with "!" to disable the autocompletion for that command. @@ -3994,7 +3994,7 @@ BINDINGS 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: @@ -4017,10 +4017,10 @@ 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 + begins; whatever follows will be common to all sections. Otherwise - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4033,11 +4033,11 @@ the last section extends to the end of the options file. MENUCOLOR - Highlight menu lines with different colors. See the "Configuring + Highlight menu lines with different colors. See the "Configuring Menu Colors" section. MSGTYPE - Change the way messages are shown in the top status line. See the + Change the way messages are shown in the top status line. See the "Configuring Message Types" section. ROGUESYMBOLS @@ -4047,12 +4047,12 @@ 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: @@ -4086,7 +4086,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4120,19 +4120,19 @@ 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" @@ -4140,19 +4140,19 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4166,11 +4166,11 @@ 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. @@ -4183,9 +4183,9 @@ 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 @@ -4218,7 +4218,7 @@ This option controls what happens when you attempt the `f' (fire) - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4231,20 +4231,20 @@ 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 @@ -4254,9 +4254,9 @@ 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 + 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 @@ -4284,7 +4284,7 @@ Name your starting cat (for example "catname:Morris"). Cannot be - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4305,11 +4305,11 @@ 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 @@ -4319,13 +4319,13 @@ 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: @@ -4337,7 +4337,7 @@ c - display your conduct; also achievements, if any; o - display dungeon overview. - Each disclosure possibility can optionally be preceded by a prefix + 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; @@ -4345,12 +4345,12 @@ + - disclose it without prompting; - - do not disclose it and do not prompt. - The listings of vanquished monsters and of genocided types can be + 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4363,14 +4363,14 @@ ? - 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 @@ -4381,16 +4381,16 @@ 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). @@ -4404,9 +4404,9 @@ command. fireassist - This option controls what happens when you attempt the `f' (fire) - and don't have an appropriate launcher, such as a bow or a sling, - wielded. If on, you will automatically wield the launcher. Default + This option controls what happens when you attempt the `f' (fire) + and don't have an appropriate launcher, such as a bow or a sling, + wielded. If on, you will automatically wield the launcher. Default is on. fixinv @@ -4416,7 +4416,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4433,15 +4433,15 @@ fruit Name a fruit after something you enjoy eating (for example "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy - that NetHack uses from time to time. You should set this to some- - thing you find more appetizing than slime mold. Apples, oranges, - pears, bananas, and melons already exist in NetHack, so don't use + 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. @@ -4451,17 +4451,17 @@ goldX When filtering objects based on bless/curse state (BUCX), whether to - treat gold pieces as X (unknown bless/curse state, when "on") or U - (known to be uncursed, when "off", the default). Gold is never - blessed or cursed, but it is not described as "uncursed" even when + treat gold pieces as X (unknown bless/curse state, when "on") or U + (known to be uncursed, when "off", the default). Gold is never + blessed or cursed, but it is not described as "uncursed" even when the implicit_uncursed option is "off". help - If more information is available for an object looked at with the - `/' command, ask if you want to see it (default on). Turning help - off makes just looking at things faster, since you aren't inter- - rupted with the "More info?" prompt, but it also means that you - might miss some interesting and/or important information. Persis- + If more information is available for an object looked at with the + `/' command, ask if you want to see it (default on). Turning help + off makes just looking at things faster, since you aren't inter- + rupted with the "More info?" prompt, but it also means that you + might miss some interesting and/or important information. Persis- tent. herecmd_menu @@ -4482,7 +4482,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4517,16 +4517,16 @@ The "Qt" interface also supports hitpointbar, by drawing a solid bar above the name and title with a hard-coded color scheme. (As of this writing, having the bar enabled unintentionally inhibits resiz- - ing the status panel. To resize that, use the #optionsfull command - to toggle the hitpointbar option off, perform the resize while it's + 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. implicit_uncursed @@ -4548,7 +4548,7 @@ `b', and `c' keyboard shortcuts rather than the mnemonics `o', `i', - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4586,18 +4586,18 @@ 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 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 @@ -4614,7 +4614,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4645,11 +4645,11 @@ menu_objsyms 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 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 @@ -4675,12 +4675,12 @@ 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4707,11 +4707,11 @@ `}'. 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 @@ -4729,12 +4729,12 @@ port is the same as specifying 0. msghistory - The number of top line messages to keep (and be able to recall with + The number of top line messages to keep (and be able to recall with `^P') (default 20). Cannot be set with the `O' command. msg_window - Allows you to change the way recalled messages are displayed. Cur- - rently it is only supported for tty (all four choices) and for + Allows you to change the way recalled messages are displayed. Cur- + rently it is only supported for tty (all four choices) and for curses (`f' and `r' choices, default `r'). The possible values are: s - single message (default; only choice prior to 3.4.0); @@ -4742,11 +4742,11 @@ f - full window, oldest message first; r - full window reversed, newest message first. - For backward compatibility, no value needs to be specified (which - defaults to "full"), or it can be negated (which defaults to "sin- + 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4759,20 +4759,20 @@ 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 ``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 @@ -4793,26 +4793,26 @@ -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 + 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 + 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 + A space separated list of specific situations where alternate - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4822,11 +4822,11 @@ - prompting is desired. The default is "paranoid_confirmation:pray + 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 @@ -4843,8 +4843,8 @@ 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 @@ -4854,9 +4854,9 @@ 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 `y', set Confirm too); @@ -4869,16 +4869,16 @@ 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 + 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 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4900,7 +4900,7 @@ 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. @@ -4921,9 +4921,9 @@ petattr Specifies one or more text highlighting attributes to use when show- - ing pets on the map. Effectively a superset of the hilite_pet - boolean option. Curses or tty interface only; value is one of none, - bold, dim, underline, italic, blink, and inverse. Some of those + 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. @@ -4944,7 +4944,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -4961,28 +4961,28 @@ 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 means "no limit" (always list the objects); a value of 1 effectively @@ -4993,16 +4993,16 @@ 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 + be allowed for someone logged in under a particular user name (on + multi-user systems) or specifying a particular character name (on + single-user systems) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. Default is normal play. pushweapon Using the `w' (wield) command when already wielding something pushes - the old item into your alternate weapon slot (default off). Like- - wise for the `a' (apply) command if it causes the applied item to + the old item into your alternate weapon slot (default off). Like- + wise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. query_menu @@ -5010,7 +5010,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5031,21 +5031,21 @@ race Selects your race (for example, race:human). Choices are human, dwarf, elf, gnome, and orc but most roles restrict which of the non- - human races are allowed. See role for a description of how to use + 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 + 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. @@ -5055,12 +5055,12 @@ role Pick your type of character (for example, role:Samurai); synonym for - character. See name for an alternate method of specifying your + 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- + 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: @@ -5076,7 +5076,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5097,9 +5097,9 @@ 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; @@ -5107,10 +5107,10 @@ 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 @@ -5142,7 +5142,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5166,10 +5166,10 @@ 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 @@ -5208,7 +5208,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5239,8 +5239,8 @@ index; z - order by count, low to high; ties broken by internal index. - Can be interactively set via the `m O' command or via using the `m' - prefix before either the #vanquished command or the #genocided com- + Can be interactively set via the `m O' command or via using the `m' + prefix before either the #vanquished command or the #genocided com- mand. sounds @@ -5274,7 +5274,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5286,18 +5286,18 @@ symset This option may be used to select one of the named symbol sets found - within "symbols" to alter the symbols displayed on the screen. Use + within "symbols" to alter the symbols displayed on the screen. Use "symset:default" to explicitly select the default symbols. time - Show the elapsed game time in turns on bottom line (default off). + Show the elapsed game time in turns on bottom line (default off). Persistent. timed_delay When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters - to the screen. (Applies to "tty" and "curses" interfaces only; - "X11" interface always uses a timer-based delay. The default is on + to the screen. (Applies to "tty" and "curses" interfaces only; + "X11" interface always uses a timer-based delay. The default is on if configured into the program.) Persistent. tips @@ -5307,8 +5307,8 @@ Draw a tombstone graphic upon your death (default on). Persistent. toptenwin - Put the ending display in a NetHack window instead of on stdout - (default off). Setting this option makes the score list visible + 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- dow, but it no longer leaves the score list around after game end on a terminal or emulating window. @@ -5316,7 +5316,7 @@ travel Allow the travel command via mouse click (default on). Turning this option off will prevent the game from attempting unintended moves if - you make inadvertent mouse clicks on the map window. Does not + you make inadvertent mouse clicks on the map window. Does not affect traveling via the `_' ("#travel") command. Persistent. tutorial @@ -5340,7 +5340,7 @@ n - none (no coordinates shown) [default]. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5389,24 +5389,24 @@ 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 + 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5418,10 +5418,10 @@ 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 @@ -5431,19 +5431,19 @@ `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 + 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 + 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 @@ -5452,15 +5452,15 @@ 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- + 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 + 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 + If NetHack can, it should use a font by the chosen name for menu windows. font_message @@ -5472,7 +5472,7 @@ tus window. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5483,7 +5483,7 @@ 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 @@ -5538,7 +5538,7 @@ If NetHack can, it should scroll the display when the hero or cursor - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5568,8 +5568,8 @@ 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 + 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 @@ -5581,30 +5581,30 @@ out vertically. A value of 2 makes status be slightly condensed, moving some fields to different lines to eliminate one whole line, reducing the height needed. (If NetHack has been built using a ver- - sion of Qt older than qt-5.9, statuslines can only be set in the - run-time configuration file or via NETHACKOPTIONS, not during play + sion of Qt older than qt-5.9, statuslines can only be set in the + run-time configuration file or via NETHACKOPTIONS, not during play with the `O' command.) term_cols and term_rows - Curses interface only. Number of columns and rows to use for the - display. Curses will attempt to resize to the values specified but - will settle for smaller sizes if they are too big. Default is the + 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5621,20 +5621,20 @@ Specify the preferred width of each tile in a tile capable port tiled_map - If NetHack can, it should display the map using tiles graphics - rather than simple characters (letters and punctuation, possibly - augmented by line-drawing symbols). Setting tiled_map to True + If NetHack can, it should display the map using tiles graphics + rather than simple characters (letters and punctuation, possibly + augmented by line-drawing symbols). Setting tiled_map to True forces ascii_map to be False. use_darkgray Use bold black instead of blue for black glyphs (TTY only). use_inverse - If NetHack can, it should display inverse when the game specifies + If NetHack can, it should display inverse when the game specifies it. vary_msgcount - If NetHack can, it should display this number of messages at a time + If NetHack can, it should display this number of messages at a time in the message window. windowborders @@ -5648,21 +5648,21 @@ 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 - columns of the display. A width of at least 110 columns (80+2+26+2) - is needed to show borders if align_status is set to left or right.) + (The 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 + The persistent inventory window, when enabled, can grow until it is too big to fit on most displays, resulting in truncation of its con- tents. If borders are forced on (1) or the display is big enough to show them (2), setting the value to 3 or 4 instead will keep borders for the map, message, and status windows but have room for two addi- - tional lines of inventory plus widen each inventory line by two - columns. + 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 @@ -5670,7 +5670,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5680,63 +5680,63 @@ - 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 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 + 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 + 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 + 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- + Here are explanations of options that are used by specific plat- forms or ports to customize and change the port behavior. altkeyhandling - Select an alternate way to handle keystrokes (Win32 tty NetHack - only). The name of the handling type is one of "default", "ray", + Select an alternate way to handle keystrokes (Win32 tty NetHack + only). The name of the handling type is one of "default", "ray", "340". altmeta - On systems where this option is available, it can be set to tell - NetHack to convert a two character sequence beginning with ESC into + On systems where this option is available, it can be set to tell + NetHack to convert a two character sequence beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input - prompts. Note that typing one or more digits as a count prefix - prior to a command--preceded by n if the number_pad option is set-- + This conversion is only done for commands, not for other input + prompts. Note that typing one or more digits as a count prefix + prior to a command--preceded by n if the number_pad option is set-- is also subject to this conversion, so attempting to abort the count by typing ESC will leave NetHack waiting for another character to complete the two character sequence. Type a second ESC to finish cancelling such a count. At other prompts a single ESC suffices. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5753,13 +5753,13 @@ 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 @@ -5768,8 +5768,8 @@ 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- + "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" @@ -5802,7 +5802,7 @@ support on a platform where there is no regular expression library. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5823,23 +5823,23 @@ 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 + 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 + 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 + 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 @@ -5853,7 +5853,7 @@ autopickup_exception=">*corpse" autopickup_exception=">* cursed*" - The first example above will result in autopickup of any type of + 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. @@ -5861,14 +5861,14 @@ 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5885,8 +5885,8 @@ 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 @@ -5896,12 +5896,12 @@ port some of the menu accelerators. Mouse buttons - You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu", + 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- + 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. @@ -5918,23 +5918,23 @@ 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 + 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 + 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 `#'. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -5964,15 +5964,15 @@ 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. + 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- + 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. + When asked for a location, the key to go to next closest object. Default is `o'. getpos.obj.prev @@ -6000,7 +6000,7 @@ sibly ask for more info. When simulating a mouse click after being - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6049,15 +6049,15 @@ tion. Default is `z'. getpos.valid.prev - When asked for a location, the key to go to previous closest valid + 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; @@ -6066,7 +6066,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6083,17 +6083,17 @@ 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- + 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- @@ -6102,24 +6102,24 @@ 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, + 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 + 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. + 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, + 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 isn't necessarily the same as any of the other colors. @@ -6128,11 +6128,11 @@ 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: - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6146,7 +6146,7 @@ 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 line will be shown in red color and underlined. You can have multi- @@ -6162,10 +6162,10 @@ 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 @@ -6198,7 +6198,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6248,15 +6248,15 @@ them. To specify multiple attributes, use `+' to combine those. For example: "magenta&inverse+dim". - Note that the display may substitute or ignore particular attrib- - utes depending upon its capabilities, and in general may interpret the - attributes any way it wants. For example, on some display systems a - request for bold might yield blink or vice versa. On others, issuing - an attribute request while another is already set up will replace the - earlier attribute rather than combine with it. Since NetHack issues - attribute requests sequentially (at least with the tty interface) - rather than all at once, the only way a situation like that can be - controlled is to specify just one attribute. + Note that the display may substitute or ignore particular + attributes depending upon its capabilities, and in general may inter- + pret the attributes any way it wants. For example, on some display + systems a request for bold might yield blink or vice versa. On oth- + ers, issuing an attribute request while another is already set up will + replace the earlier attribute rather than combine with it. Since + NetHack issues attribute requests sequentially (at least with the tty + interface) rather than all at once, the only way a situation like that + can be controlled is to specify just one attribute. You can adjust the appearance of the following status fields: title dungeon-level experience-level @@ -6264,7 +6264,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6290,32 +6290,32 @@ Instead of a behavior, "condition" takes the following condition flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun, conf, hallu, lev, fly, and ride. You can use "major_troubles" as an - alias for stone through termill, "minor_troubles" for blind through + alias for stone through termill, "minor_troubles" for blind through hallu, "movement" for lev, fly, and ride, and "all" for every condi- tion. Allowed behaviors are "always", "up", "down", "changed", a percent- age or absolute number threshold, or text to match against. For the - hitpoints field, the additional behavior "criticalhp" is available. - It overrides other behavior rules if hit points are at or below the - major problem threshold (which varies depending upon maximum hit + hitpoints field, the additional behavior "criticalhp" is available. + It overrides other behavior rules if hit points are at or below the + major problem threshold (which varies depending upon maximum hit points and experience level). * "always" will set the default attributes for that field. - * "up", "down" set the field attributes for when the field value - changes upwards or downwards. This attribute times out after + * "up", "down" set the field attributes for when the field value + changes upwards or downwards. This attribute times out after statushilites turns. - * "changed" sets the field attribute for when the field value - changes. This attribute times out after statushilites turns. - (If a field has both a "changed" rule and an "up" or "down" - rule which matches a change in the field's value, the "up" or + * "changed" sets the field attribute for when the field value + changes. This attribute times out after statushilites turns. + (If a field has both a "changed" rule and an "up" or "down" + rule which matches a change in the field's value, the "up" or "down" one takes precedence.) - * percentage sets the field attribute when the field value - matches the percentage. It is specified as a number between 0 - and 100, followed by `%' (percent sign). If the percentage is + * percentage sets the field attribute when the field value + matches the percentage. It is specified as a number between 0 + and 100, followed by `%' (percent sign). If the percentage is prefixed with `<=' or `>=', it also matches when value is below or above the percentage. Use prefix `<' or `>' to match when strictly below or above. (The numeric limit is relaxed @@ -6325,12 +6325,12 @@ sponding maximum field. Percentage highlight rules are also allowed for "experience level" and "experience points" (valid when the showexp option is enabled). For those, the percentage - is based on the progress from the start of the current experi- - ence level to the start of the next level. So if level 2 - starts at 20 points and level 3 starts at 40 points, having 30 + is based on the progress from the start of the current experi- + ence level to the start of the next level. So if level 2 + starts at 20 points and level 3 starts at 40 points, having 30 - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6340,9 +6340,9 @@ - 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 + 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. @@ -6355,17 +6355,17 @@ * 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 @@ -6396,7 +6396,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6416,10 +6416,10 @@ You can also override one or more symbols using the SYMBOLS and ROGUESYMBOLS configuration file options. Symbols are specified as name:value pairs. Note that NetHack escape-processes the value string - in conventional C fashion. This means that \ is a prefix to take the - following character literally. Thus \ needs to be represented as \\. - The special prefix form \m switches on the meta bit in the symbol - value, and the ^ prefix causes the following character to be treated + in conventional C fashion. This means that \ is a prefix to take the + following character literally. Thus \ needs to be represented as \\. + The special prefix form \m switches on the meta bit in the symbol + value, and the ^ prefix causes the following character to be treated as a control character. NetHack Symbols @@ -6462,7 +6462,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6528,7 +6528,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6594,7 +6594,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6651,7 +6651,7 @@ Notes: - * Several symbols in this table appear to be blank. They are the + * Several symbols in this table appear to be blank. They are the space character, except for S_pet_override and S_hero_override which don't have any default value and can only be used if enabled in the "sysconf" file. @@ -6660,7 +6660,7 @@ and boulders are the rock being referred to, but since version - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6678,17 +6678,17 @@ 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 + 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 @@ -6698,24 +6698,24 @@ The list of acceptable glyphid's can be produced by nethack --dumpg- lyphids. Individual NetHack glyphs can be specified using the G_ pre- - fix, or you can use an S_ symbol for a glyphid and store the custom - representation for all NetHack glyphs that would map to that particu- + fix, or you can use an S_ symbol for a glyphid and store the custom + representation for all NetHack glyphs that would map to that particu- lar symbol. - You will need to select a symset with a UTF8 handler to enable + You will need to select a symset with a UTF8 handler to enable the display of the customizations, such as the Enhanced symset. 9.17. 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 + NetHack can be set up to use only standard ASCII characters for + making maps of the dungeons. This makes even the MS-DOS versions of + NetHack (which use special line-drawing characters by default) com- + pletely accessible to the blind who use speech and/or Braille access + technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate horizontally and vertically character by character. They will also find the search capabilities of their screen-readers to be quite valu- - able. Be certain to examine this Guidebook before playing so you have + able. Be certain to examine this Guidebook before playing so you have an idea what the screen layout is like. You'll also need to be able to locate the PC cursor. It is always where your character is located. Merely searching for an @-sign will not always find your character @@ -6726,7 +6726,7 @@ tion of items on the screen. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6736,7 +6736,7 @@ - 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. @@ -6792,7 +6792,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6811,8 +6811,8 @@ 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 @@ -6820,45 +6820,45 @@ 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 + 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 + WIZARDS = A space-separated list of user names who are allowed to + play in debug mode (commonly referred to as wizard mode). A value + of a single asterisk (*) allows anyone to start a game in debug mode. - SHELLERS = A list of users who are allowed to use the shell escape + SHELLERS = A list of users who are allowed to use the shell escape command (!). The syntax is the same as WIZARDS. EXPLORERS = A list of users who are allowed to use the explore mode. 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 + 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 + 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 + SUPPORT = A string explaining how to get local support (no default value). - RECOVER = A string explaining how to recover a game on this system + 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6868,11 +6868,11 @@ - 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). @@ -6917,14 +6917,14 @@ %n - player name %N - first character of player name - 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 - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -6942,40 +6942,40 @@ 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 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, + 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 + 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 + 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 + 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 @@ -6990,7 +6990,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7003,12 +7003,12 @@ 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 @@ -7022,41 +7022,41 @@ The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A - Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. - Arnold. Small portions were adapted from Further Exploration of the + Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. + Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. - NetHack is the product of literally scores of people's work. + NetHack is the product of literally scores of people's work. Main events in the course of the game development are described below: - Jay Fenlason wrote the original Hack, with help from Kenny Wood- + Jay Fenlason wrote the original Hack, with help from Kenny Wood- land, Mike Thome, and Jon Payne. - Andries Brouwer did a major re-write while at Stichting Mathema- - tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack + Andries Brouwer did a major re-write while at Stichting Mathema- + tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack into a very different game. He published the Hack source code for use on UNIX systems by posting that to Usenet newsgroup net.sources (later - renamed comp.sources) releasing version 1.0 in December of 1984, then - versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet - newsgroup net.games.hack (later renamed rec.games.hack, eventually - replaced by rec.games.roguelike.nethack) was created for discussing + 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 + 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 + 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, + 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 - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7073,35 +7073,35 @@ 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 + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay code + for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. + Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - Version 3.0 went through ten relatively rapidly released "patch- + Version 3.0 went through ten relatively rapidly released "patch- level" revisions. Versions at the time were known as 3.0 for the base release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1" through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than - 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme + 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme began to be used with 3.1.0. - Headed by Mike Stephenson and coordinated by Izchak Miller and - Janet Walz, the NetHack Development Team which now included Ken - 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 + 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 @@ -7113,16 +7113,16 @@ 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng- - ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim - Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the - Macintosh, porting it for MPW. Building on their development, Bart + ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim + Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the + Macintosh, porting it for MPW. Building on their development, Bart House added a Think C port. - Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7132,7 +7132,7 @@ - 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 @@ -7140,31 +7140,31 @@ 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 + Warwick Allison wrote a graphically displayed version of NetHack + for the Atari where the tiny pictures were described as "icons" and + were distinct for specific types of monsters and objects rather than + just their classes. He contributed them to the NetHack Development + Team which rechristened them "tiles", original usage which has subse- + quently been picked up by various other games. NetHack's tiles sup- + port was then implemented on other platforms (initially MS-DOS but eventually Windows, Qt, and X11 too). - The 3.2 NetHack Development Team, comprised of Michael Allison, - Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, - Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, - Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 + The 3.2 NetHack Development Team, comprised of Michael Allison, + Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, + Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 in April of 1996. - Version 3.2 marked the tenth anniversary of the formation of the + Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original NetHack Development Team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2.0, one of the founding members of - the NetHack Development Team, Dr. Izchak Miller, was diagnosed with + the NetHack Development Team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams. @@ -7177,18 +7177,18 @@ "variants" publicly available: Tom Proudfoot and Yuval Oren created NetHack++, which was quickly - renamed NetHack-- when some people incorrectly assumed that it was a - conversion of the C source code to C++. Working independently, - Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack - Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and - Warwick Allison improved the spell casting system with the Wizard + renamed NetHack-- when some people incorrectly assumed that it was a + conversion of the C source code to C++. Working independently, + Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack + Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and + Warwick Allison improved the spell casting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface. - Warren Cheung combined SLASH with the Wizard Patch to produce + Warren Cheung combined SLASH with the Wizard Patch to produce Slash'EM, and with the help of Kevin Hugo, added more features. Kevin - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7201,10 +7201,10 @@ 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 @@ -7213,48 +7213,48 @@ 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 + 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, + 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 + arate race and profession. The Elf class was removed in preference to + an elf race, and the races of dwarves, gnomes, and orcs made their + first appearance in the game alongside the familiar human race. Monk + and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, + Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, + Wizards. It was also the first version to allow you to ride a steed, + and was the first version to have a publicly available web-site list- + ing all the bugs that had been discovered. Despite that constantly + growing bug list, 3.3 proved stable enough to last for more than a year and a half. - The 3.4 NetHack Development Team initially consisted of Michael - Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken - Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul - Winner, with Warwick Allison joining just before the release of + The 3.4 NetHack Development Team initially consisted of Michael + Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken + Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul + Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. - As with version 3.3, various people contributed to the game as a - whole as well as supporting ports on the different platforms that + As with version 3.3, various people contributed to the game as a + whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. - Michael Allison maintained NetHack 3.4 for the MS-DOS platform. + Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement. - Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced + Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7264,18 +7264,18 @@ - 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 @@ -7285,42 +7285,42 @@ 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 + 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 + on that code snapshot would be retired and never used in an official + NetHack release. An announcement was posted on the NetHack Develop- + ment Team's official nethack.org website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. - In January 2015, preparation began for the release of NetHack + In January 2015, preparation began for the release of NetHack 3.6. - At the beginning of development for what would eventually get - 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 + 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 + 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. - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7365,17 +7365,17 @@ 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 + 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 + 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 + 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 + 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 @@ -7386,7 +7386,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7452,7 +7452,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7518,7 +7518,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7584,7 +7584,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025 @@ -7650,7 +7650,7 @@ - NetHack 3.7.0 December 05, 2025 + NetHack 3.7.0 December 11, 2025