From dd791cdcb7be025985331825c77152bf0165745b Mon Sep 17 00:00:00 2001 From: nhmall Date: Sun, 21 Aug 2022 10:20:32 -0400 Subject: [PATCH] update Guidebook --- doc/Guidebook.mn | 2 +- doc/Guidebook.tex | 2 +- doc/Guidebook.txt | 5104 +++++++++++++++++++++++---------------------- 3 files changed, 2587 insertions(+), 2521 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index 2c974b986..641185da9 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -36,7 +36,7 @@ .ds f0 "\*(vr .ds f1 .\"DO NOT REMOVE NH_DATESUB .ds f2 "DATE(%B %-d, %Y) -.ds f2 "May 23, 2022 +.ds f2 "August 21, 2022 . .\" A note on some special characters: .\" \(lq = left double quote diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 4fd032609..60cac1496 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -46,7 +46,7 @@ \author{Original version - Eric S. Raymond\\ (Edited and expanded for 3.7 by Mike Stephenson and others)} %DO NOT REMOVE NH_DATESUB \date{DATE(%B %-d, %Y)} -\date{May 23, 2022} +\date{August 21, 2022} \maketitle diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index a971a8405..9bb281890 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -15,7 +15,7 @@ Original version - Eric S. Raymond (Edited and expanded for 3.7 by Mike Stephenson and others) - May 23, 2022 + August 21, 2022 @@ -126,7 +126,7 @@ - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -192,7 +192,7 @@ you have seen on the current dungeon level; as you explore more - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -215,8 +215,8 @@ is recommended; if the screen is larger, only a 21x80 section will be used for the map. - NetHack can even be played by blind players, with the assis- - tance of Braille readers or speech synthesisers. Instructions + NetHack can even be played by blind players, with the as- + sistance of Braille readers or speech synthesisers. Instructions for configuring NetHack for the blind are included later in this document. @@ -258,7 +258,7 @@ - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -324,7 +324,7 @@ - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -390,7 +390,7 @@ you have available for spell casting. Again, resting will - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -447,16 +447,16 @@ (riding). Other conditions and modifiers exist, but there isn't enough - room to display them with the other status fields. The `^X' - command shows all relevant status conditions. + room to display them with the other status fields. - 3.2. The message line (top) - - The top line of the screen is reserved for messages that de- - scribe things that are impossible to represent visually. If you + 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. - NetHack 3.7 May 23, 2022 + + NetHack 3.7 August 21, 2022 @@ -466,6 +466,10 @@ + 3.2. The message line (top) + + The top line of the screen is reserved for messages that de- + scribe things that are impossible to represent visually. If you see a "--More--" on the top line, this means that NetHack has an- other message to display on the screen, but it wants to make cer- tain that you've read the one that is there first. To read the @@ -515,14 +519,10 @@ = A ring. - ! A potion. - - ( A useful item (pick-axe, key, lamp...). - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -532,6 +532,10 @@ + ! A potion. + + ( A useful item (pick-axe, key, lamp...). + " An amulet or a spider web. * A gem or rock (possibly valuable, possibly worthless). @@ -581,14 +585,10 @@ items, so you can see what each letter refers to. In this exam- ple, there is also a `*' indicating that you may choose an object not on the list, if you wanted to use something unexpected. Typ- - ing a `*' lists your entire inventory, so you can see the inven- - tory letters of every object you're carrying. Finally, if you - change your mind and decide you don't want to do this command af- - ter all, you can press the ESC key to abort the command. + ing a `*' lists your entire inventory, so you can see the - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -598,6 +598,10 @@ + inventory letters of every object you're carrying. Finally, if + you change your mind and decide you don't want to do this command + after all, you can press the ESC key to abort the command. + 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 @@ -648,13 +652,9 @@ < Go up to the previous level (if you are on a staircase or ladder). - > Go down to the next level (if you are on a staircase or lad- - der). - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -664,6 +664,9 @@ + > Go down to the next level (if you are on a staircase or lad- + der). + [yuhjklbn] Go one step in the direction indicated (see Figure 3). If you sense or remember a monster there, you will fight the @@ -714,13 +717,10 @@ Prefix: fight a monster (even if you only guess one is there). - M[yuhjklbn] - Prefix: move far, no pickup. - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -733,42 +733,69 @@ g[yuhjklbn] Prefix: move until something interesting is found. - G[yuhjklbn] or [yuhjklbn] - Prefix: same as `g', but forking of corridors is not con- - sidered interesting. + G[yuhjklbn] or +[yuhjklbn] + Prefix: similar to `g', but forking of corridors is not + considered interesting. + + Note: + means holding the or + key down like while typing and releasing , then + releasing . ^ is used as shorthand elsewhere + in the Guidebook to mean the same thing. Control characters + are case-insensitive so ^x and ^X are the same. + + M[yuhjklbn] + Old versions supported `M' as a movement prefix which com- + bined 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 combination with g, +, or +. _ Travel to a map location via a shortest-path algorithm. - The shortest path is computed over map locations the hero - knows about (e.g. seen or previously traversed). If there + The shortest path is computed over map locations the hero + knows about (e.g. seen or previously traversed). If there is no known path, a guess is made instead. Stops on most of - the same conditions as the `G' command, but without picking - up objects, similar to the `M' command. For ports with - mouse support, the command is also invoked when a mouse- - click takes place on a location other than the current posi- - tion. + the same conditions as the `G' prefix, but without picking + up objects, so implicitly forces the `m' prefix. For ports + with mouse support, the command is also invoked when a + mouse-click takes place on a location other than the current + position. - . Wait or rest, do nothing for one turn. Precede with the `m' + . Wait or rest, do nothing for one turn. Precede with the `m' prefix 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 + 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 + 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. c Close a door. - C Call (name) a monster, an individual object, or a type of + C Call (name) a monster, an individual object, or a type of object. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 13 + + + Same as extended command "#name". ^C Panic button. Quit the game. @@ -781,24 +808,11 @@ In answer to the question - "What kinds of things do you want to drop? [!%= BUCXaium]" + "What kinds of things do you want to drop? [!%= BUCXPaium]" - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 13 - - - - you should type zero or more object symbols possibly fol- + you should type zero or more object symbols possibly fol- lowed by `a' and/or `i' and/or `u' and/or `m'. In addition, - one or more of the blessed/uncursed/cursed groups may be + one or more of the blessed/uncursed/cursed groups may be typed. DB - drop all objects known to be blessed. @@ -812,47 +826,33 @@ 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 three cate- - gories of object filtering: class (`!' for potions, `?' for - scrolls, and so on), shop status (`u' for unpaid, in other - words, owned by the shop), and bless/curse state (`B', `U', - `C', and `X' as shown above). If you specify more than one - value in a category (such as "!?" for potions and scrolls or - "BU" for blessed and uncursed), an inventory object will - meet the criteria if it matches any of the specified values - (so "!?" means `!' or `?'). If you specify more than one - category, an inventory object must meet each of the category - criteria (so "%u" means class `%' and unpaid `u'). Lastly, - you may specify multiple values within multiple categories: - "!?BU" will select all potions and scrolls which are known - to be blessed or uncursed. (In versions prior to 3.6, fil- - ter combinations behaved differently.) + The last example shows a combination. There are four cate- + gories 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 un- + cursed), an inventory object will meet the criteria if it + matches any of the specified values (so "!?" means `!' or + `?'). If you specify more than one category, an inventory + object must meet each of the category criteria (so "%u" + means class `%' and unpaid `u'). Lastly, you may specify + multiple values within multiple categories: "!?BU" will se- + lect all potions and scrolls which are known to be blessed + or uncursed. (In versions prior to 3.6, filter combinations + behaved differently.) ^D Kick something (usually a door). e Eat food. - Normally checks for edible item(s) on the floor, then if - none are found or none are chosen, checks for edible item(s) - in inventory. Precede `e' with the `m' prefix to bypass at- - tempting to eat anything off the floor. - - If you attempt to eat while already satiated, you might - choke to death. If you risk it, you will be asked whether - to "continue eating?" if you survive the first bite. You - can set the paranoid_confirmation:eating option to require a - response of yes instead of just y. - - E Engrave a message on the floor. - - E- - write in the dust with your fingers. - - Engraving the word "Elbereth" will cause most monsters to - not attack you hand-to-hand (but if you attack, you will rub - it out); this is often useful to give yourself a breather. - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -862,18 +862,37 @@ - f Fire (shoot or throw) one of the objects placed in your + Normally checks for edible item(s) on the floor, then if + none are found or none are chosen, checks for edible item(s) + in inventory. Precede `e' with the `m' prefix to bypass at- + tempting to eat anything off the floor. + + If you attempt to eat while already satiated, you might + choke to death. If you risk it, you will be asked whether + to "continue eating?" if you survive the first bite. You + can set the paranoid_confirmation:eating option to require a + response of yes instead of just y. + + E Engrave a message on the floor. + + E- - write in the dust with your fingers. + + Engraving the word "Elbereth" will cause most monsters to + not attack you hand-to-hand (but if you attack, you will rub + it out); this is often useful to give yourself a breather. + + f Fire (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 + 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 prop- - erty, 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 automatically - 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 + erty, 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 automatically + 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 main melee weapon afterwards. See also `t' (throw) for more general throwing and shooting. @@ -881,7 +900,7 @@ i List your inventory (everything you're carrying). I List selected parts of your inventory, usually be specifying - the character for a particular set of objects, like `[' for + the character for a particular set of objects, like `[' for armor or `!' for potions. I* - list all gems in inventory; @@ -896,17 +915,31 @@ o Open a door. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 15 + + + O Set options. - A menu showing the current option values will be displayed. - You can change most values simply by selecting the menu en- + A menu showing the current option values will be displayed. + You can change most values simply by selecting the menu en- try for the given option (ie, by typing its letter or click- - ing upon it, depending on your user interface). For the - non-boolean choices, a further menu or prompt will appear - once you've closed this menu. The available options are + ing upon it, depending on your user interface). For the + non-boolean choices, a further menu or prompt will appear + once you've closed this menu. The available options are listed later in this Guidebook. Options are usually set be- fore the game rather than with the `O' command; see the sec- - tion on options below. + tion on options below. Precede `O' with the `m' prefix to + show advanced options. ^O Show overview. @@ -917,17 +950,6 @@ the placement of all special levels. Use "#wizwhere" to run that command.) - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 15 - - - p Pay your shopping bill. P Put on an accessory (ring, amulet, or blindfold). @@ -959,6 +981,19 @@ r Read a scroll or spellbook. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 16 + + + R Remove a worn accessory (ring, amulet, or blindfold). If you're wearing more than one, you'll be prompted for @@ -982,18 +1017,6 @@ Can also be used to figure out whether there is still a mon- ster at an adjacent "remembered, unseen monster" marker. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 16 - - - S Save the game (which suspends play and exits the program). The saved game will be restored automatically the next time you play using the same character name. @@ -1018,13 +1041,25 @@ hand and it will generally be less effective than when shot. See also `f' (fire) for throwing or shooting an item pre-se- - lected via the `Q' (quiver) command, with some extra assis- - tance. + lected via the `Q' (quiver) command, with some extra assist- + ance. T Take off armor. If you're wearing more than one piece, you'll be prompted for which one to take off. (Note that this treats a cloak + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 17 + + + covering a suit and/or a shirt, or a suit covering a shirt, as if the underlying items weren't there.) When you're only wearing one, then by default it will be taken off without @@ -1048,18 +1083,6 @@ w- - wield nothing, use your bare (or gloved) hands. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 17 - - - Some characters can wield two weapons at once; use the `X' command (or the "#twoweapon" extended command) to do so. @@ -1090,9 +1113,21 @@ ^X Display basic information about your character. Displays name, role, race, gender (unless role name makes - that redundant, such as Caveman or Priestess), and align- - ment, along with your patron deity and his or her opposi- - tion. It also shows most of the various items of informa- + that redundant, such as Caveman or Priestess), and + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 18 + + + + alignment, along with your patron deity and his or her oppo- + sition. It also shows most of the various items of informa- tion from the status line(s) in a less terse form, including several additional things which don't appear in the normal status display due to space considerations. @@ -1112,20 +1147,6 @@ ^Z Suspend the game (UNIX(R) versions with job control only). See "#suspend" below for more details. - __________ - (R)UNIX is a registered trademark of The Open Group. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 18 - - - : Look at what is here. ; Show what type of thing a visible symbol corresponds to. @@ -1155,6 +1176,22 @@ $ Report the gold you're carrying, possibly shop credit and/or debt too. + + + __________ + (R)UNIX is a registered trademark of The Open Group. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 19 + + + + List the spells you know. Using this command, you can also rearrange the order in @@ -1181,17 +1218,6 @@ (with the perm_invent option), interact with it instead of with the map. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 19 - - - Allows scrolling with the menu_first_page, menu_previ- ous_page, menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by default). Some interfaces also support @@ -1219,6 +1245,19 @@ + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 20 + + + As you can see, the authors of NetHack used up all the let- ters, so this is a way to introduce the less frequently used com- mands. What extended commands are available depends on what fea- @@ -1246,18 +1285,6 @@ provided that all their other attributes match. If it does not have a name, only other stacks with no name are eligi- ble. In either case, otherwise compatible stacks with a - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 20 - - - different name will not be merged. This contrasts with us- ing "#adjust" to move from one slot to a different slot. In that situation, moving (no count given) a compatible stack @@ -1285,6 +1312,18 @@ #attributes Show your attributes. Default key is `^X'. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 21 + + + #autopickup Toggle the autopickup option on/off. Default key is `@'. @@ -1309,21 +1348,13 @@ See the section below entitled "Conduct" for details. + #debugfuzzer + Start the fuzz tester. Debug mode only. + #dip Dip an object into something. Autocompletes. Default key is `M-d'. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 21 - - - The `m' prefix skips dipping into a fountain or pool if there is one at your location. @@ -1347,6 +1378,18 @@ Advance or check weapon and spell skills. Autocompletes. Default key is `M-e'. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 22 + + + #exploremode Switch from normal play to non-scoring explore mode. De- fault key is `M-X'. @@ -1377,20 +1420,8 @@ number_pad is on. #herecmdmenu - Show a menu of possible actions directed at your current - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 22 - - - - location. The menu is limited to a subset of the likeliest + Show a menu of possible actions directed at your current lo- + cation. The menu is limited to a subset of the likeliest actions, not an exhaustive set of all possibilities. Auto- completes. @@ -1413,6 +1444,18 @@ #jump Jump to another location. Autocompletes. Default key is + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 23 + + + `M-j', and also `j' if number_pad is on. #kick @@ -1443,19 +1486,6 @@ #look Look at what is here, under you. Default key is `:'. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 23 - - - #loot Loot a box or bag on the floor beneath you, or the saddle from a steed standing next to you. Autocompletes. Precede @@ -1480,39 +1510,9 @@ Corpses of recently killed monsters are the fodder of choice. - The `m' prefix skips offering any items which are on the al- - tar. - - #open - Open a door. Default key is `o'. - - #options - Show and change option settings. Default key is `O'. - - #overview - Display information you've discovered about the dungeon. - Any visited level (unless forgotten due to amnesia) with an - annotation is included, and many things (altars, thrones, - fountains, and so on; extra stairs leading to another dun- - geon branch) trigger an automatic annotation. If dungeon - overview is chosen during end-of-game disclosure, every vis- - ited level will be included regardless of annotations. Au- - tocompletes. Default keys are `^O', and `M-O'. - - #panic - Test the panic routine. Terminates the current game. Auto- - completes. Debug mode only. - - Asks for confirmation; default is n (no); continue playing. - To really panic, respond with y. You can set the para- - noid_confirmation:quit option to require a response of yes - instead. - - #pay - Pay your shopping bill. Default key is `p'. - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1522,11 +1522,50 @@ + The `m' prefix skips offering any items which are on the al- + tar. + + #open + Open a door. Default key is `o'. + + #options + Show and change option settings. Default key is `O'. Pre- + cede with the `m' prefix to show advanced options. + + #optionsfull + Show advanced game option settings. No default key. Pre- + cede with the `m' prefix to execute the simpler options com- + mand. (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 (unless forgotten due to amnesia) with an + annotation is included, and many things (altars, thrones, + fountains, and so on; extra stairs leading to another dun- + geon branch) trigger an automatic annotation. If dungeon + overview is chosen during end-of-game disclosure, every vis- + ited level will be included regardless of annotations. Au- + tocompletes. Default keys are `^O', and `M-O'. + + #panic + Test the panic routine. Terminates the current game. Auto- + completes. Debug mode only. + + Asks for confirmation; default is n (no); continue playing. + To really panic, respond with y. You can set the para- + noid_confirmation:quit option to require a response of yes + instead. + + #pay + Pay your shopping bill. Default key is `p'. + #perminv - If persistent inventory display is supported and enabled - (with the perm_invent option), interact with it instead of - with the map. You'll be prompted for menu scrolling key- - strokes such as `>' and `<'. Press Return or Escape to re- + If persistent inventory display is supported and enabled + (with the perm_invent option), interact with it instead of + with the map. You'll be prompted for menu scrolling key- + strokes such as `>' and `<'. Press Return or Escape to re- sume normal play. Default key is `|'. #pickup @@ -1536,49 +1575,10 @@ #polyself Polymorph self. Autocompletes. Debug mode only. - #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 re- - ceived help. You probably shouldn't start off a new game by - praying right away.) Since using this command by accident - can cause trouble, there is an option to make you confirm - your intent before praying. It is enabled by default, and - you can reset the paranoid_confirmation option to disable - it. - - #prevmsg - Show previously displayed game messages. Default key is - `^P'. - - #puton - Put on an accessory (ring, amulet, etc). Default key is - `P'. - - #quaff - Quaff (drink) something. Default key is `q'. - - The `m' prefix skips drinking from a fountain or sink if - there is one at your location. - - #quit - 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_con- - firmation:quit option to require a response of yes instead. - - #quiver - Select ammunition for quiver. Default key is `Q'. - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1588,63 +1588,63 @@ + #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 re- + ceived help. You probably shouldn't start off a new game by + praying right away.) Since using this command by accident + can cause trouble, there is an option to make you confirm + your intent before praying. It is enabled by default, and + you can reset the paranoid_confirmation option to disable + it. + + #prevmsg + Show previously displayed game messages. Default key is + `^P'. + + #puton + Put on an accessory (ring, amulet, etc). Default key is + `P'. + + #quaff + Quaff (drink) something. Default key is `q'. + + The `m' prefix skips drinking from a fountain or sink if + there is one at your location. + + #quit + 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_con- + firmation: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 + Read a scroll, a spellbook, or something else. Default key is `r'. #redraw - Redraw the screen. Default key is `^R', and also `^L' if + Redraw the screen. Default key is `^R', and also `^L' if number_pad is on. #remove - Remove an accessory (ring, amulet, etc). Default key is + Remove an accessory (ring, amulet, etc). Default key is `R'. #repeat Repeat the previous command. Default key is `^A'. - #reqmenu - Prefix key to modify the behaviour or request menu from some - commands. Prevents autopickup when used with movement com- - mands. Default key is `m'. - - #retravel - Travel to a previously selected travel destination. Default - key is `C-_'. See also #travel. - - #ride - Ride (or stop riding) a saddled creature. Autocompletes. - Default key is `M-R'. - - #rub - Rub a lamp or a stone. Autocompletes. Default key is `M- - r'. - - #run - Prefix key to run towards a direction. Default key is `G' - when number_pad is off, `5' when number_pad is set to 1 or - 3, otherwise `M-5' when it is set to 2 or 4. - - #rush - Prefix key to rush towards a direction. Default is `g' when - number_pad is off, `M-5' when number_pad is set to 1 or 3, - otherwise `5' when it is set to 2 or 4. - - #save - Save the game and exit the program. Default key is `S'. - - #search - Search for traps and secret doors around you. Default key - is `s'. - - #seeall - Show all equipment in use. Default key is `*'. - - #seeamulet - Show the amulet currently worn. Default key is `"'. - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1654,6 +1654,46 @@ + #reqmenu + Prefix key to modify the behaviour or request menu from some + commands. Prevents autopickup when used with movement com- + mands. Default key is `m'. + + #retravel + Travel to a previously selected travel destination. Default + key is `C-_'. See also #travel. + + #ride + Ride (or stop riding) a saddled creature. Autocompletes. + Default key is `M-R'. + + #rub + Rub a lamp or a stone. Autocompletes. Default key is `M- + r'. + + #run + Prefix key to run towards a direction. Default key is `G' + when number_pad is off, `5' when number_pad is set to 1 or + 3, otherwise `M-5' when it is set to 2 or 4. + + #rush + Prefix key to rush towards a direction. Default is `g' when + number_pad is off, `M-5' when number_pad is set to 1 or 3, + otherwise `5' when it is set to 2 or 4. + + #save + Save the game and exit the program. Default key is `S'. + + #search + Search for traps and secret doors around you. Default key + is `s'. + + #seeall + Show all equipment in use. Default key is `*'. + + #seeamulet + Show the amulet currently worn. Default key is `"'. + #seearmor Show the armor currently worn. Default key is `['. @@ -1667,50 +1707,10 @@ Show the weapon currently wielded. Default key is `)'. #shell - Do a shell escape, switching from NetHack to a subprocess. - Can be disabled at the time the program is built. When en- - abled, access for specific users can be controlled by the - system configuration file. Use the shell command `exit' to - return to the game. Default key is `!'. - - #showgold - Report the gold in your inventory and if you are inside a - shop, report any credit or debt you have in that shop. Does - not report on any gold inside containers you're carrying. - Default key is `$'. - - #showspells - List and reorder known spells. Default key is `+'. - - #showtrap - Describe an adjacent trap, possibly covered by objects or a - monster. To be eligible, the trap must already be discov- - ered. (The "#terrain" command can display your map with all - objects and monsters temporarily removed, making it possible - to see all discovered traps.) Default key is `^'. - - #sit - Sit down. Autocompletes. Default key is `M-s'. - - #stats - Show memory usage statistics. Autocompletes. Debug mode - only. - - #suspend - Suspend the game, switching from NetHack to the terminal it - was started from without performing save-and-exit. Can be - disabled at the time the program is built. When enabled, - mainly useful for tty and curses interfaces on UNIX. Use - the shell command `fg' to return to the game. Default key - is `^Z'. - - #swap - Swap wielded and secondary weapons. Default key is `x'. + Do a shell escape, switching from NetHack to a subprocess. - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1720,6 +1720,45 @@ + Can be disabled at the time the program is built. When en- + abled, access for specific users can be controlled by the + system configuration file. Use the shell command `exit' to + return to the game. Default key is `!'. + + #showgold + Report the gold in your inventory and if you are inside a + shop, report any credit or debt you have in that shop. Does + not report on any gold inside containers you're carrying. + Default key is `$'. + + #showspells + List and reorder known spells. Default key is `+'. + + #showtrap + Describe an adjacent trap, possibly covered by objects or a + monster. To be eligible, the trap must already be discov- + ered. (The "#terrain" command can display your map with all + objects and monsters temporarily removed, making it possible + to see all discovered traps.) Default key is `^'. + + #sit + Sit down. Autocompletes. Default key is `M-s'. + + #stats + Show memory usage statistics. Autocompletes. Debug mode + only. + + #suspend + Suspend the game, switching from NetHack to the terminal it + was started from without performing save-and-exit. Can be + disabled at the time the program is built. When enabled, + mainly useful for tty and curses interfaces on UNIX. Use + the shell command `fg' to return to the game. Default key + is `^Z'. + + #swap + Swap wielded and secondary weapons. Default key is `x'. + #takeoff Take off one piece of armor. Default key is `T'. @@ -1730,53 +1769,14 @@ Teleport around the level. Default key is `^T'. #terrain - Show map without obstructions. In normal play you can view + Show map without obstructions. In normal play you can view the explored portion of the current level's map without mon- - sters; without monsters and objects; or without monsters, + sters; without monsters and objects; or without monsters, objects, and traps. - In explore mode, you can choose to view the full map rather - than just its explored portion. In debug mode there are ad- - ditional choices. - - 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, not an exhaustive set of all possibilities. Auto- - completes. - - #throw - Throw something. Default key is `t'. - - #timeout - Look at the timeout queue. Autocompletes. Debug mode only. - - #tip - Tip over a container (bag or box) to pour out its contents. - Autocompletes. Default key is `M-T'. The `m' prefix makes - the command use a menu. - - #travel - Travel to a specific location on the map. Default key is - `_'. Using the "request menu" prefix shows a menu of inter- - esting targets in sight without asking to move the cursor. - When picking a target with cursor and the autodescribe op- - tion is on, the top line will show "(no travel path)" if - your character does not know of a path to that location. - See also #retravel. - - #turn - Turn undead away. Autocompletes. Default key is `M-t'. - - #twoweapon - Toggle two-weapon combat on or off. Autocompletes. Default - key is `X', and also `M-2' if number_pad is off. - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1786,63 +1786,63 @@ - Note that you must use suitable weapons for this type of + In explore mode, you can choose to view the full map rather + than just its explored portion. In debug mode there are ad- + ditional choices. + + 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, not an exhaustive set of all possibilities. Auto- + completes. + + #throw + Throw something. Default key is `t'. + + #timeout + Look at the timeout queue. Autocompletes. Debug mode only. + + #tip + Tip over a container (bag or box) to pour out its contents. + Autocompletes. Default key is `M-T'. The `m' prefix makes + the command use a menu. + + #travel + Travel to a specific location on the map. Default key is + `_'. Using the "request menu" prefix shows a menu of inter- + esting targets in sight without asking to move the cursor. + When picking a target with cursor and the autodescribe op- + tion is on, the top line will show "(no travel path)" if + your character does not know of a path to that location. + See also #retravel. + + #turn + Turn undead away. Autocompletes. Default key is `M-t'. + + #twoweapon + Toggle two-weapon combat on or off. Autocompletes. Default + key is `X', and also `M-2' if number_pad is off. + + Note that you must use suitable weapons for this type of combat, or it will be automatically turned off. #untrap Untrap something (trap, door, or chest). Default key is `M- u', and `u' if number_pad is on. - In some circumstances it can also be used to rescue trapped + In some circumstances it can also be used to rescue trapped monsters. #up Go up a staircase. Default key is `<'. - #vanquished - List vanquished monsters. Autocompletes. Debug mode only. - - #version - Print compile time options for this version of NetHack. - - The second paragraph lists the user interface(s) that are - included. If there are more than one, you can use the win- - dowtype option in your run-time configuration file to select - the one you want. - - Autocompletes. Default key is `M-v'. - - #versionshort - Show the program's version number, plus the date and time - that the running copy was built from sources (not the ver- - sion's release date). Default key is `v'. - - #vision - Show vision array. Autocompletes. Debug mode only. - - #wait - Rest one move while doing nothing. Default key is `.', and - also ` ' if rest_on_space is on. - - #wear - Wear a piece of armor. Default key is `W'. - - #whatdoes - Tell what a key does. Default key is `&'. - - #whatis - Show what type of thing a symbol corresponds to. Default - key is `/'. - - #wield - Wield a weapon. Default key is `w'. - - #wipe - Wipe off your face. Autocompletes. Default key is `M-w'. - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -1852,22 +1852,75 @@ + #vanquished + List vanquished monsters. Autocompletes. Debug mode only. + + #version + Print compile time options for this version of NetHack. + + The second paragraph lists the user interface(s) that are + included. If there are more than one, you can use the win- + dowtype option in your run-time configuration file to select + the one you want. + + Autocompletes. Default key is `M-v'. + + #versionshort + Show the program's version number, plus the date and time + that the running copy was built from sources (not the ver- + sion's release date). Default key is `v'. + + #vision + Show vision array. Autocompletes. Debug mode only. + + #wait + Rest one move while doing nothing. Default key is `.', and + also ` ' if rest_on_space is on. + + #wear + Wear a piece of armor. Default key is `W'. + + #whatdoes + Tell what a key does. Default key is `&'. + + #whatis + Show what type of thing a symbol corresponds to. Default + key is `/'. + + #wield + Wield a weapon. Default key is `w'. + + #wipe + Wipe off your face. Autocompletes. Default key is `M-w'. + #wizborn Show monster birth, death, genocide, and extinct statistics. Debug mode only. #wizbury - Bury objects under and around you. Autocompletes. Debug + Bury objects under and around you. Autocompletes. Debug mode only. #wizdetect - Reveal hidden things (secret doors or traps or unseen mon- - sters) within a modest radius. No time elapses. Autocom- + Reveal hidden things (secret doors or traps or unseen mon- + sters) within a modest radius. No time elapses. Autocom- pletes. Debug mode only. Default key is `^E'. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 30 + + + #wizgenesis Create a monster. May be prefixed by a count to create more - than one. Autocompletes. Debug mode only. Default key is + than one. Autocompletes. Debug mode only. Default key is `^G'. #wizidentify @@ -1879,9 +1932,9 @@ mode only. #wizkill - Remove monsters from play by just pointing at them. By de- + Remove monsters from play by just pointing at them. By de- fault the hero gets credit or blame for killing the targets. - Precede this command with the `m' prefix to override that. + Precede this command with the `m' prefix to override that. Autocompletes. Debug mode only. #wizlevelport @@ -1889,49 +1942,48 @@ Default key is `^V'. #wizmap - Map the level. Autocompletes. Debug mode only. Default + Map the level. Autocompletes. Debug mode only. Default key is `^F'. #wizrumorcheck - Verify rumor boundaries by displaying first and last true + Verify rumor boundaries by displaying first and last true rumors and first and last false rumors. - Also displays first, second, and last random engravings, + Also displays first, second, and last random engravings, epitaphs, and hallucinatory monsters. Autocompletes. Debug mode only. #wizseenv - Show map locations' seen vectors. Autocompletes. Debug + Show map locations' seen vectors. Autocompletes. Debug mode only. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 30 - - - #wizsmell Smell monster. Autocompletes. Debug mode only. #wizwhere - Show locations of special levels. Autocompletes. Debug + Show locations of special levels. Autocompletes. Debug mode only. #wizwish - Wish for something. Autocompletes. Debug mode only. De- + Wish for something. Autocompletes. Debug mode only. De- fault key is `^W'. #wmode Show wall modes. Autocompletes. Debug mode only. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 31 + + + #zap Zap a wand. Default key is `z'. @@ -1941,23 +1993,23 @@ If your keyboard has a meta key (which, when pressed in com- - bination with another key, modifies it by setting the "meta" - [8th, or "high"] bit), you can invoke many extended commands by + bination with another key, modifies it by setting the "meta" + [8th, or "high"] bit), you can invoke many extended commands by meta-ing the first letter of the command. - On Windows and MS-DOS, the "Alt" key can be used in this - fashion. On other systems, if typing "Alt" plus another key - transmits a two character sequence consisting of an Escape fol- - lowed by the other key, you may set the altmeta option to have - NetHack combine them into meta+key. (This combining action only - takes place when NetHack is expecting a command to execute, not + 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 fol- + lowed by the other key, you may set the altmeta option to have + NetHack combine them into meta+key. (This combining action only + takes place when NetHack is expecting a command to execute, not when accepting input to name something or to make a wish.) - Unlike control characters, where ^x and ^X denote the same + 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 + different things. Some commands which can be run via a meta character require that the letter be capitalized because the low- - er-case equivalent is used for another command, so the three key + er-case equivalent is used for another command, so the three key combination meta+shift+letter is needed. @@ -1971,19 +2023,6 @@ M-c #chat - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 31 - - - M-C #conduct M-d #dip @@ -1998,6 +2037,19 @@ M-l #loot + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 32 + + + M-m #monster M-n #name @@ -2028,7 +2080,7 @@ - If the number_pad option is on, some additional letter com- + If the number_pad option is on, some additional letter com- mands are available: h #help @@ -2037,19 +2089,6 @@ k #kick - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 32 - - - l #loot N #name @@ -2059,54 +2098,15 @@ 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. + 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 corridors 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. Multiple search attempts may be needed. When searching is - successful, secret corridors become ordinary open corridor loca- - tions. Mapping magic reveals secret corridors, so converts them - into ordinary corridors 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 stunned or suffer from the fumbling at- - tribute. - - 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 us- - ing 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. Alternatively, 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 - NetHack 3.7 May 23, 2022 + + NetHack 3.7 August 21, 2022 @@ -2116,63 +2116,63 @@ + Secret corridors are hidden and appear to be solid rock. + You can find them with the `s' (search) command when adjacent to + them. Multiple search attempts may be needed. When searching is + successful, secret corridors become ordinary open corridor loca- + tions. Mapping magic reveals secret corridors, so converts them + into ordinary corridors 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 stunned or suffer from the fumbling attri- + bute. + + 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 us- + ing 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. Alternatively, 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 effec- + it. If you accede, success will eliminate the trap but failure + will set off the trap's explosion. (If you decline, you effec- tively forget that a trap was found there.) - Closed doors can be useful for shutting out monsters. Most - monsters 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 + Closed doors can be useful for shutting out monsters. Most + monsters 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. And some (giants) can smash doors. Secret doors are hidden and appear to be ordinary wall (from - inside a room) or solid rock (from outside). You can find them - with the `s' (search) command but it might take multiple tries - (possibly many tries if your luck is poor). Once found they are - in all ways equivalent to normal doors. Mapping magic does not - reveal secret doors. - - 5.2. Traps (`^') - - There are traps throughout the dungeon to snare the unwary - intruder. For example, you may suddenly fall into a pit and be - stuck for a few turns trying to climb out (see below). A trap - usually won't appear on your map until you trigger it by moving - onto it, you see someone else trigger it, or you discover it with - the `s' (search) command (multiple attempts are often needed; if - your luck is poor, many attempts might be needed). Wands of se- - cret door detection and spell of detect unseen also reveal traps - within a modest radius but only if the trap is also within line- - of-sight (whether you can see at the time or not). There is also - other magic which can reveal traps. - - Monsters can fall prey to traps, too, which can potentially - be used as a defensive strategy. Unfortunately traps can be - harmful to your pet(s) as well. Monsters, including pets, usual- - ly will avoid moving onto a trap which is shown on your map if - they have encountered that type of trap before. - - Some traps such as pits, bear traps, and webs hold you in - one place. You can escape by simply trying to move to an adja- - cent spot and repeat as needed; eventually you will get free. - - Other traps can send you to different locations. Tele- - porters send you elsewhere on the same dungeon level. Level - teleporters send you to a random dungeon level, the destination - chosen from a few levels lower all the way to the top. Trap - doors and holes also send you to another level, but one which is - always below the current level. Usually that will be the next - level down but it can be farther. All of these traps choose a - new destination each time they're activated. Magic portals also - send you to a different level but behave differently. Some por- - tals 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 necessarily to a + inside a room) or solid rock (from outside). You can find them + with the `s' (search) command but it might take multiple tries - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2182,63 +2182,63 @@ + (possibly many tries if your luck is poor). Once found they are + in all ways equivalent to normal doors. Mapping magic does not + reveal secret doors. + + 5.2. Traps (`^') + + There are traps throughout the dungeon to snare the unwary + intruder. For example, you may suddenly fall into a pit and be + stuck for a few turns trying to climb out (see below). A trap + usually won't appear on your map until you trigger it by moving + onto it, you see someone else trigger it, or you discover it with + the `s' (search) command (multiple attempts are often needed; if + your luck is poor, many attempts might be needed). Wands of se- + cret door detection and spell of detect unseen also reveal traps + within a modest radius but only if the trap is also within line- + of-sight (whether you can see at the time or not). There is also + other magic which can reveal traps. + + Monsters can fall prey to traps, too, which can potentially + be used as a defensive strategy. Unfortunately traps can be + harmful to your pet(s) as well. Monsters, including pets, usual- + ly will avoid moving onto a trap which is shown on your map if + they have encountered that type of trap before. + + Some traps such as pits, bear traps, and webs hold you in + one place. You can escape by simply trying to move to an adja- + cent spot and repeat as needed; eventually you will get free. + + Other traps can send you to different locations. Tele- + porters send you elsewhere on the same dungeon level. Level + teleporters send you to a random dungeon level, the destination + chosen from a few levels lower all the way to the top. Trap + doors and holes also send you to another level, but one which is + always below the current level. Usually that will be the next + level down but it can be farther. All of these traps choose a + new destination each time they're activated. Magic portals also + send you to a different level but behave differently. Some por- + tals 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 necessarily 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." + 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 + 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 Sokoban game, you can only move in the four + beyond them. In the Sokoban game, you can only move in the four cardinal compass directions, and a crate in its final destination - blocks further access to that spot. In the Sokoban levels of - NetHack, you can move diagonally (unless that would let you pass - between two neighboring boulders) but you can only push boulders - in the four cardinal directions, and a boulder which fills a pit - or hole removes both the boulder and the trap so opens up normal - access to that spot. With careful foresight, it is possible to - complete all of the levels according to the traditional rules of - Sokoban. (Hint: to solve Sokoban puzzles, you often need to move - things away from their eventual destinations in order to open up - more room to maneuver.) Since NetHack does not support an undo - capability, some allowances are permitted in case you get stuck. - For example, each level has at least one extra boulder. Also, it - is possible to drop everything in order to be able to squeeze in- - to the same location as a boulder (and then presumably move past - it), or to destroy a boulder with magic or tools, or to create - new boulders with a scroll of earth. However, doing such things - will lower your luck without any specific message given about - that. See the Conduct section for information about getting - feedback for your actions in Sokoban. - - 5.3. Stairs and ladders (`<', `>') - - In general, each level in the dungeon will have a staircase - going up (`<') to the previous level and another going down (`>') - to the next level. There are some exceptions though. For in- - stance, fairly early in the dungeon you will find a level with - two down staircases, one continuing into the dungeon and the oth- - er 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 dun- - geon. - - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated and stored in a file on disk. If you're moving to a - previously visited level, it will be loaded from its file on disk - and reactivated. If you're moving to a level which has not yet - been visited, it will be created (from scratch for most random - levels, from a template for some "special" levels, or loaded from - the remains of an earlier game for a "bones" level as briefly de- - scribed below). Monsters are only active on the current level; - those on other levels are essentially placed into stasis. + blocks further access to that spot. In the Sokoban levels of + NetHack, you can move diagonally (unless that would let you pass + between two neighboring boulders) but you can only push boulders + in the four cardinal directions, and a boulder which fills a pit - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2248,63 +2248,63 @@ - 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 + or hole removes both the boulder and the trap so opens up normal + access to that spot. With careful foresight, it is possible to + complete all of the levels according to the traditional rules of + Sokoban. (Hint: to solve Sokoban puzzles, you often need to move + things away from their eventual destinations in order to open up + more room to maneuver.) Since NetHack does not support an undo + capability, some allowances are permitted in case you get stuck. + For example, each level has at least one extra boulder. Also, it + is possible to drop everything in order to be able to squeeze in- + to the same location as a boulder (and then presumably move past + it), or to destroy a boulder with magic or tools, or to create + new boulders with a scroll of earth. However, doing such things + will lower your luck without any specific message given about + that. See the Conduct section for information about getting + feedback for your actions in Sokoban. + + 5.3. Stairs and ladders (`<', `>') + + In general, each level in the dungeon will have a staircase + going up (`<') to the previous level and another going down (`>') + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with + two down staircases, one continuing into the dungeon and the oth- + er 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 dun- + geon. + + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated and stored in a file on disk. If you're moving to a + previously visited level, it will be loaded from its file on disk + and reactivated. If you're moving to a level which has not yet + been visited, it will be created (from scratch for most random + levels, from a template for some "special" levels, or loaded from + the remains of an earlier game for a "bones" level as briefly de- + scribed below). Monsters are only active on the current level; + those on other levels are essentially placed into stasis. + + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the + sionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable during game play. - 5.4. Shops and shopping - - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy - items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- - ing the "#chat" command while standing on it. Using an item pri- - or to paying for it will incur a charge, and the shopkeeper won't - allow you to leave the shop until you have paid any debt you owe. - - You can sell items to a shopkeeper by dropping them to the - floor while inside a shop. You will either be offered an amount - of gold and asked whether you're willing to sell, or you'll be - told that the shopkeeper isn't interested (generally, your item - needs to be compatible with the type of merchandise carried by - the shop). - - If you drop something in a shop by accident, the shopkeeper - will usually claim ownership without offering any compensation. - You'll have to buy it back if you want to reclaim it. - - Shopkeepers sometime run out of money. When that happens, - you'll be offered credit instead of gold when you try to sell - something. Credit can be used to pay for purchases, but it is - only good in the shop where it was obtained; other shopkeepers - won't honor it. (If you happen to find a "credit card" in the - dungeon, don't bother trying to use it in shops; shopkeepers will - not accept it.) - - The `$' command, which reports the amount of gold you are - carrying (in inventory, not inside bags or boxes), will also show - current shop debt or credit, if any. The "Iu" command lists un- - paid items (those which still belong to the shop) if you are car- - rying any. The "Ix" command shows an inventory-like display of - any unpaid items which have been used up, along with other shop - fees, if any. - - 5.4.1. Shop idiosyncrasies - - Several aspects of shop behavior might be unexpected. - NetHack 3.7 May 23, 2022 + + NetHack 3.7 August 21, 2022 @@ -2314,63 +2314,63 @@ + 5.4. Shops and shopping + + Occasionally you will run across a room with a shopkeeper + near the door and many items lying on the floor. You can buy + items by picking them up and then using the `p' command. You can + inquire about the price of an item prior to picking it up by us- + ing the "#chat" command while standing on it. Using an item pri- + or to paying for it will incur a charge, and the shopkeeper won't + allow you to leave the shop until you have paid any debt you owe. + + You can sell items to a shopkeeper by dropping them to the + floor while inside a shop. You will either be offered an amount + of gold and asked whether you're willing to sell, or you'll be + told that the shopkeeper isn't interested (generally, your item + needs to be compatible with the type of merchandise carried by + the shop). + + If you drop something in a shop by accident, the shopkeeper + will usually claim ownership without offering any compensation. + You'll have to buy it back if you want to reclaim it. + + Shopkeepers sometime run out of money. When that happens, + you'll be offered credit instead of gold when you try to sell + something. Credit can be used to pay for purchases, but it is + only good in the shop where it was obtained; other shopkeepers + won't honor it. (If you happen to find a "credit card" in the + dungeon, don't bother trying to use it in shops; shopkeepers will + not accept it.) + + The `$' command, which reports the amount of gold you are + carrying (in inventory, not inside bags or boxes), will also show + current shop debt or credit, if any. The "Iu" command lists un- + paid items (those which still belong to the shop) if you are car- + rying any. The "Ix" command shows an inventory-like display of + any unpaid items which have been used up, along with other shop + fees, if any. + + 5.4.1. Shop idiosyncrasies + + Several aspects of shop behavior might be unexpected. + * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. - * While the shopkeeper watches you like a hawk, he or she will + * While the shopkeeper watches you like a hawk, he or she will generally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its + * If a shop is "closed for inventory," it will not open of its own accord. * Shops do not get restocked with new items, regardless of inven- tory depletion. - 5.5. Movement feedback - Moving around the map usually provides no feedback--other - than drawing the hero at the new location--unless you step on an - object or pile of objects, or on a trap, or attempt to move onto - a spot where a monster is located. There are several options - which can be used to augment the normal feedback. - - The pile_limit option controls how many objects can be in a - pile--sharing the same map location--for the game to state "there - are objects here" instead of listing them. The default is 5. - Setting it to 1 would always give that message instead of listing - any objects. Setting it to 0 is a special case which will always - list all objects no matter how big a pile is. Note that the num- - ber refers to the count of separate stacks of objects present - rather than the sum of the quantities of those stacks (so 7 ar- - rows or 25 gold pieces will each count as 1 rather than as 7 and - 25, respectively, and total to 2 when both are at the same loca- - tion). - - The "nopickup" command prefix (default `m') can be used be- - fore a movement direction to step on objects without attempting - auto-pickup and without giving feedback about them. - - The mention_walls option controls whether you get feedback - if you try to walk into a wall or solid stone or off the edge of - the map. Normally nothing happens (unless the hero is blind and - no wall is shown, then the wall that is being bumped into will be - drawn on the map). This option also gives feedback when rushing - or running stops 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 any- - thing 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 - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2380,63 +2380,63 @@ - give feedback if not yet on that type of terrain but not repeat - it (unless there has been some intervening message) when moving + 5.5. Movement feedback + + Moving around the map usually provides no feedback--other + than drawing the hero at the new location--unless you step on an + object or pile of objects, or on a trap, or attempt to move onto + a spot where a monster is located. There are several options + which can be used to augment the normal feedback. + + The pile_limit option controls how many objects can be in a + pile--sharing the same map location--for the game to state "there + are objects here" instead of listing them. The default is 5. + Setting it to 1 would always give that message instead of listing + any objects. Setting it to 0 is a special case which will always + list all objects no matter how big a pile is. Note that the num- + ber refers to the count of separate stacks of objects present + rather than the sum of the quantities of those stacks (so 7 ar- + rows or 25 gold pieces will each count as 1 rather than as 7 and + 25, respectively, and total to 2 when both are at the same loca- + tion). + + The "nopickup" command prefix (default `m') can be used be- + fore a movement direction to step on objects without attempting + auto-pickup and without giving feedback about them. + + The mention_walls option controls whether you get feedback + if you try to walk into a wall or solid stone or off the edge of + the map. Normally nothing happens (unless the hero is blind and + no wall is shown, then the wall that is being bumped into will be + drawn on the map). This option also gives feedback when rushing + or running stops 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 any- + thing unless it is covered by one or more objects so is obscured + on the map. Setting this option to true will describe such + things even when they aren't obscured. Doorless doorways and + open doors aren't considered worthy of mention; closed doors (if + you can move onto their spots) and broken doors are. Assuming + that you're able to do so, moving onto water or lava or ice will + give feedback if not yet on that type of terrain but not repeat + it (unless there has been some intervening message) when moving from water to another water spot, or lava to lava, or ice to ice. - Moving off of any of those back onto "normal" terrain will give - one message too, unless there is feedback about one or more ob- + Moving off of any of those back onto "normal" terrain will give + one message too, unless there is feedback about one or more ob- jects, in which case the back on land circumstance is implied. - The confirm and safe_pet options control what happens when - you try to move onto a peaceful monster's spot or a tame one's + The confirm and safe_pet options control what happens when + you try to move onto a peaceful monster's spot or a tame one's spot. - The "nopickup" command prefix (default `m') is also the + 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 at- - tack (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 attacking a peaceful or tame - creature. - - The run_mode option controls how frequently the map gets re- - drawn 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 dungeon) is a tribute to the ancestor game hack's inspira- - tion rogue. - - It is usually displayed differently from other levels: pos- - sibly 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 differences 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.... - - 6. Monsters - - Monsters you cannot see are not displayed on the screen. - Beware! You may suddenly come upon one in a dark place. Some - magic items can help you locate them before they locate you - (which some monsters can do very well). - - The commands `/' and `;' may be used to obtain information - about those monsters who are displayed on the screen. The com- - mand "#name" (by default bound to `C'), allows you to assign a - name to a monster, which may be useful to help distinguish one + a visible monster's spot without the move being considered an - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2446,63 +2446,63 @@ - from another when multiple monsters are present. Assigning a + 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 attacking a peaceful or tame + creature. + + The run_mode option controls how frequently the map gets re- + drawn 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 dungeon) is a tribute to the ancestor game hack's inspira- + tion rogue. + + It is usually displayed differently from other levels: pos- + sibly 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 differences 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.... + + 6. Monsters + + Monsters you cannot see are not displayed on the screen. + Beware! You may suddenly come upon one in a dark place. Some + magic items can help you locate them before they locate you + (which some monsters can do very well). + + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand "#name" (by default bound to `C'), allows you to assign a + name to a monster, which may be useful to help distinguish one + from another when multiple monsters are present. Assigning a name which is just a space will remove any prior name. The extended command "#chat" can be used to interact with an adjacent monster. There is no actual dialog (in other words, you don't get to choose what you'll say), but chatting with some mon- - sters such as a shopkeeper or the Oracle of Delphi can produce + sters 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 + If you see a monster and you wish to fight it, just attempt + to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous - when angered. Remember: discretion is the better part of valor. - - In most circumstances, if you attempt to attack a peaceful - monster by moving into its location, you'll be asked to confirm - your intent. By default an answer of `y' acknowledges that in- - tent, which can be error prone if you're using `y' to move. You - can set the paranoid_confirmation option to require a response of - "yes" instead. - - If you can't see a monster (if it is invisible, or if you - are blinded), the symbol `I' will be shown when you learn of its - presence. If you attempt to walk into it, you will try to fight - it just like a monster that you can see; of course, if the mon- - ster has moved, you will attack empty air. If you guess that the - monster has moved and you don't wish to fight, you can use the - `m' command to move without fighting; likewise, if you don't re- - member a monster but want to try fighting anyway, you can use the - `F' command. - - 6.2. Your pet - - You start the game with a little dog (`d'), kitten (`f'), or - pony (`u'), which follows you about the dungeon and fights mon- - sters with you. Like you, your pet needs food to survive. Dogs - and cats usually feed themselves on fresh carrion and other - meats; horses need vegetarian food which is harder to come by. - If you're worried about your pet or want to train it, you can - feed it, too, by throwing it food. A properly trained pet can be - very useful under certain circumstances. - - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than - you, which makes pets useful for low-level characters. - - Your pet will follow you up and down staircases if it is - next to you when you move. Otherwise your pet will be stranded - and may become wild. Similarly, when you trigger certain types - of traps which alter your location (for instance, a trap door - which drops you to a lower dungeon level), any adjacent pet will - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2512,63 +2512,63 @@ + when angered. Remember: discretion is the better part of valor. + + In most circumstances, if you attempt to attack a peaceful + monster by moving into its location, you'll be asked to confirm + your intent. By default an answer of `y' acknowledges that in- + tent, which can be error prone if you're using `y' to move. You + can set the paranoid_confirmation option to require a response of + "yes" instead. + + If you can't see a monster (if it is invisible, or if you + are blinded), the symbol `I' will be shown when you learn of its + presence. If you attempt to walk into it, you will try to fight + it just like a monster that you can see; of course, if the mon- + ster has moved, you will attack empty air. If you guess that the + monster has moved and you don't wish to fight, you can use the + `m' command to move without fighting; likewise, if you don't re- + member a monster but want to try fighting anyway, you can use the + `F' command. + + 6.2. Your pet + + You start the game with a little dog (`d'), kitten (`f'), or + pony (`u'), which follows you about the dungeon and fights mon- + sters with you. Like you, your pet needs food to survive. Dogs + and cats usually feed themselves on fresh carrion and other + meats; horses need vegetarian food which is harder to come by. + If you're worried about your pet or want to train it, you can + feed it, too, by throwing it food. A properly trained pet can be + very useful under certain circumstances. + + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than + you, which makes pets useful for low-level characters. + + Your pet will follow you up and down staircases if it is + next to you when you move. Otherwise your pet will be stranded + and may become wild. Similarly, when you trigger certain types + of traps which alter your location (for instance, a trap door + which drops you to a lower dungeon level), any adjacent pet will accompany you and any non-adjacent pet will be left behind. Your - pet may trigger such traps itself; you will not be carried along + pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time. 6.3. Steeds - Some types of creatures in the dungeon can actually be rid- + Some types of creatures in the dungeon can actually be rid- den if you have the right equipment and skill. Convincing a wild - beast to let you saddle it up is difficult to say the least. - Many a dungeoneer has had to resort to magic and wizardry in or- + beast to let you saddle it up is difficult to say the least. + Many a dungeoneer has had to resort to magic and wizardry in or- der to forge the alliance. Once you do have the beast under your - control however, you can easily climb in and out of the saddle + control however, you can easily climb in and out of the saddle with the "#ride" command. Lead the beast around the dungeon when riding, in the same manner as you would move yourself. It is the - beast that you will see displayed on the map. - - Riding skill is managed by the "#enhance" command. See the - section on Weapon proficiency for more information about that. - - Use the `a' (apply) command and pick a saddle in your inven- - tory to attempt to put that saddle on an adjacent creature. If - successful, it will be transferred to that creature's inventory. - - Use the "#loot" command while adjacent to a saddled creature - to try to remove the saddle from that creature. If successful, - it will be transferred to your inventory. - - 6.4. Bones levels - - You may encounter the shades and corpses of other adventur- - ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. - Beware of whatever killed the former player; it is probably still - lurking around, gloating over its last victory. - - 6.5. Persistence of Monsters - - Monsters (a generic reference which also includes humans and - pets) are only shown while they can be seen or otherwise sensed. - Moving to a location where you can't see or sense a monster any - more will result in it disappearing from your map, similarly if - it is the one who moved rather than you. - - However, if you encounter a monster which you can't see or - sense--perhaps it is invisible and has just tapped you on the - noggin--a special "remembered, unseen monster" marker will be - displayed at the location where you think it is. That will per- - sist until you have proven that there is no monster there, even - if the unseen monster moves to another location or you move to a - spot where the marker's location ordinarily wouldn't be seen any - more. - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2578,63 +2578,63 @@ + beast that you will see displayed on the map. + + Riding skill is managed by the "#enhance" command. See the + section on Weapon proficiency for more information about that. + + Use the `a' (apply) command and pick a saddle in your inven- + tory to attempt to put that saddle on an adjacent creature. If + successful, it will be transferred to that creature's inventory. + + Use the "#loot" command while adjacent to a saddled creature + to try to remove the saddle from that creature. If successful, + it will be transferred to your inventory. + + 6.4. Bones levels + + You may encounter the shades and corpses of other adventur- + ers (or even former incarnations of yourself!) and their personal + effects. Ghosts are hard to kill, but easy to avoid, since + they're slow and do little damage. You can plunder the deceased + adventurer's possessions; however, they are likely to be cursed. + Beware of whatever killed the former player; it is probably still + lurking around, gloating over its last victory. + + 6.5. Persistence of Monsters + + Monsters (a generic reference which also includes humans and + pets) are only shown while they can be seen or otherwise sensed. + Moving to a location where you can't see or sense a monster any + more will result in it disappearing from your map, similarly if + it is the one who moved rather than you. + + However, if you encounter a monster which you can't see or + sense--perhaps it is invisible and has just tapped you on the + noggin--a special "remembered, unseen monster" marker will be + displayed at the location where you think it is. That will per- + sist until you have proven that there is no monster there, even + if the unseen monster moves to another location or you move to a + spot where the marker's location ordinarily wouldn't be seen any + more. + 7. Objects When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished by using the `,' command. If autopickup option is on, you will automatically pick - up the object by walking over, unless you move with the `m' pre- + up the object by walking over, unless you move with the `m' pre- fix. - If you're carrying too many items, NetHack will tell you so - and you won't be able to pick up anything more. Otherwise, it - will add the object(s) to your pack and tell you what you just + If you're carrying too many items, NetHack will tell you so + and you won't be able to pick up anything more. Otherwise, it + will add the object(s) to your pack and tell you what you just picked up. - As you add items to your inventory, you also add the weight - of that object to your load. The amount that you can carry de- - pends on your strength and your constitution. The stronger and - sturdier you are, the less the additional load will affect you. - There comes a point, though, when the weight of all of that stuff - you are carrying around with you through the dungeon will encum- - ber you. Your reactions will get slower and you'll burn calories - faster, requiring food more frequently to cope with it. Eventu- - ally, you'll be so overloaded that you'll either have to discard - some of what you're carrying or collapse under its weight. - - NetHack will tell you how badly you have loaded yourself. - If you are encumbered, one of the conditions Burdened, Stressed, - Strained, Overtaxed, or Overloaded will be shown on the bottom - line status display. - - When you pick up an object, it is assigned an inventory let- - ter. Many commands that operate on objects must ask you to find - out which object you want to use. When NetHack asks you to - choose a particular object you are carrying, you are usually pre- - sented with a list of inventory letters to choose from (see Com- - mands, above). - - Some objects, such as weapons, are easily differentiated. - Others, like scrolls and potions, are given descriptions which - vary according to type. During a game, any two objects with the - same description are the same type. However, the descriptions - will vary from game to game. - - When you use one of these objects, if its effect is obvious, - NetHack will remember what it is for you. If its effect isn't - extremely obvious, you will be asked what you want to call this - type of object so you will recognize it later. You can also use - the "#name" command, for the same purpose at any time, to name - all objects of a particular type or just an individual object. - When you use "#name" on an object which has already been named, - specifying a space as the value will remove the prior name in- - stead of assigning a new one. - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2644,63 +2644,63 @@ + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends on your strength and your constitution. The stronger and + sturdier you are, the less the additional load will affect you. + There comes a point, though, when the weight of all of that stuff + you are carrying around with you through the dungeon will encum- + ber you. Your reactions will get slower and you'll burn calories + faster, requiring food more frequently to cope with it. Eventu- + ally, you'll be so overloaded that you'll either have to discard + some of what you're carrying or collapse under its weight. + + NetHack will tell you how badly you have loaded yourself. + If you are encumbered, one of the conditions Burdened, Stressed, + Strained, Overtaxed, or Overloaded will be shown on the bottom + line status display. + + When you pick up an object, it is assigned an inventory let- + ter. Many commands that operate on objects must ask you to find + out which object you want to use. When NetHack asks you to + choose a particular object you are carrying, you are usually pre- + sented with a list of inventory letters to choose from (see Com- + mands, above). + + Some objects, such as weapons, are easily differentiated. + Others, like scrolls and potions, are given descriptions which + vary according to type. During a game, any two objects with the + same description are the same type. However, the descriptions + will vary from game to game. + + When you use one of these objects, if its effect is obvious, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this + type of object so you will recognize it later. You can also use + the "#name" command, for the same purpose at any time, to name + all objects of a particular type or just an individual object. + When you use "#name" on an object which has already been named, + specifying a space as the value will remove the prior name in- + stead of assigning a new one. + 7.1. Curses and Blessings - Any object that you find may be cursed, even if the object + Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being - stuck with (and to) the item. Cursed weapons weld themselves to - your hand when wielded, so you cannot unwield them. Any cursed - item you wear is not removable by ordinary means. In addition, - cursed arms and armor usually, but not always, bear negative en- + stuck with (and to) the item. Cursed weapons weld themselves to + your hand when wielded, so you cannot unwield them. Any cursed + item you wear is not removable by ordinary means. In addition, + cursed arms and armor usually, but not always, bear negative en- chantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways. - Objects can also be blessed instead. Blessed items usually + 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 + example, a blessed weapon will do slightly more damage against demons. - Objects which are neither cursed nor blessed are referred to - as uncursed. They could just as easily have been described as - 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 that you can see them land. - - An item with unknown status will be reported in your inven- - tory with no prefix. An item which you know the state of will be - distinguished in your inventory by the presence of the word - cursed, uncursed, or blessed in the description of the item. In - some cases uncursed will be omitted as being redundant when - enough other information is displayed. The implicit_uncursed op- - tion can be used to control this; toggle it off to have uncursed - be displayed even when that can be deduced from other attributes. - - Sometimes the bless or curse state of objects is referred to - as their "BUC" attribute, for Blessed, Uncursed, or Cursed state, - or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term - beatitude is occasionally used as well.) - - 7.2. Weapons (`)') - - Given a chance, most monsters in the Mazes of Menace will - gratuitously try to kill you. You need weapons for self-defense - (killing them first). Without a weapon, you do only 1-2 hit - points of damage (plus bonuses, if any). Monk characters are an - exception; they normally do more damage with bare (or gloved) - hands than they do with weapons. - - - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2710,63 +2710,63 @@ + 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 that you can see them land. + + An item with unknown status will be reported in your inven- + tory with no prefix. An item which you know the state of will be + distinguished in your inventory by the presence of the word + cursed, uncursed, or blessed in the description of the item. In + some cases uncursed will be omitted as being redundant when + enough other information is displayed. The implicit_uncursed op- + tion can be used to control this; toggle it off to have uncursed + be displayed even when that can be deduced from other attributes. + + Sometimes the bless or curse state of objects is referred to + as their "BUC" attribute, for Blessed, Uncursed, or Cursed state, + or "BUCX" for Blessed, Uncursed, Cursed, or unknown. (The term + beatitude is occasionally used as well.) + + 7.2. Weapons (`)') + + Given a chance, most monsters in the Mazes of Menace will + gratuitously try to kill you. You need weapons for self-defense + (killing them first). Without a weapon, you do only 1-2 hit + points of damage (plus bonuses, if any). Monk characters are an + exception; they normally do 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 cross- + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can + simply elect to throw a spear. To shoot an arrow, you should + first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). - Enchanted weapons have a "plus" (or "to hit enhancement" - which can be either positive or negative) that adds to your - chance to hit and the damage you do to a monster. The only way + Enchanted weapons have a "plus" (or "to hit enhancement" + which can be either positive or negative) that adds to your + chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically iden- - tified somehow. Most weapons are subject to some type of damage + tified somehow. Most weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired. - The chance that an attack will successfully hit a monster, - and the amount of damage such a hit will do, depends upon many - factors. Among them are: type of weapon, quality of weapon (en- - chantment and/or erosion), experience level, strength, dexterity, - encumbrance, and proficiency (see below). The monster's armor - class--a general defense rating, not necessarily due to wearing - of armor--is a factor too; also, some monsters are particularly - vulnerable to certain types of weapons. - - Many weapons can be wielded in one hand; some require both - hands. When wielding a two-handed weapon, you can not wear a - shield, and vice versa. When wielding a one-handed weapon, you - can have another weapon ready to use by setting things up with - the `x' command, which exchanges your primary (the one being - wielded) and alternate weapons. And if you have proficiency in - the "two weapon combat" skill, you may wield both weapons simul- - taneously as primary and secondary; use the `X' command to engage - or disengage that. Only some types of characters (barbarians, - for instance) have the necessary skill available. Even with that - skill, using two weapons at once incurs a penalty in the chance - to hit your target compared to using just one weapon at a time. - - There might be times when you'd rather not wield any weapon - at all. To accomplish that, wield `-', or else use the `A' com- - mand which allows you to unwield the current weapon in addition - to taking off other worn items. - - Those of you in the audience who are AD&D players, be aware - that each weapon which existed in AD&D does roughly the same dam- - age to monsters in NetHack. Some of the more obscure weapons - (such as the aklys, lucern hammer, and bec-de-corbin) are defined - in an appendix to Unearthed Arcana, an AD&D supplement. - - The commands to use weapons are `w' (wield), `t' (throw), - `f' (fire), `Q' (quiver), `x' (exchange), `X' (twoweapon), and - "#enhance" (see below). + The chance that an attack will successfully hit a monster, + and the amount of damage such a hit will do, depends upon many + factors. Among them are: type of weapon, quality of weapon - - - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2776,63 +2776,63 @@ + (enchantment and/or erosion), experience level, strength, dexter- + ity, encumbrance, and proficiency (see below). The monster's ar- + mor class--a general defense rating, not necessarily due to wear- + ing of armor--is a factor too; also, some monsters are particu- + larly vulnerable to certain types of weapons. + + Many weapons can be wielded in one hand; some require both + hands. When wielding a two-handed weapon, you can not wear a + shield, and vice versa. When wielding a one-handed weapon, you + can have another weapon ready to use by setting things up with + the `x' command, which exchanges your primary (the one being + wielded) and alternate weapons. And if you have proficiency in + the "two weapon combat" skill, you may wield both weapons simul- + taneously as primary and secondary; use the `X' command to engage + or disengage that. Only some types of characters (barbarians, + for instance) have the necessary skill available. Even with that + skill, using two weapons at once incurs a penalty in the chance + to hit your target compared to using just one weapon at a time. + + There might be times when you'd rather not wield any weapon + at all. To accomplish that, wield `-', or else use the `A' com- + mand which allows you to unwield the current weapon in addition + to taking off other worn items. + + Those of you in the audience who are AD&D players, be aware + that each weapon which existed in AD&D does roughly the same dam- + age to monsters in NetHack. Some of the more obscure weapons + (such as the aklys, lucern hammer, and bec-de-corbin) are defined + in an appendix to Unearthed Arcana, an AD&D supplement. + + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire), `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 + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or picking `*' will list your entire inventory. After you've chosen - what to throw, you will be prompted for a direction rather than - for a specific target. The distance something can be thrown de- + what to throw, you will be prompted for a direction rather than + for a specific target. The distance something can be thrown de- pends mainly on the type of object and your strength. Arrows can - be thrown by hand, but can be thrown much farther and will be + be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow. Some weapons will return when thrown. A boomerang--provided - it fails to hit anything--is an obvious example. If an aklys + it fails to hit anything--is an obvious example. If an aklys (thonged club) is thrown while it is wielded, it will return even when it hits something. A sufficiently strong hero can throw the warhammer Mjollnir; when thrown by a Valkyrie it will return too. - However, aklyses and Mjollnir occasionally fail to return. Re- - turning thrown objects occasionally fail to be caught, sometimes + However, aklyses and Mjollnir occasionally fail to return. Re- + turning thrown objects occasionally fail to be caught, sometimes even hitting the thrower, but when caught they become re-wielded. - You can simplify the throwing operation by using the `Q' - command to select your preferred "missile", then using the `f' - command to throw it. You'll be prompted for a direction as - above, but you don't have to specify which item to throw each - time you use `f'. There is also an option, autoquiver, which has - NetHack choose another item to automatically fill your quiver (or - quiver sack, or have at the ready) when the inventory slot used - for `Q' runs out. If your quiver is empty, autoquiver is false, - and you are wielding a weapon which returns when thrown, you will - throw that weapon instead of filling the quiver. The fire com- - mand also has extra assistance, if fireassist is on it will try - to wield a launcher matching the ammo in the quiver. - Some characters have the ability to throw or shoot a volley - of multiple items (from the same stack) in a single action. - Knowing how 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 ar- - rows, in crossbow skill if you're wielding one to shoot bolts, or - in sling skill if you're wielding one to shoot stones). The num- - ber 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 exam- - ple, "2f" (or "n2f" if using number_pad mode) would ensure that - at most 2 arrows are shot even if you could have fired 3. If you - specify a larger number than would have been shot ("4f" in this - example), you'll just end up shooting the same number (3, here) - as if no limit had been specified. Once the volley is in motion, - all of the items will travel in the same direction; if the first - ones kill a monster, the others can still continue beyond that - spot. - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2842,63 +2842,63 @@ + You can simplify the throwing operation by using the `Q' + command to select your preferred "missile", then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each + time you use `f'. There is also an option, autoquiver, which has + NetHack choose another item to automatically fill your quiver (or + quiver sack, or have at the ready) when the inventory slot used + for `Q' runs out. If your quiver is empty, autoquiver is false, + and you are wielding a weapon which returns when thrown, you will + throw that weapon instead of filling the quiver. The fire com- + mand also has extra assistance, if fireassist is on it will try + to wield a launcher matching the ammo in the quiver. + + Some characters have the ability to throw or shoot a volley + of multiple items (from the same stack) in a single action. + Knowing how 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 ar- + rows, in crossbow skill if you're wielding one to shoot bolts, or + in sling skill if you're wielding one to shoot stones). The num- + ber 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 exam- + ple, "2f" (or "n2f" if using number_pad mode) would ensure that + at most 2 arrows are shot even if you could have fired 3. If you + specify a larger number than would have been shot ("4f" in this + example), you'll just end up shooting the same number (3, here) + as if no limit had been specified. Once the volley is in motion, + all of the items will travel in the same direction; if the first + ones kill a monster, the others can still continue beyond that + spot. + 7.2.2. Weapon proficiency You will have varying degrees of skill in the weapons avail- - able. Weapon proficiency, or weapon skills, affect how well you - can use particular types of weapons, and you'll be able to im- - prove your skills as you progress through a game, depending on + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on your role, your experience level, and use of the weapons. - For the purposes of proficiency, weapons have been divided - up into various groups such as daggers, broadswords, and - polearms. Each role has a limit on what level of proficiency a - character can achieve for each group. For instance, wizards can - become highly skilled in daggers or staves but not in swords or + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or bows. - The "#enhance" extended command is used to review current - weapons proficiency (also spell proficiency) and to choose which + The "#enhance" extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which skill(s) to improve when you've used one or more skills enough to - become eligible to do so. The skill rankings are "none" (some- + become eligible to do so. The skill rankings are "none" (some- times also referred to as "restricted", because you won't be able - to advance), "unskilled", "basic", "skilled", and "expert". Re- - stricted skills simply will not appear in the list shown by "#en- - hance". (Divine intervention might unrestrict a particular - skill, in which case it will start at unskilled and be limited to - basic.) Some characters can enhance their barehanded combat or - martial arts skill beyond expert to "master" or "grand master". - - Use of a weapon in which you're restricted or unskilled will - incur a modest penalty in the chance to hit a monster and also in - 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 skill). Once such training - reaches the threshold for that next level, you'll be told that - you feel more confident in your skills. At that point you can - use "#enhance" to increase one or more skills. Such skills are - not increased automatically because there is a limit to your to- - tal overall skills, so you need to actively choose which skills - to enhance and which to ignore. - - 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" com- - mand. But first you need to have a weapon in each hand. (Note - that your two weapons are not fully equal; the one in the hand - you normally wield with is considered primary and the other one - is considered secondary. The most noticeable difference is after - you stop--or before you begin, for that matter--wielding two - weapons at once. The primary is your wielded weapon and the sec- - ondary is just an item in your inventory that's been designated - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -2908,28 +2908,74 @@ + to advance), "unskilled", "basic", "skilled", and "expert". Re- + stricted skills simply will not appear in the list shown by "#en- + hance". (Divine intervention might unrestrict a particular + skill, in which case it will start at unskilled and be limited to + basic.) Some characters can enhance their barehanded combat or + martial arts skill beyond expert to "master" or "grand master". + + Use of a weapon in which you're restricted or unskilled will + incur a modest penalty in the chance to hit a monster and also in + 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 skill). Once such training + reaches the threshold for that next level, you'll be told that + you feel more confident in your skills. At that point you can + use "#enhance" to increase one or more skills. Such skills are + not increased automatically because there is a limit to your to- + tal overall skills, so you need to actively choose which skills + to enhance and which to ignore. + + 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" com- + mand. But first you need to have a weapon in each hand. (Note + that your two weapons are not fully equal; the one in the hand + you normally wield with is considered primary and the other one + is considered secondary. The most noticeable difference is after + you stop--or before you begin, for that matter--wielding two + weapons at once. The primary is your wielded weapon and the sec- + ondary is just an item in your inventory that's been designated as alternate weapon.) If your primary weapon is wielded but your off hand is empty - or has the wrong weapon, use the sequence `x', `w', `x' to first - swap your primary into your off hand, wield whatever you want as - secondary weapon, then swap them both back into the intended + or has the wrong weapon, use the sequence `x', `w', `x' to first + swap your primary into your off hand, wield whatever you want as + secondary weapon, then swap them both back into the intended hands. If your secondary or alternate weapon is correct but your primary one is not, simply use `w' to wield the primary. Lastly, - if neither hand holds the correct weapon, use `w', `x', `w' to + if neither hand holds the correct weapon, use `w', `x', `w' to first wield the intended secondary, swap it to off hand, and then wield the primary. - The whole process can be simplified via use of the push- + The whole process can be simplified via use of the push- weapon option. When it is enabled, then using `w' to wield some- - thing causes the currently wielded weapon to become your alter- + thing causes the currently wielded weapon to become your alter- nate 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 posi- + want as primary which will push the first into secondary posi- tion. - When in two-weapon combat mode, using the `X' command tog- - gles back to single-weapon mode. Throwing or dropping either of + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 46 + + + + When in two-weapon combat mode, using the `X' command tog- + gles back to single-weapon mode. Throwing or dropping either of the weapons or having one of them be stolen or destroyed will al- so make you revert to single-weapon combat. @@ -2937,13 +2983,13 @@ Lots of unfriendly things lurk about; you need armor to pro- tect yourself from their blows. Some types of armor offer better - protection than others. Your armor class is a measure of this + protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 be- - ing the equivalent of no armor, and lower numbers meaning better - armor. Each suit of armor which exists in AD&D gives the same + ing 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 + Here is a list of the armor class values provided by suits of armor: Dragon scale mail 1 Plate mail, Crystal plate mail 3 @@ -2957,80 +3003,34 @@ 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 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 - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 46 - - - - exception; they don't provide any protection unless enchanted. + You can also wear other pieces of armor (cloak over suit, + shirt under suit, helmet, gloves, boots, shield) to lower your + armor class even further. Most of these provide a one or two + point improvement to AC (making the overall value smaller and + eventually negative) but can also be enchanted. Shirts are an + exception; they don't provide any protection unless enchanted. Some cloaks also don't improve AC when unenchanted but all cloaks offer some protection against rust or corrosion to suits worn un- der them and against some monster touch attacks. - 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 + If a piece of armor is enchanted, its armor protection will + be better (or worse) than normal, and its "plus" (or minus) will + subtract from your armor class. For example, a +1 chain mail would give you better protection than normal chain mail, lowering - your armor class one unit further to 4. When you put on a piece - of armor, you immediately find out the armor class and any + your armor class one unit further to 4. When you put on a piece + of armor, you immediately find out the armor class and any "plusses" it provides. Cursed pieces of armor usually have nega- tive enchantments (minuses) in addition to being unremovable. - Many types of armor are subject to some kind of damage like - rust. Such damage can be repaired. Some types of armor may in- + Many types of armor are subject to some kind of damage like + rust. Such damage can be repaired. Some types of armor may in- hibit spell casting. - The nudist option can be set (prior to game start) to at- - tempt to play the entire game without wearing any armor (a self- - imposed challenge which is extremely difficult to accomplish). - - The commands to use armor are `W' (wear) and `T' (take off). - The `A' command can be used to take off armor as well as other - worn items. Also, `P' (put on) and `R' (remove) which are nor- - mally for accessories 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 usual- - ly stay fresh, but ice boxes are heavy, and tins take a while to - open. - - When you kill monsters, they usually leave corpses which are - also "food." Many, but not all, of these are edible; some also - give you special powers when you eat them. A good rule of thumb - is "you are what you eat." - - Some character roles and some monsters are vegetarian. Veg- - etarian monsters will typically never eat animal corpses, while - vegetarian players can, but with some rather unpleasant side-ef- - fects. - - You can name one food item after something you like to eat - with the fruit option. - - The command to eat food is `e'. + The nudist option can be set (prior to game start) to at- + tempt to play the entire game without wearing any armor (a self- - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3040,63 +3040,63 @@ + imposed challenge which is extremely difficult to accomplish). + + The commands to use armor are `W' (wear) and `T' (take off). + The `A' command can be used to take off armor as well as other + worn items. Also, `P' (put on) and `R' (remove) which are nor- + mally for accessories 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 usual- + ly stay fresh, but ice boxes are heavy, and tins take a while to + open. + + When you kill monsters, they usually leave corpses which are + also "food." Many, but not all, of these are edible; some also + give you special powers when you eat them. A good rule of thumb + is "you are what you eat." + + Some character roles and some monsters are vegetarian. Veg- + etarian monsters will typically never eat animal corpses, while + vegetarian players can, but with some rather unpleasant side-ef- + fects. + + 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 + 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 + 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, + 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 ob- - jects of subtle enchantment are difficult to identify without + is cursed or blessed, and how many uses it has left. Some ob- + jects of subtle enchantment are difficult to identify without these. 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 + 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" en- vironment variable to the file name of your mailbox. You may al- - so want to set the "MAILREADER" environment variable to the file + so want to set the "MAILREADER" environment variable to the file name of your favorite reader, so NetHack can shell to it when you - read the scroll. On versions of NetHack where mail is randomly - generated internal to the game, these environment variables are - ignored. You can disable the mail daemon by turning off the mail - option. - - The command to read a scroll is `r'. - - 7.6. Potions (`!') - - Potions are distinguished by the color of the liquid inside - the flask. They disappear after you quaff them. - - Clear potions are potions of water. Sometimes these are - blessed or cursed, resulting in holy or unholy water. Holy water - is the bane of the undead, so potions of holy water are good - things to throw (`t') at them. It is also sometimes very useful - to dip ("#dip") an object into a potion. - - The command to drink a potion is `q' (quaff). - - 7.7. Wands (`/') - - Wands usually have multiple magical charges. Some types of - wands require a direction in which to zap them. You can also zap - them at yourself (just give a `.' or `s' for the direction). Be - warned, however, for this is often unwise. Other types of wands - don't require a direction. The number of charges in a wand is - random and decreases by one whenever you use it. - - When the number of charges left in a wand becomes zero, at- - tempts to use the wand will usually result in nothing happening. - Occasionally, however, it may be possible to squeeze the last few - mana points from an otherwise spent wand, destroying it in the - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3106,63 +3106,63 @@ - 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 + read the scroll. On versions of NetHack where mail is randomly + generated internal to the game, these environment variables are + ignored. You can disable the mail daemon by turning off the mail + option. + + The command to read a scroll is `r'. + + 7.6. Potions (`!') + + Potions are distinguished by the color of the liquid inside + the flask. They disappear after you quaff them. + + Clear potions are potions of water. Sometimes these are + blessed or cursed, resulting in holy or unholy water. Holy water + is the bane of the undead, so potions of holy water are good + things to throw (`t') at them. It is also sometimes very useful + to dip ("#dip") an object into a potion. + + The command to drink a potion is `q' (quaff). + + 7.7. Wands (`/') + + Wands usually have multiple magical charges. Some types of + wands require a direction in which to zap them. You can also zap + them at yourself (just give a `.' or `s' for the direction). Be + warned, however, for this is often unwise. Other types of wands + don't require a direction. The number of charges in a wand is + random and decreases by one whenever you use it. + + When the number of charges left in a wand becomes zero, at- + tempts to use the wand will usually result in nothing happening. + Occasionally, however, it may be possible to squeeze the last few + mana points from an otherwise spent wand, destroying it in the + process. A wand may be recharged by using suitable magic, but + doing so runs the risk of causing it to explode. The chance for + such an explosion starts out very small and increases each time the wand is recharged. In a truly desperate situation, when your back is up against - the wall, you might decide to go for broke and break your wand. - This is not for the faint of heart. Doing so will almost cer- + the wall, you might decide to go for broke and break your wand. + This is not for the faint of heart. Doing so will almost cer- tainly cause a catastrophic release of magical energies. - When you have fully identified a particular wand, inventory - display will include additional information in parentheses: the - number of times it has been recharged followed by a colon and + When you have fully identified a particular wand, inventory + display will include additional information in parentheses: the + number of times it has been recharged followed by a colon and then by its current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled. - The command to use a wand is `z' (zap). To break one, use + The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. - 7.8. Rings (`=') - - Rings are very useful items, since they are relatively per- - manent magic, unlike the usually fleeting effects of potions, - scrolls, and wands. - - 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 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 manually take them off before putting on or remov- - ing 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). - `A', `W', and `T' can also be used; see Amulets. - - 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 (and therefore eventually become unreadable)--unless the - attempt backfires. Reading a cursed spellbook or one with mystic - runes beyond your ken can be harmful to your health! - - A spell (even when learned) can also backfire when you cast - it. If you attempt to cast a spell well above your experience - level, or if you have little skill with the appropriate spell - type, or cast it at a time when your luck is particularly bad, - you can end up wasting both the energy and the time required in - NetHack 3.7 May 23, 2022 + + + NetHack 3.7 August 21, 2022 @@ -3172,63 +3172,63 @@ + 7.8. Rings (`=') + + Rings are very useful items, since they are relatively per- + manent magic, unlike the usually fleeting effects of potions, + scrolls, and wands. + + Putting on a ring activates its magic. You can wear 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 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 manually take them off before putting on or remov- + ing 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). + `A', `W', and `T' can also be used; see Amulets. + + 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 (and therefore eventually become unreadable)--unless the + attempt backfires. Reading a cursed spellbook or one with mystic + runes beyond your ken can be harmful to your health! + + A spell (even when learned) can also backfire when you cast + it. If you attempt to cast a spell well above your experience + level, or if you have little skill with the appropriate spell + type, or cast it at a time when your luck is particularly bad, + you can end up wasting both the energy and the time required in casting. - Casting a spell calls forth magical energies and focuses - them with your naked mind. Some of the magical energy released - comes from within you. Casting temporarily drains your magical + 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 ad- - ditional food. Casting of spells also requires practice. With - practice, your skill in each category of spell casting will im- - prove. Over time, however, your memory of each spell will dim, + ditional food. Casting of spells also requires practice. With + practice, your skill in each category of spell casting will im- + prove. Over time, however, your memory of each spell will dim, and you will need to relearn it. Some spells require a direction in which to cast them, simi- - lar to wands. To cast one at yourself, just give a `.' or `s' + lar to wands. To cast one at yourself, just give a `.' or `s' for the direction. A few spells require you to pick a target lo- - cation rather than just specify a particular direction. Other + cation rather than just specify a particular direction. Other spells don't require any direction or target. Just as weapons are divided into groups in which a character - can become proficient (to varying degrees), spells are similarly - grouped. Successfully casting a spell exercises its skill group; - using the "#enhance" command to advance a sufficiently exercised - skill will affect all spells within the group. Advanced skill - may increase the potency of spells, reduce their risk of failure - during casting attempts, and improve the accuracy of the estimate - for how much longer they will be retained in your memory. Skill - slots are shared with weapons skills. (See also the section on - "Weapon proficiency".) - - Casting a spell also requires flexible movement, and wearing - various types of armor may interfere with that. - - The command to read a spellbook is the same as for scrolls, - `r' (read). The `+' command lists each spell you know along with - its level, skill category, chance of failure when casting, and an - estimate of how strongly it is remembered. The `Z' (cast) com- - mand 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 - example, lamps burn out after a while. Other tools are contain- - ers, which objects can be placed into or taken out of. - - Some tools (such as a blindfold) can be worn and can be put - on and removed like other accessories (rings, amulets); see - Amulets. Other tools (such as pick-axe) can be wielded as - weapons in addition to being applied for their usual purpose, and - in some cases (again, 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 - challenge which is very difficult to accomplish). + can become proficient (to varying degrees), spells are similarly - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3238,63 +3238,63 @@ + grouped. Successfully casting a spell exercises its skill group; + using the "#enhance" command to advance a sufficiently exercised + skill will affect all spells within the group. Advanced skill + may increase the potency of spells, reduce their risk of failure + during casting attempts, and improve the accuracy of the estimate + for how much longer they will be retained in your memory. Skill + slots are shared with weapons skills. (See also the section on + "Weapon proficiency".) + + Casting a spell also requires flexible movement, and wearing + various types of armor may interfere with that. + + The command to read a spellbook is the same as for scrolls, + `r' (read). The `+' command lists each spell you know along with + its level, skill category, chance of failure when casting, and an + estimate of how strongly it is remembered. The `Z' (cast) com- + mand 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 + example, lamps burn out after a while. Other tools are contain- + ers, which objects can be placed into or taken out of. + + Some tools (such as a blindfold) can be worn and can be put + on and removed like other accessories (rings, amulets); see + Amulets. Other tools (such as pick-axe) can be wielded as weap- + ons 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 + challenge 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 tool of this sort can be opened with the "#loot" extended com- - mand when you are standing on top of it (that is, on the same - floor spot), or with the `a' (apply) command when you are carry- - ing it. However, chests are often locked, and are in any case - unwieldy objects. You must set one down before unlocking it by + You may encounter bags, boxes, and chests in your travels. + A tool of this sort can be opened with the "#loot" extended com- + mand when you are standing on top of it (that is, on the same + floor spot), or with the `a' (apply) command when you are carry- + ing it. However, chests are often locked, and are in any case + unwieldy objects. You must set one down before unlocking it by using a key or lock-picking tool with the `a' (apply) command, by - kicking it with the `^D' command, or by using a weapon to force + kicking it with the `^D' command, or by using a weapon to force the lock with the "#force" extended command. Some chests are trapped, causing nasty things to happen when you unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command. - 7.11. Amulets (`"') - - Amulets are very similar to rings, and often more powerful. - Like rings, amulets have various magical properties, some benefi- - cial, some harmful, which are activated by putting them on. - - Only one amulet may be worn at a time, around your neck. - Like wearing rings, wearing an amulet affects your metabolism, - causing you to grow hungry more rapidly. - - The commands to use amulets are the same as for rings, `P' - (put on) and `R' (remove). `A' can be used to remove various - worn items including amulets. Also, `W' (wear) and `T' (take - off) which are normally for armor can be used for amulets and - other accessories (rings and eyewear), but accessories won't be - shown as likely candidates in a prompt for choosing what to wear - or take off. - - 7.12. Gems (`*') - - Some gems are valuable, and can be sold for a lot of gold. - They are also a far more efficient way of carrying your riches. - Valuable 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 projec- - tile 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 - generally heavy. It is rumored that some statues are not what - they seem. - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3304,63 +3304,63 @@ - Boulders occasionally block your path. You can push one + 7.11. Amulets (`"') + + Amulets are very similar to rings, and often more powerful. + Like rings, amulets have various magical properties, some benefi- + cial, some harmful, which are activated by putting them on. + + Only one amulet may be worn at a time, around your neck. + Like wearing rings, wearing an amulet affects your metabolism, + causing you to grow hungry more rapidly. + + The commands to use amulets are the same as for rings, `P' + (put on) and `R' (remove). `A' can be used to remove various + worn items including amulets. Also, `W' (wear) and `T' (take + off) which are normally for armor can be used for amulets and + other accessories (rings and eyewear), but accessories won't be + shown as likely candidates in a prompt for choosing what to wear + or take off. + + 7.12. Gems (`*') + + Some gems are valuable, and can be sold for a lot of gold. + They are also a far more efficient way of carrying your riches. + Valuable 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 projec- + tile 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 + generally heavy. It is rumored that some statues are not what + they seem. + + 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 conditions are met; ordinarily one - of those conditions is that pushing it any further be blocked. - Using the move-without-picking-up prefix (default key `m') prior - to the direction of movement will attempt to move to a boulder's + 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 conditions are met; ordinarily one + of those conditions is that pushing it any further be blocked. + Using the move-without-picking-up prefix (default key `m') prior + to the direction of movement will attempt to move to a boulder's location without pushing it in addition to the prefix's usual ac- tion of suppressing auto-pickup at the destination. - Very large humanoids (giants and their ilk) have been known + Very large humanoids (giants and their ilk) have been known to pick up boulders and use them as missile weapons. - Unlike boulders, statues can't be pushed, but don't need to - be because they don't block movement. They can be smashed into + Unlike boulders, statues can't be pushed, but don't need to + be because they don't block movement. They can be smashed into rocks though. - For some configurations of the program, statues are no - longer shown as ``' but by the letter representing the monster - they depict instead. - - 7.14. Gold (`$') - - Gold adds to your score, and you can buy things in shops - with it. There are a number of monsters in the dungeon that may - be influenced by the amount of gold you are carrying (shopkeepers - aside). - - Gold pieces are the only type of object where bless/curse - state does not apply. They're always uncursed but never de- - scribed as uncursed even if you turn off the implicit_uncursed - option. You can set the goldX option if you prefer to have gold - pieces be treated as bless/curse state unknown rather than as - known to be uncursed. Only matters when you're using an object - selection prompt that can filter by "BUCX" state. - - 7.15. Persistence of Objects - - Normally, if you have seen an object at a particular map lo- - cation and move to another location where you can't directly see - that object any more, it will continue to be displayed on your - map. That remains the case even if it is not actually there any - more--perhaps a monster has picked it up or it has rotted away-- - until you can see or feel that location again. One notable ex- - ception is that if the object gets covered by the "remembered, - unseen monster" marker. When that marker is later removed after - you've verified that no monster is there, you will have forgotten - that there was any object there regardless of whether the unseen - monster actually took the object. If the object is still there, - then once you see or feel that location again you will re-discov- - er the object and resume remembering it. - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3370,63 +3370,63 @@ + For some configurations of the program, statues are no + longer shown as ``' but by the letter representing the monster + they depict instead. + + 7.14. Gold (`$') + + 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 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 de- + scribed 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 + + Normally, if you have seen an object at a particular map lo- + cation and move to another location where you can't directly see + that object any more, it will continue to be displayed on your + map. That remains the case even if it is not actually there any + more--perhaps a monster has picked it up or it has rotted away-- + until you can see or feel that location again. One notable ex- + ception is that if the object gets covered by the "remembered, + unseen monster" marker. When that marker is later removed after + you've verified that no monster is there, you will 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-discov- + er the object and resume remembering it. + The situation is the same for a pile of objects, except that - only the top item of the pile is displayed. The hilite_pile op- - tion can be enabled in order to show an item differently when it + only the top item of the pile is displayed. The hilite_pile op- + tion can be enabled in order to show an item differently when it is the top one of a pile. 8. Conduct - As if winning NetHack were not difficult enough, certain - players seek to challenge themselves by imposing restrictions on - the way they play the game. The game automatically tracks some - of these challenges, which can be checked at any time with the - #conduct command or at the end of the game. When you perform an - action which breaks a challenge, it will no longer be listed. - This gives players extra "bragging rights" for winning the game - 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 + 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 challenges, which can be checked at any time with the + #conduct command or at the end of the game. When you perform an + action which breaks a challenge, it will no longer be listed. + This gives players extra "bragging rights" for winning the game + 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 most difficult of these is the foodless challenge. Although - creatures can survive long periods of time without food, there is - a physiological need for water; thus there is no restriction on - drinking beverages, even if they provide some minor food bene- - fits. Calling upon your god for help with starvation does not - violate any food challenges either. - - A strict vegan diet is one which avoids any food derived - from animals. The primary source of nutrition is fruits and veg- - etables. The corpses and tins of blobs (`b'), jellies (`j'), and - fungi (`F') are also considered to be vegetable matter. Certain - 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 con- - sidered vegan food. Note however that eating such items still - counts against foodless conduct. - - Vegetarians do not eat animals; however, they are less se- - lective 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 - foodless 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 polymorphed is treated as if you ate the creature's - corpse. Eating leather, dragon hide, or bone items while poly- - morphed into a creature that can digest it, or eating monster - brains while polymorphed into a mind flayer, is considered eating - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3436,63 +3436,63 @@ + 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 physiological need for water; thus there is no restriction on + drinking beverages, even if they provide some minor food bene- + fits. Calling upon your god for help with starvation does not + violate any food challenges either. + + A strict vegan diet is one which avoids any food derived + from animals. The primary source of nutrition is fruits and veg- + etables. The corpses and tins of blobs (`b'), jellies (`j'), and + fungi (`F') are also considered to be vegetable matter. Certain + 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 con- + sidered vegan food. Note however that eating such items still + counts against foodless conduct. + + Vegetarians do not eat animals; however, they are less se- + lective 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 + foodless 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 polymorphed is treated as if you ate the creature's + corpse. Eating leather, dragon hide, or bone items while poly- + morphed 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 - indigestible, and others which are hazardous to eat. Using a + Regardless of conduct, there will be some items which are + indigestible, and others which are hazardous to eat. Using a swallow-and-digest attack against a monster is equivalent to eat- - ing the monster's corpse. Please note that the term "vegan" is - used here only in the context of diet. You are still free to - choose not to use or wear items derived from animals (e.g. - leather, dragon hide, bone, horns, coral), but the game will not - keep track of this for you. Also note that "milky" potions may + ing the monster's corpse. Please note that the term "vegan" is + used here only in the context of diet. You are still free to + choose not to use or wear items derived from animals (e.g. + leather, dragon hide, bone, horns, coral), but the game will not + keep track of this for you. Also note that "milky" potions may be a translucent white, but they do not contain milk, so they are - compatible with a vegan diet. Slime molds or player-defined - "fruits", although they could be anything from "cherries" to + compatible with a vegan diet. Slime molds or player-defined + "fruits", although they could be anything from "cherries" to "pork chops", are also assumed to be vegan. An atheist is one who rejects religion. This means that you - cannot #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 con- - duct; 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 be- - ing spoken to by an angry god, priest(ess), or other religious - figure; a true atheist would hear the words but attach no special - meaning to them. - - Most players fight with a wielded weapon (or tool intended - to be wielded as a weapon). Another challenge is to win the game - without using such a wielded weapon. You are still permitted to - throw, fire, and kick weapons; use a wand, spell, or other type - of item; or fight with your hands and feet. - - In NetHack, a pacifist refuses to cause the death of any - other monster (i.e. if you would get experience for the death). - This is a particularly difficult challenge, although it is still - possible to gain experience by other means. - - An illiterate character does not read or write. This in- - cludes reading a scroll, spellbook, fortune cookie message, or t- - shirt; writing a scroll; or making an engraving of anything other - than a single "X" (the traditional signature of an illiterate - person). 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 men- - tioned 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 + cannot #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 - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -3502,26 +3502,72 @@ - diagonally. Other rules can, such as not smashing boulders with - magic or tools, but doing so causes you to receive a luck penal- - ty. No message about that is given at the time, but it is - tracked as a conduct. The #conduct command and end of game dis- - closure will report whether you have abided by the special rules - of Sokoban, and if not, how many times you violated them, provid- - ing you with a way to discover which actions incur bad luck so - that you can be better informed about whether or not to avoid re- - peating those actions in the future. (Note: the Sokoban conduct - will only be displayed if you have entered the Sokoban branch of - the dungeon during the current game. Once that has happened, it - becomes part of disclosed conduct even if you haven't done any- - thing interesting there. Ending the game with "never broke the - Sokoban rules" conduct is most meaningful if you also manage to - perform the "obtained the Sokoban prize" achievement (see - Achievements below).) + 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 other religious + figure; a true atheist would hear the words but attach no special + meaning to them. + + Most players fight with a wielded weapon (or tool intended + to be wielded as a weapon). Another challenge is to win the game + without using such a wielded weapon. You are still permitted to + throw, fire, and kick weapons; use a wand, spell, or other type + of item; or fight with your hands and feet. + + In NetHack, a pacifist refuses to cause the death of any + other monster (i.e. if you would get experience for the death). + This is a particularly difficult challenge, although it is still + possible to gain experience by other means. + + An illiterate character does not read or write. This in- + cludes reading a scroll, spellbook, fortune cookie message, or t- + shirt; writing a scroll; or making an engraving of anything other + than a single "X" (the traditional signature of an illiterate + person). 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 men- + tioned 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 diago- + nally. 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, providing 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 ac- + tions in the future. (Note: the Sokoban conduct will only be + displayed if you have entered the Sokoban branch of the dungeon + during the current game. Once that has happened, it becomes part + of disclosed conduct even if you haven't done anything interest- + ing there. Ending the game with "never broke the Sokoban rules" + conduct is most meaningful if you also manage to perform the "ob- + tained the Sokoban prize" achievement (see Achievements below).) There are several other challenges tracked by the game. It is possible to eliminate one or more species of monsters by geno- cide; playing without this feature is considered a challenge. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 55 + + + 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 @@ -3556,18 +3602,6 @@ Sokoban - Entered Sokoban. Big Room - Entered the Big Room. Soko-Prize - Explored to the top of Sokoban - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 55 - - - and found a special item there. Mines' End - Explored to the bottom of the Gnomish Mines and found a special item there. @@ -3588,6 +3622,18 @@ Notes: + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 56 + + + Achievements are recorded and subsequently reported in the order in which they happen during your current game rather than the order listed here. @@ -3622,18 +3668,6 @@ abled by setting the correspondingly named option in NETHACKOP- TIONS or run-time configuration file prior to game start. In the case of Blind, the option also enforces the conduct. They aren't - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 56 - - - really significant accomplishments unless/until you make substan- tial progress into the dungeon. @@ -3653,6 +3687,19 @@ allow you to set options before starting the game or a global configuration for system administrators. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 57 + + + 9.2. Using a configuration file The default name of the configuration file varies on differ- @@ -3687,19 +3734,6 @@ tered or the file ends. Lines within sections are ignored unless a CHOOSE directive has selected that section. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 57 - - - You can use different configuration directives in the file, some of which can be used multiple times. In general, the direc- tives are written in capital letters, followed by an equals sign, @@ -3720,6 +3754,18 @@ Example: + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 58 + + + OPTIONS=dogname:Fido OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+ @@ -3754,18 +3800,6 @@ pletion has no effect for the X11 windowport. You can specify multiple autocompletions. To enable autocompletion, list the extended command. Prefix the command with "!" to disable the - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 58 - - - autocompletion for that command. Example: @@ -3786,6 +3820,18 @@ BIND=^X:getpos.autodescribe + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 59 + + + CHOOSE Chooses at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. @@ -3819,20 +3865,8 @@ BOLS below. SOUND - Define a sound mapping. See the "Configuring User Sounds" - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 59 - - - - section. + Define a sound mapping. See the "Configuring User Sounds" sec- + tion. SOUNDDIR Define the directory that contains the sound files. See the @@ -3852,6 +3886,18 @@ Debug mode only: extra items to add to initial inventory. Value is the name of a text file containing a list of item names, one per line, up to a maximum of 128 lines. Each line + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 60 + + + is processed by the function that handles wishing. Example: @@ -3885,20 +3931,8 @@ 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" - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 60 - - - - before the name. Others take a character string as a value. You + option to the list, and turn it off by typing a `!' or "no" be- + fore the name. Others take a character string as a value. You can set string options by typing the option name, a colon or equals sign, and then the value of the string. The value is ter- minated by the next comma or the end of string. @@ -3917,6 +3951,19 @@ in sh, ksh, or bash. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 61 + + + 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 @@ -3953,17 +4000,6 @@ ment from being picked randomly. Cannot be set with the `O' command. Persistent. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 61 - - - autodescribe Automatically describe the terrain under cursor when asked to get a location on the map (default true). The whatis_coord op- @@ -3981,6 +4017,19 @@ Automatically pick up things onto which you move (default off). Persistent. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 62 + + + See pickup_types and also autopickup_exception for ways to re- fine the behavior. @@ -4018,18 +4067,6 @@ attempt untrap and you omit apply-key or you lack a key or you decline to use the key; has no effect on doors); - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 62 - - - None - none of the above; can't be combined with the other choices. @@ -4046,8 +4083,20 @@ The default is Apply-Key. Persistent. blind - Start the character permanently blind (default false). Persis- - tent. + Start the character permanently blind (default false). + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 63 + + + + Persistent. bones Allow saving and loading bones files (default true). Persis- @@ -4085,17 +4134,6 @@ dark_room Show out-of-sight areas of lit rooms (default on). Persistent. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 63 - - - disclose Controls what information the program reveals when the game ends. Value is a space separated list of prompting/category @@ -4112,6 +4150,18 @@ Each disclosure possibility can optionally be preceded by a prefix which lets you refine how it behaves. Here are the + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 64 + + + valid prefixes: y - prompt you and default to yes on the prompt; @@ -4150,18 +4200,6 @@ Name your starting dog (for example "dogname:Fang"). Cannot be set with the `O' command. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 64 - - - extmenu Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the tradi- @@ -4177,6 +4215,19 @@ An obsolete synonym for "gender:female". Cannot be set with the `O' command. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 65 + + + fireassist This option controls what happens when you attempt the `f' (fire) and don't have an appropriate launcher, such as a bow or @@ -4217,17 +4268,6 @@ scribed as "uncursed" even when the implicit_uncursed option is "off". - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 65 - - - help If more information is available for an object looked at with the `/' command, ask if you want to see it (default on). Turn- @@ -4242,6 +4282,18 @@ the location. Same as "#herecmdmenu" and "#therecmdmenu" com- mands. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 66 + + + hilite_pet Visually distinguish pets from similar animals (default off). The behavior of this option depends on the type of windowing @@ -4282,18 +4334,6 @@ legacy Display an introductory message when starting the game (default - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 66 - - - on). Persistent. lit_corridor @@ -4308,6 +4348,18 @@ mail Enable mail delivery during the game (default on). Persistent. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 67 + + + male An obsolete synonym for "gender:male". Cannot be set with the `O' command. @@ -4347,19 +4399,6 @@ menu_deselect_all Key to deselect all items in a menu. Default `-'. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 67 - - - menu_deselect_page Key to deselect all items on this page of a menu. Default `\'. @@ -4374,6 +4413,19 @@ menu_invert_all Key to invert all items in a menu. Default `@'. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 68 + + + menu_invert_page Key to invert all items on this page of a menu. Default `~'. @@ -4415,17 +4467,6 @@ the right. Implemented for perm_invent only by curses and X11. Default `}'. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 68 - - - monpolycontrol Prompt for new form whenever any monster changes shape (default off). Debug mode only. @@ -4439,6 +4480,18 @@ 2 - like 1 but does not make any OS adjustments Omitting a value is the same as specifying 1 and negating + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 69 + + + mouse_support is the same as specifying 0. msghistory @@ -4479,19 +4532,6 @@ null Send padding nulls to the terminal (default on). Persistent. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 69 - - - number_pad Use digit keys instead of letters to move (default 0 or off). Valid settings are: @@ -4506,6 +4546,18 @@ For backward compatibility, omitting a value is the same as specifying 1 and negating number_pad is the same as specifying 0. (Settings 2 and 4 are for compatibility with MS-DOS or old + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 70 + + + PC Hack; in addition to the different behavior for `5', `Alt-5' acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo- date some QWERTZ keyboards which have the location of the `y' @@ -4522,8 +4574,8 @@ paranoid_confirmation A space separated list of specific situations where alternate - prompting is desired. The default is paranoid_confirma- - tion:pray. + prompting is desired. The default is "paranoid_confirma- + tion:pray swim". Confirm - for any prompts which are set to require "yes" rather than `y', also require "no" to reject in- @@ -4546,18 +4598,6 @@ form due to lycanthropy when hero has polymorph control; pray - require `y' to confirm an attempt to pray rather - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 70 - - - than immediately praying; on by default; Remove - require selection from inventory for `R' and `T' commands even when wearing just one applicable @@ -4571,6 +4611,19 @@ any of the others, include it in the list, such as "para- noid_confirmation:attack pray Remove". + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 71 + + + perm_invent If true, always display your current inventory in a window. This only makes sense for windowing system interfaces that im- @@ -4612,18 +4665,6 @@ example, "horse" will only be honored when playing a knight. Cannot be set with the `O' command. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 71 - - - pickup_burden When you pick up an item that would exceed this encumbrance level (Unencumbered, Burdened, streSsed, straiNed, overTaxed, @@ -4637,6 +4678,18 @@ pickup_types Specify the object types to be picked up when autopickup is on. + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 72 + + + Default is all types. Persistent. The value is a list of object symbols, such as pickup_types:$?! @@ -4677,19 +4730,6 @@ off). Likewise for the `a' (apply) command if it causes the applied item to become wielded. Persistent. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 72 - - - quick_farsight When set, usually prevents the "you sense your surroundings" message where play pauses to allow you to browse the map when- @@ -4705,6 +4745,17 @@ clude that race from being picked randomly. Cannot be set with the `O' command. Persistent. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 73 + + + rest_on_space Make the space bar a synonym for the `.' (#wait) command (de- fault off). Persistent. @@ -4745,17 +4796,6 @@ noticeable will depend upon the window port used or on the type of terminal. Persistent. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 73 - - - safe_pet Prevent you from (knowingly) attacking your pets (default on). Persistent. @@ -4770,6 +4810,18 @@ scores Control what parts of the score list you are shown at the end + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 74 + + + (for example "scores:5 top scores/4 around my score/own scores"). Only the first letter of each category (`t', `a', or `o') is necessary. Persistent. @@ -4810,18 +4862,6 @@ Can be interactively set via the `O' command or via using the `m' prefix before the `\' or ``' command. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 74 - - - sortloot Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. @@ -4837,6 +4877,17 @@ Sort the pack contents by type when displaying inventory (de- fault on). Persistent. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 75 + + + sparkle Display a sparkly effect when a monster (including yourself) is hit by an attack to which it is resistant (default on). Per- @@ -4872,21 +4923,10 @@ timed_delay When pausing momentarily for display effect, such as with ex- plosions and moving objects, use a timer rather than sending - extra characters to the screen. (Applies to "tty" interface - only; "X11" interface always uses a timer based delay. The de- - fault is on if configured into the program.) Persistent. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 75 - - + extra characters to the screen. (Applies to "tty" and "curses" + interfaces only; "X11" interface always uses a timer based de- + lay. The default is on if configured into the program.) Per- + sistent. tombstone Draw a tombstone graphic upon your death (default on). Persis- @@ -4894,26 +4934,38 @@ toptenwin Put the ending display in a NetHack window instead of on stdout - (default off). Setting this option makes the score list visi- - ble when a windowing version of NetHack is started without a - parent window, but it no longer leaves the score list around + (default off). Setting this option makes the score list visi- + ble when a windowing version of NetHack is started without a + parent window, but it no longer leaves the score list around after game end on a terminal or emulating window. travel Allow the travel command via mouse click (default on). Turning - this option off will prevent the game from attempting unintend- - ed moves if you make inadvertent mouse clicks on the map win- - dow. Does not affect traveling via the `_' ("#travel") com- - mand. Persistent. + this option off will prevent the game from attempting + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 76 + + + + unintended moves if you make inadvertent mouse clicks on the + map window. Does not affect traveling via the `_' ("#travel") + command. Persistent. verbose - Provide more commentary during the game (default on). Persis- + Provide more commentary during the game (default on). Persis- tent. whatis_coord - When using the `/' or `;' commands to look around on the map - with autodescribe on, display coordinates after the descrip- - tion. Also works in other situations where you are asked to + When using the `/' or `;' commands to look around on the map + with autodescribe on, display coordinates after the descrip- + tion. Also works in other situations where you are asked to pick a location. The possible settings are: @@ -4930,87 +4982,35 @@ whatis_filter When getting a location on the map, and using the keys to cycle - through next and previous targets, allows filtering the possi- + through next and previous targets, allows filtering the possi- ble targets. n - no filtering [default] v - in view only a - in same area only - The area-filter tries to be slightly predictive--if you're + The area-filter tries to be slightly predictive--if you're standing on a doorway, it will consider the area on the side of the door you were last moving towards. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 76 - - - - Filtering can also be changed when getting a location with the + Filtering can also be changed when getting a location with the "getpos.filter" key. whatis_menu - When getting a location on the map, and using a key to cycle + When getting a location on the map, and using a key to cycle through next and previous targets, use a menu instead to pick a target. (default off) whatis_moveskip - When getting a location on the map, and using shifted movement + When getting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. (default off) windowtype When the program has been built to support multiple interfaces, - select which one to use, such as "tty" or "X11" (default de- - pends on build-time settings; use "#version" to check). Cannot - be set with the `O' command. - - When used, it should be the first option set since its value - might enable or disable the availability of various other op- - tions. For multiple lines in a configuration file, that would - be the first non-comment line. For a comma-separated list in - NETHACKOPTIONS or an OPTIONS line in a configuration file, that - would be the rightmost option in the list. - - wizweight - Augment object descriptions with their objects' weight (default - 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 effect on reading an existing save file. - - 9.5. Window Port Customization options - - Here are explanations of the various options that are used - to customize and change the characteristics of the windowtype - that you have chosen. Character strings that are too long may be - truncated. Not all window ports will adjust for all settings - listed here. You can safely add any of these options to your - configuration file, and if the window port is capable of adjust- - ing to suit your preferences, it will attempt to do so. If it - can't it will silently ignore it. You can find out if an option - is supported by the window port that you are currently using by - checking to see if it shows up in the Options list. Some options - are dynamic and can be specified during the game with the `O' - command. - - align_message - Where to align or place the message window (top, bottom, left, - or right) - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5020,15 +5020,54 @@ + select which one to use, such as "tty" or "X11" (default de- + pends on build-time settings; use "#version" to check). Cannot + be set with the `O' command. + + When used, it should be the first option set since its value + might enable or disable the availability of various other op- + tions. For multiple lines in a configuration file, that would + be the first non-comment line. For a comma-separated list in + NETHACKOPTIONS or an OPTIONS line in a configuration file, that + would be the rightmost option in the list. + + wizweight + Augment object descriptions with their objects' weight (default + 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 effect on reading an existing save file. + + 9.5. Window Port Customization options + + Here are explanations of the various options that are used + to customize and change the characteristics of the windowtype + that you have chosen. Character strings that are too long may be + truncated. Not all window ports will adjust for all settings + listed here. You can safely add any of these options to your + configuration file, and if the window port is capable of adjust- + ing to suit your preferences, it will attempt to do so. If it + can't it will silently ignore it. You can find out if an option + is supported by the window port that you are currently using by + checking to see if it shows up in the Options list. Some options + are dynamic and can be specified during the game with the `O' + command. + + align_message + Where to align or place the message window (top, bottom, left, + or right) + align_status - Where to align or place the status window (top, bottom, left, + 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 charac- - ters (letters and punctuation) rather than tiles graphics. In - some cases, characters can be augmented with line-drawing sym- - bols; use the symset option to select a symbol set such as + If NetHack can, it should display the map using simple charac- + ters (letters and punctuation) rather than tiles graphics. In + some cases, characters can be augmented with line-drawing sym- + bols; use the symset option to select a symbol set such as DECgraphics or IBMgraphics if your display supports them. Set- ting ascii_map to True forces tiled_map to be False. @@ -5036,9 +5075,20 @@ If NetHack can, it should display color if it can for different monsters, objects, and dungeon features (default on). + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 78 + + + eight_bit_tty - If NetHack can, it should pass eight-bit character values (for - example, specified with the traps option) straight through to + If NetHack can, it should pass eight-bit character values (for + example, specified with the traps option) straight through to your terminal (default off). font_map @@ -5046,7 +5096,7 @@ map window. font_menu - If NetHack can, it should use a font by the chosen name for + If NetHack can, it should use a font by the chosen name for menu windows. font_message @@ -5058,91 +5108,41 @@ status window. font_text - If NetHack can, it should use a font by the chosen name for + If NetHack can, it should use a font by the chosen name for text windows. font_size_map - If NetHack can, it should use this size font for the map win- + If NetHack can, it should use this size font for the map win- dow. font_size_menu If NetHack can, it should use this size font for menu windows. font_size_message - If NetHack can, it should use this size font for the message + If NetHack can, it should use this size font for the message window. font_size_status - If NetHack can, it should use this size font for the status - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 78 - - - + If NetHack can, it should use this size font for the status window. font_size_text If NetHack can, it should use this size font for text windows. fullscreen - If NetHack can, it should try and display on the entire screen + If NetHack can, it should try and display on the entire screen rather than in a window. guicolor - Use color text and/or highlighting attributes when displaying - some non-map data (such as menu selector letters). Curses in- + Use color text and/or highlighting attributes when displaying + some non-map data (such as menu selector letters). Curses in- terface only; default is on. large_font If NetHack can, it should use a large font. - map_mode - If NetHack can, it should display the map in the manner speci- - fied. - player_selection - If NetHack can, it should pop up dialog boxes, or use prompts - for character selection. - - popup_dialog - If NetHack can, it should pop up dialog boxes for input. - - preload_tiles - If NetHack can, it should preload tiles into memory. For exam- - ple, in the protected mode MS-DOS version, control whether - tiles get pre-loaded into RAM at the start of the game. Doing - so enhances performance of the tile graphics, but uses more - memory. (default on). Cannot be set with the `O' command. - - scroll_amount - If NetHack can, it should scroll the display by this number of - cells when the hero reaches the scroll_margin. - - scroll_margin - If NetHack can, it should scroll the display when the hero or - cursor is this number of cells away from the edge of the win- - dow. - - selectsaved - If NetHack can, it should display a menu of existing saved - games for the player to choose from at game startup, if it can. - Not all ports support this option. - - softkeyboard - Display an onscreen keyboard. Handhelds are most likely to - support this option. - - - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5152,63 +5152,63 @@ + map_mode + If NetHack can, it should display the map in the manner speci- + fied. + + player_selection + If NetHack can, it should pop up dialog boxes, or use prompts + for character selection. + + popup_dialog + If NetHack can, it should pop up dialog boxes for input. + + preload_tiles + If NetHack can, it should preload tiles into memory. For exam- + ple, in the protected mode MS-DOS version, control whether + tiles get pre-loaded into RAM at the start of the game. Doing + so enhances performance of the tile graphics, but uses more + memory. (default on). Cannot be set with the `O' command. + + scroll_amount + If NetHack can, it should scroll the display by this number of + cells when the hero reaches the scroll_margin. + + scroll_margin + If NetHack can, it should scroll the display when the hero or + cursor is this number of cells away from the edge of the win- + dow. + + selectsaved + If NetHack can, it should display a menu of existing saved + games for the player to choose from at game startup, if it can. + Not all ports support this option. + + softkeyboard + Display an onscreen keyboard. Handhelds are most likely to + support this option. + splash_screen If NetHack can, it should display an opening splash screen when it starts up (default yes). statuslines - Number of lines for traditional below-the-map status display. + Number of lines for traditional below-the-map status display. Acceptable values are 2 and 3 (default is 2). - When set to 3, the tty interface moves some fields around and - mainly shows status conditions on their own line. A display + When set to 3, the tty interface moves some fields around and + mainly shows status conditions on their own line. A display capable of showing at least 25 lines is recommended. The value can be toggled back and forth during the game with the `O' com- mand. - The curses interface does likewise if the align_status option - is set to top or bottom but ignores statuslines when set to + The curses interface does likewise if the align_status option + is set to top or bottom but ignores statuslines when set to left or right. - The Qt interface already displays more than 3 lines for status - so uses the statuslines value differently. A value of 3 ren- - ders status in the Qt interface's original format, with the - status window spread out vertically. A value of 2 makes status - be slightly condensed, moving some fields to different lines to - eliminate one whole line, reducing the height needed. - - 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 spec- - ified 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 - default. - - Note: the X11 interface uses X resources rather than NetHack's - options to select an alternate tile file. See NetHack.ad, the - sample X "application defaults" file. - - tile_height - Specify the preferred height of each tile in a tile capable - port. - - tile_width - 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, possi- - bly augmented by line-drawing symbols). Setting tiled_map to - True forces ascii_map to be False. - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5218,63 +5218,63 @@ + The Qt interface already displays more than 3 lines for status + so uses the statuslines value differently. A value of 3 ren- + ders status in the Qt interface's original format, with the + status window spread out vertically. A value of 2 makes status + be slightly condensed, moving some fields to different lines to + eliminate one whole line, reducing the height needed. + + 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 spec- + ified 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 + default. + + Note: the X11 interface uses X resources rather than NetHack's + options to select an alternate tile file. See NetHack.ad, the + sample X "application defaults" file. + + tile_height + Specify the preferred height of each tile in a tile capable + port. + + tile_width + 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, possi- + bly 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 speci- + If NetHack can, it should display inverse when the game speci- fies it. vary_msgcount - If NetHack can, it should display this number of messages at a + If NetHack can, it should display this number of messages at a time in the message window. windowborders - Whether to draw boxes around the map, status area, message - area, and persistent inventory window if enabled. Curses in- + Whether to draw boxes around the map, status area, message + area, and persistent inventory window if enabled. Curses in- terface only. Acceptable values are - 0 - off, never show borders - 1 - on, always show borders - 2 - auto, on if display is at least (24+2)x(80+2) [default] - 3 - on, except forced off for perm_invent - 4 - auto, except forced off for perm_invent - - (The 26x82 size threshold for `2' refers to number of rows and - columns of the display. A width of at least 110 columns - (80+2+26+2) is needed to show borders if align_status is set to - left or right.) - - The persistent inventory window, when enabled, can grow until - it is too big to fit on most displays, resulting in truncation - of its contents. If borders are forced on (1) or the display - is big enough to show them (2), setting the value to 3 or 4 in- - stead will keep borders for the map, message, and status win- - dows but have room for two additional lines of inventory plus - widen each inventory line by two columns. - - windowcolors - If NetHack can, it should display windows with the specified - foreground/background colors. Windows GUI only. The format is - - OPTION=windowcolors:wintype foreground/background - - where wintype is one of "menu", "message", "status", or - "text", and foreground and background are colors, either a hexa- - decimal \'#rrggbb', one of the named colors (black, red, green, - brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- - blue, brightmagenta, brightcyan, white, trueblack, gray, purple, - silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one - of Windows UI colors (activeborder, activecaption, appworkspace, - background, btnface, btnshadow, btntext, captiontext, graytext, - greytext, highlight, highlighttext, inactiveborder, inactivecap- - tion, menu, menutext, scrollbar, window, windowframe, window- - text). - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5284,43 +5284,91 @@ + 0 - off, never show borders + 1 - on, always show borders + 2 - auto, on if display is at least (24+2)x(80+2) [default] + 3 - on, except forced off for perm_invent + 4 - auto, except forced off for perm_invent + + (The 26x82 size threshold for `2' refers to number of rows and + columns of the display. A width of at least 110 columns + (80+2+26+2) is needed to show borders if align_status is set to + left or right.) + + The persistent inventory window, when enabled, can grow until + it is too big to fit on most displays, resulting in truncation + of its contents. If borders are forced on (1) or the display + is big enough to show them (2), setting the value to 3 or 4 in- + stead will keep borders for the map, message, and status win- + dows but have room for two additional lines of inventory plus + widen each inventory line by two columns. + + windowcolors + If NetHack can, it should display windows with the specified + foreground/background colors. Windows GUI only. The format is + + OPTION=windowcolors:wintype foreground/background + + where wintype is one of "menu", "message", "status", or + "text", and foreground and background are colors, either a hexa- + decimal \'#rrggbb', one of the named colors (black, red, green, + brown, blue, magenta, cyan, orange, brightgreen, yellow, bright- + blue, brightmagenta, brightcyan, white, trueblack, gray, purple, + silver, maroon, fuchsia, lime, olive, navy, teal, aqua), or one + of Windows UI colors (activeborder, activecaption, appworkspace, + background, btnface, btnshadow, btntext, captiontext, graytext, + greytext, highlight, highlighttext, inactiveborder, inactivecap- + tion, menu, menutext, scrollbar, window, windowframe, window- + text). + wraptext If NetHack can, it should wrap long lines of text if they don't fit in the visible area of the window. 9.6. Platform-specific Customization options - Here are explanations of options that are used by specific + Here are explanations of options that are used by specific platforms 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", + only). The name of the handling type is one of "default", "ray", "340". altmeta On Amiga, this option controls whether typing "Alt" plus anoth- er key functions as a meta-shift for that key (default on). + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 82 + + + altmeta On other (non-Amiga) systems where this option is available, it - can be set to tell NetHack to convert a two character sequence - beginning with ESC into a meta-shifted version of the second + can be set to tell NetHack to convert a two character sequence + beginning with ESC into a meta-shifted version of the second character (default off). - This conversion is only done for commands, not for other input + This conversion is only done for commands, not for other input prompts. Note that typing one or more digits as a count prefix - prior to a command--preceded by n if the number_pad option is + 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 sec- - ond ESC to finish cancelling such a count. At other prompts a + the count by typing ESC will leave NetHack waiting for another + character to complete the two character sequence. Type a sec- + ond ESC to finish cancelling such a count. At other prompts a single ESC suffices. BIOS Use BIOS calls to update the screen display quickly and to read - the keyboard (allowing the use of arrow keys to move) on ma- - chines with an IBM PC compatible BIOS ROM (default off, OS/2, + the keyboard (allowing the use of arrow keys to move) on ma- + chines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only). flush @@ -5333,80 +5381,32 @@ (default on, Mac NetHack only). rawio - Force raw (non-cbreak) mode for faster output and more bullet- - proof input (MS-DOS sometimes treats `^P' as a printer toggle - without it) (default off, OS/2, PC, and ST NetHack only). - Note: DEC Rainbows hang if this is turned on. Cannot be set + Force raw (non-cbreak) mode for faster output and more bullet- + proof input (MS-DOS sometimes treats `^P' as a printer toggle + without it) (default off, OS/2, PC, and ST NetHack only). + Note: DEC Rainbows hang if this is turned on. Cannot be set with the `O' command. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 82 - - - subkeyvalue - (Win32 tty NetHack only). May be used to alter the value of + (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help - compensate for international keyboard issues. OPTIONS=subkey- - value:171/92 will return 92 to NetHack, if 171 was originally + compensate for international keyboard issues. OPTIONS=subkey- + value:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue assign- - ments in the configuration file if needed. Cannot be set with + ments in the configuration file if needed. Cannot be set with the `O' command. video Set the video mode used (PC NetHack only). Values are "autode- - tect", "default", "vga", or "vesa". Setting "vesa" will cause + tect", "default", "vga", or "vesa". Setting "vesa" will cause the game to display tiles, using the full capability of the VGA - hardware. Setting "vga" will cause the game to display tiles, - fixed at 640x480 in 16 colors, a mode that is compatible with - all VGA hardware. Third party tilesets will probably not work. - Setting "autodetect" attempts "vesa", then "vga", and finally - sets "default" if neither of those modes works. Cannot be set - with the `O' command. - - video_height - Set the VGA mode resolution height (MS-DOS only, with - video:vesa) - - video_width - Set the VGA mode resolution width (MS-DOS only, with - video:vesa) - - videocolors - Set the color palette for PC systems using NO_TERMS (default - 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order - of colors is red, green, brown, blue, magenta, cyan, - bright.white, bright.red, bright.green, yellow, bright.blue, - bright.magenta, and bright.cyan. Cannot be set with the `O' - command. - - videoshades - Set the intensity level of the three gray scales available (de- - fault dark normal light, PC NetHack only). If the game display - is difficult to read, try adjusting these scales; if this does - not correct the problem, try !color. Cannot be set with the - `O' command. - - 9.7. Regular Expressions - - Regular expressions are normally POSIX extended regular ex- - pressions. It is possible to compile NetHack without regular ex- - pression support on a platform where there is no regular expres- - sion library. While this is not true of any modern platform, if - your NetHack was built this way, patterns are instead glob pat- - terns. This applies to Autopickup exceptions, Message types, Menu - colors, and User sounds. + hardware. Setting "vga" will cause the game to display tiles, + fixed at 640x480 in 16 colors, a mode that is compatible with + all VGA hardware. Third party tilesets will probably not work. + Setting "autodetect" attempts "vesa", then "vga", and finally - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5416,63 +5416,63 @@ + sets "default" if neither of those modes works. Cannot be set + with the `O' command. + + video_height + Set the VGA mode resolution height (MS-DOS only, with + video:vesa) + + video_width + Set the VGA mode resolution width (MS-DOS only, with + video:vesa) + + videocolors + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order + of colors is red, green, brown, blue, magenta, cyan, + bright.white, bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' + command. + + videoshades + Set the intensity level of the three gray scales available (de- + fault dark normal light, PC NetHack only). If the game display + is difficult to read, try adjusting these scales; if this does + not correct the problem, try !color. Cannot be set with the + `O' command. + + 9.7. Regular Expressions + + Regular expressions are normally POSIX extended regular ex- + pressions. It is possible to compile NetHack without regular ex- + pression support on a platform where there is no regular expres- + sion library. While this is not true of any modern platform, if + your NetHack was built this way, patterns are instead glob pat- + terns. This applies to Autopickup exceptions, Message types, Menu + colors, and User sounds. + 9.8. Configuring Autopickup Exceptions You can further refine the behavior of the autopickup option beyond what is available through the pickup_types option. - By placing autopickup_exception lines in your configuration - file, you can define patterns to be checked when the game is + By placing autopickup_exception lines in your configuration + file, you can define patterns to be checked when the game is about to autopickup something. autopickup_exception - Sets an exception to the pickup_types option. The autopick- - up_exception option should be followed by a regular expression - to be used as a pattern to match against the singular form of + Sets an exception to the pickup_types option. The autopick- + up_exception option should be followed by a regular expression + to be used as a pattern to match against the singular form of the description of an object at your location. - In addition, some characters are treated specially if they oc- + In addition, some characters are treated specially if they oc- cur as the first character in the pattern, specifically: - < - always pickup an object that matches rest of pattern; - > - never pickup an object that matches rest of pattern. - - The autopickup_exception rules are processed in the order in - which they appear in your configuration file, thus allowing a - later rule to override an earlier rule. - - Exceptions can be set with the `O' command, but because they - are not included in your configuration file, they won't be in - effect if you save and then restore your game. autopickup_ex- - ception rules and not saved with the game. - - Here are some examples: - - autopickup_exception="<*arrow" - autopickup_exception=">*corpse" - autopickup_exception=">* cursed*" - - The first example above will result in autopickup of any - type of arrow. The second example results in the exclusion of - any corpse from autopickup. The last example results in the ex- - clusion of items known to be cursed from autopickup. - - 9.9. Changing Key Bindings - - It is possible to change the default key bindings of some - special commands, menu accelerator keys, and extended commands, - by using BIND stanzas in the configuration file. Format is key, - followed by the command to bind to, separated by a colon. The - key can be a single character ("x"), a control key ("^X", "C-x"), - a meta key ("M-x"), or a three-digit decimal ASCII code. - - For example: - - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5482,44 +5482,99 @@ + < - always pickup an object that matches rest of pattern; + > - never pickup an object that matches rest of pattern. + + The autopickup_exception rules are processed in the order in + which they appear in your configuration file, thus allowing a + later rule to override an earlier rule. + + Exceptions can be set with the `O' command, but because they + are not included in your configuration file, they won't be in + effect if you save and then restore your game. autopickup_ex- + ception rules and not saved with the game. + + Here are some examples: + + autopickup_exception="<*arrow" + autopickup_exception=">*corpse" + autopickup_exception=">* cursed*" + + The first example above will result in autopickup of any + type of arrow. The second example results in the exclusion of + any corpse from autopickup. The last example results in the ex- + clusion of items known to be cursed from autopickup. + + 9.9. Changing Key Bindings + + It is possible to change the default key bindings of some + special commands, menu accelerator keys, and extended commands, + by using BIND stanzas in the configuration file. Format is key, + followed by the command to bind to, separated by a colon. The + key can be a single character ("x"), a control key ("^X", "C-x"), + a meta key ("M-x"), or a three-digit decimal ASCII code. + + For example: + BIND=^X:getpos.autodescribe BIND=\:menu_first_page BIND=v:loot Extended command keys - You can bind multiple keys to the same extended command. Un- - bind a key by using "nothing" as the extended command to bind - to. You can also bind the "", "", and "" + You can bind multiple keys to the same extended command. Un- + bind a key by using "nothing" as the extended command to bind + to. You can also bind the "", "", and "" keys. Menu accelerator keys - The menu control or accelerator keys can also be rebound via - OPTIONS lines in the configuration file. You cannot bind ob- + The menu control or accelerator keys can also be rebound via + OPTIONS lines in the configuration file. You cannot bind ob- ject symbols or selection letters into menu accelerators. Some interfaces only support some of the menu accelerators. Special command keys - Below are the special commands you can rebind. Some of them - can be bound to same keys with no problems, others are in the - same "context", and if bound to same keys, only one of those - commands will be available. Special command can only be bound + Below are the special commands you can rebind. Some of them + can be bound to same keys with no problems, others are in the + same "context", and if bound to same keys, only one of those + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 85 + + + + commands will be available. Special command can only be bound to a single key. count - Prefix key to start a count, to repeat a command this many + Prefix key to start a count, to repeat a command this many times. With number_pad only. Default is `n'. getdir.help - When asked for a direction, the key to show the help. Default + When asked for a direction, the key to show the help. Default is `?'. + getdir.mouse + When asked for a direction, the key to initiate a simulated + mouse click. You will be asked to pick a location. Use move- + ment keystrokes to move the cursor around the map, then type + the getpos.pick.once key (default `,') or the getpos.pick key + (default `.') to finish as if performing a left or right + click. Only useful when using the #therecmdmenu command. De- + fault is `_'. + getdir.self - When asked for a direction, the key to target yourself. De- + When asked for a direction, the key to target yourself. De- fault is `.'. getdir.self2 - When asked for a direction, the key to target yourself. De- - fault is `s'. + When asked for a direction, an alternate key to target your- + self. Default is `s'. getpos.autodescribe When asked for a location, the key to toggle autodescribe. De- @@ -5530,81 +5585,26 @@ esting thing. Default is `a'. getpos.all.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest interesting thing. Default is `A'. getpos.door.next - When asked for a location, the key to go to next closest door + When asked for a location, the key to go to next closest door or doorway. Default is `d'. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 85 - - - getpos.door.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest door or doorway. Default is `D'. getpos.help - When asked for a location, the key to show help. Default is + 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 mon- - ster. Default is `m'. - - getpos.mon.prev - When asked for a location, the key to go to previous closest - monster. Default is `M'. - - getpos.obj.next - When asked for a location, the key to go to next closest ob- - ject. Default is `o'. - - getpos.obj.prev - When asked for a location, the key to go to previous closest - object. Default is `O'. - - getpos.menu - When asked for a location, and using one of the next or previ- - ous keys to cycle through targets, toggle showing a menu in- - stead. Default is `!'. - - getpos.moveskip - When asked for a location, and using the shifted movement keys - or meta-digit keys to fast-move around, move by skipping the - same glyphs instead of by 8 units. Default is `*'. - - getpos.filter - When asked for a location, change the filtering mode when using - one of the next or previous keys to cycle through targets. - Toggles between no filtering, in view only, and in the same - area only. Default is `"'. - - getpos.pick - When asked for a location, the key to choose the location, and - possibly ask for more info. Default is `.'. - - getpos.pick.once - When asked for a location, the key to choose the location, and - skip asking for more info. Default is `,'. - - getpos.pick.quick - When asked for a location, the key to choose the location, skip - asking for more info, and exit the location asking loop. De- - fault is `;'. + When asked for a location, the key to go to next closest - - - NetHack 3.7 May 23, 2022 + NetHack 3.7 August 21, 2022 @@ -5614,32 +5614,90 @@ - getpos.pick.verbose + monster. Default is `m'. + + getpos.mon.prev + When asked for a location, the key to go to previous closest + monster. Default is `M'. + + getpos.obj.next + When asked for a location, the key to go to next closest ob- + ject. Default is `o'. + + getpos.obj.prev + When asked for a location, the key to go to previous closest + object. Default is `O'. + + getpos.menu + When asked for a location, and using one of the next or previ- + ous keys to cycle through targets, toggle showing a menu in- + stead. Default is `!'. + + getpos.moveskip + When asked for a location, and using the shifted movement keys + or meta-digit keys to fast-move around, move by skipping the + same glyphs instead of by 8 units. Default is `*'. + + getpos.filter + When asked for a location, change the filtering mode when using + one of the next or previous keys to cycle through targets. + Toggles between no filtering, in view only, and in the same + area only. Default is `"'. + + getpos.pick + When asked for a location, the key to choose the location, and + possibly ask for more info. When simulating a mouse click af- + ter being asked for a direction (see getdir.mouse above), the + key to use to respond as right click. Default is `.'. + + getpos.pick.once When asked for a location, the key to choose the location, and + skip asking for more info. When simulating a mouse click after + being asked for a direction, the key to respond as left click. + Default is `,'. + + getpos.pick.quick + When asked for a location, the key to choose the location, skip + asking for more info, and exit the location asking loop. De- + fault is `;'. + + getpos.pick.verbose + When asked for a location, the key to choose the location, and show more info without asking. Default is `:'. getpos.self When asked for a location, the key to go to your location. De- fault is `@'. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 87 + + + getpos.unexplored.next - When asked for a location, the key to go to next closest unex- + When asked for a location, the key to go to next closest unex- plored location. Default is `x'. getpos.unexplored.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest unexplored location. Default is `X'. getpos.valid - When asked for a location, the key to go to show valid target + When asked for a location, the key to go to show valid target locations. Default is `$'. getpos.valid.next - When asked for a location, the key to go to next closest valid + When asked for a location, the key to go to next closest valid location. Default is `z'. getpos.valid.prev - When asked for a location, the key to go to previous closest + When asked for a location, the key to go to previous closest valid location. Default is `Z'. 9.10. Configuring Message Types @@ -5647,7 +5705,7 @@ 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 + In general, the configuration file entries to describe the message types look like this: MSGTYPE=type "pattern" type - how the message should be shown; @@ -5660,35 +5718,34 @@ show - show message normally; hide - never show the message; stop - wait for user with more-prompt; - norep - show the message once, but not again if no other mes- + norep - show the message once, but not again if no other mes- sage is shown in between. - Here's an example of message types using NetHack's internal + Here's an example of message types using NetHack's internal pattern matching facility: MSGTYPE=stop "You feel hungry." MSGTYPE=hide "You displaced *." - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 87 - - - - specifies that whenever a message "You feel hungry" is - shown, the user is prompted with more-prompt, and a mes- - sage matching "You displaced ." is not shown at - all. + specifies that whenever a message "You feel hungry" is shown, + the user is prompted with more-prompt, and a message matching + "You displaced ." is not shown at all. The order of the defined MSGTYPE lines is important; the last matching rule is used. Put the general case first, exceptions below them. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 88 + + + 9.11. Configuring Menu Colors Some platforms allow you to define colors used in menu lines @@ -5734,18 +5791,6 @@ worn)" on the same line will be shown in red color and under- lined. You can have multiple MENUCOLOR entries in your config- uration file, and the last MENUCOLOR line that matches a menu - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 88 - - - line will be used for the line. Note that if you intend to have one or more color specifica- @@ -5753,6 +5798,20 @@ plicit_uncursed option off so that all items known to be uncursed are actually displayed with the "uncursed" description. + + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 89 + + + 9.12. Configuring User Sounds Some platforms allow you to define sound files to be played @@ -5801,23 +5860,24 @@ OPTION=hilite_status:field-name/behavior/color&attributes - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 89 - - - For example, the following line in your configuration file will cause the hitpoints field to display in the color red if your hitpoints drop to or below a threshold of 30%: OPTION=hilite_status:hitpoints/<=30%/red/normal + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 90 + + + (That example is actually specifying red&normal for <=30% and no- color&normal for >30%.) @@ -5866,25 +5926,25 @@ The pseudo-field "characteristics" can be used to set all six of Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an approximation of experience level displayed when - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 90 - - - polymorphed. "experience", "time", and "score" are condition- ally displayed depending upon your other option settings. Instead of a behavior, "condition" takes the following condi- tion flags: stone, slime, strngl, foodpois, termill, blind, - deaf, stun, conf, hallu, lev, fly, and ride. You can use "ma- - jor_troubles" as an alias for stone through termill, "mi- + deaf, stun, conf, hallu, lev, fly, and ride. You can use + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 91 + + + + "major_troubles" as an alias for stone through termill, "mi- nor_troubles" for blind through hallu, "movement" for lev, fly, and ride, and "all" for every condition. @@ -5932,24 +5992,24 @@ may optionally be preceded by `='. If the number is pre- ceded by `<=' or `>=' instead, it also matches when value is below or above. If the prefix is `<' or `>', only - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 91 - - - match when strictly above or below. * text match sets the attribute when the field value matches the text. Text matches can only be used for "alignment", "carrying-capacity", "hunger", "dungeon-level", and "ti- tle". For title, only the role's rank title is tested; + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 92 + + + the character's name is ignored. The in-game options menu can help you determine the correct @@ -5997,25 +6057,25 @@ NetHack Symbols Symbol Name Description ----------------------------------------------------------------- - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 92 - - - S_air (air) _ S_altar (altar) " S_amulet (amulet) A S_angel (angelic being) a S_ant (ant or other insect) ^ S_anti_magic_trap (anti-magic field) + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 93 + + + [ S_armor (suit or piece of armor) [ S_armour (suit or piece of armor) ^ S_arrow_trap (arrow trap) @@ -6063,25 +6123,25 @@ e S_eye (eye or sphere) ^ S_falling_rock_trap (falling rock trap) f S_feline (cat or other feline) - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 93 - - - ^ S_fire_trap (fire trap) ! S_flashbeam (flash beam) % S_food (piece of food) { S_fountain (fountain) F S_fungus (fungus or mold) * S_gem (gem or rock) + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 94 + + + S_ghost (ghost) H S_giant (giant humanoid) G S_gnome (gnome) @@ -6129,25 +6189,25 @@ ^ S_polymorph_trap (polymorph trap) } S_pool (water) ! S_potion (potion) - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 94 - - - P S_pudding (pudding or ooze) q S_quadruped (quadruped) Q S_quantmech (quantum mechanic) = S_ring (ring) ` S_rock (boulder or statue) r S_rodent (rodent) + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 95 + + + ^ S_rolling_boulder_trap (rolling boulder trap) . S_room (floor of a room) / S_rslant (diagonal beam [zap animation]) @@ -6195,25 +6255,25 @@ < S_upstair (staircase up) V S_vampire (vampire) | S_vbeam (vertical beam [zap animation]) - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 95 - - - # S_vcdbridge (vertical raised drawbridge) + S_vcdoor (closed door in vertical wall) . S_venom (splash of venom) ^ S_vibrating_square (vibrating square) . S_vodbridge (vertical lowered drawbridge) - S_vodoor (open door in vertical wall) + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 96 + + + v S_vortex (vortex) | S_vwall (vertical wall) / S_wand (wand) @@ -6262,24 +6322,24 @@ The window port that is active needs to provide support for displaying UTF-8 character sequences and explicit red-green-blue colors in order for the glyph representation to be visible. For - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 96 - - - example, the following line in your configuration file will cause the glyph representation for glyphid G_pool to use Unicode code- point U+224B and the color represented by R-G-B value 0-0-160 OPTIONS=glyph:G_pool/U+224B/0-0-160 + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 97 + + + The list of acceptable glyphid's can be produced by nethack --dumpglyphids. Individual NetHack glyphs can be specified using the G_ prefix, or you can use an S_ symbol for a glyphid and @@ -6328,24 +6388,24 @@ menustyle:traditional This will assist in the interface to speech synthesizers. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 97 - - - nomenu_overlay Show menus on a cleared screen and aligned to the left edge. number_pad A lot of speech access programs use the number-pad to review the screen. If this is the case, disable the number_pad option + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 98 + + + and use the traditional Rogue-like commands. paranoid_confirmation:swim @@ -6393,25 +6453,25 @@ value of a single asterisk (*) allows anyone to start a game in debug mode. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 98 - - - SHELLERS = A list of users who are allowed to use the shell es- cape 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. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 99 + + + MAXPLAYERS = Limit the maximum number of games that can be run- ning at the same time. @@ -6461,22 +6521,23 @@ PERS_IS_UID = 0 or 1 to use user names or numeric userids, re- spectively, to identify unique people for the score file. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 99 - - - MAX_STATUENAME_RANK = Maximum number of score file entries to use for random statue names (default is 10). ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the ability for players to set S_pet_override and S_hero_override + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 100 + + + symbols in their configuration file. PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will @@ -6526,24 +6587,23 @@ 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 - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 100 - - - 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. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 101 + + + If you just want to see what the current top players/games list is, you can type nethack -s all on most versions. @@ -6592,18 +6652,6 @@ and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 101 - - - NetHack is the product of literally scores of people's work. Main events in the course of the game development are described below: @@ -6611,6 +6659,17 @@ Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome, and Jon Payne. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 102 + + + Andries Brouwer did a major re-write while at Stichting Mathematisch Centrum (now Centrum Wiskunde & Informatica), trans- forming Hack into a very different game. He published the Hack @@ -6657,19 +6716,6 @@ to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 102 - - - 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", @@ -6677,6 +6723,19 @@ through "3.0pl10" rather than 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme began to be used with 3.1.0. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 103 + + + 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, @@ -6724,18 +6783,6 @@ NetHack Development Team which rechristened them "tiles", origi- nal usage which has subsequently been picked up by various other games. NetHack's tiles support was then implemented on other - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 103 - - - platforms (initially MS-DOS but eventually Windows, Qt, and X11 too). @@ -6743,6 +6790,18 @@ son, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Er- ic Smith, Mike Stephenson, Janet Walz, and Paul Winner, released + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 104 + + + version 3.2.0 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of @@ -6789,29 +6848,29 @@ digit year, and 1999's year 99 was followed by 2000's year 100. That got written out successfully but it unintentionally intro- duced an extra column in the file layout which prevented score - entries from being read back in correctly, interfering with - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 104 - - - - insertion of new high scores and with retrieval of old character + entries from being read back in correctly, interfering with in- + sertion 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 Al- lison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, - Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lor- - ber, 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. + Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 105 + + + + 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 separate race and profession. The Elf class was removed in pref- @@ -6855,19 +6914,6 @@ stopped working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years. - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 105 - - - Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. @@ -6875,6 +6921,19 @@ Christian "Marvin" Bressler maintained 3.4 for the Atari af- ter he resurrected it for 3.3.1. + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 106 + + + The release of NetHack 3.4.3 in December 2003 marked the be- ginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community @@ -6923,17 +6982,6 @@ and Kevin Smolkowski, ensured that NetHack 3.6 continued to oper- ate on various UNIX flavors and maintained the X11 interface. - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 106 - - - Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main- tained the port of NetHack 3.6 for Mac OSX. @@ -6941,6 +6989,17 @@ Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main- tained the port of NetHack 3.6 for Microsoft Windows. + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 107 + + + Pat Rankin attempted to keep the VMS port running for NetHack 3.6, hindered by limited access. Kevin Smolkowski has up- dated and tested it for the most recent version of OpenVMS (V8.4 @@ -6987,25 +7046,26 @@ On behalf of the NetHack community, thank you very much once again to M. Drew Streib and Pasi Kallinen for providing a public NetHack server at nethack.alt.org. Thanks to Keith Simpson and - Andy Thomson for hardfought.org. Thanks to all those unnamed - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 107 - - - - dungeoneers who invest their time and effort into annual NetHack + Andy Thomson for hardfought.org. Thanks to all those unnamed dun- + geoneers who invest their time and effort into annual NetHack tournaments such as Junethack, The November NetHack Tournament, and in days past, devnull.net (gone for now, but not forgotten). + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 108 + + + 12.2. Dungeoneers From time to time, some depraved individual out there in @@ -7053,25 +7113,25 @@ Greg Olson Michael Hamel Tom West Gregg Wonderly Michael Sokolov Warren Cheung Hao-yang Wang Mike Engber Warwick Allison - - - - NetHack 3.7 May 23, 2022 - - - - - - NetHack Guidebook 108 - - - Helge Hafting Mike Gallop Yitzhak Sapir Irina Rempt-Drijfhout Mike Passaretti Izchak Miller Mike Stephenson + + + + NetHack 3.7 August 21, 2022 + + + + + + NetHack Guidebook 109 + + + Brand and product names are trademarks or registered trade- marks of their respective holders. @@ -7122,7 +7182,13 @@ - NetHack 3.7 May 23, 2022 + + + + + + + NetHack 3.7 August 21, 2022