Files
nethack/doc/Guidebook.txt
2024-01-02 12:34:05 -05:00

7129 lines
285 KiB
Plaintext

A Guide to the Mazes of Menace
(Guidebook for NetHack)
Original version - Eric S. Raymond
(Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others)
January 02, 2024
1. Introduction
Recently, you have begun to find yourself unfulfilled and distant
in your daily occupation. Strange dreams of prospecting, stealing,
crusading, and combat have haunted you in your sleep for many months,
but you aren't sure of the reason. You wonder whether you have in
fact been having those dreams all your life, and somehow managed to
forget about them until now. Some nights you awaken suddenly and cry
out, terrified at the vivid recollection of the strange and powerful
creatures that seem to be lurking behind every corner of the dungeon
in your dream. Could these details haunting your dreams be real? As
each night passes, you feel the desire to enter the mysterious caverns
near the ruins grow stronger. Each morning, however, you quickly put
the idea out of your head as you recall the tales of those who entered
the caverns before you and did not return. Eventually you can resist
the yearning to seek out the fantastic place in your dreams no longer.
After all, when other adventurers came back this way after spending
time in the caverns, they usually seemed better off than when they
passed through the first time. And who was to say that all of those
who did not return had not just kept going?
Asking around, you hear about a bauble, called the Amulet of Yen-
dor by some, which, if you can find it, will bring you great wealth.
One legend you were told even mentioned that the one who finds the
amulet will be granted immortality by the gods. The amulet is rumored
to be somewhere beyond the Valley of Gehennom, deep within the Mazes
of Menace. Upon hearing the legends, you immediately realize that
there is some profound and undiscovered reason that you are to descend
into the caverns and seek out that amulet of which they spoke. Even
if the rumors of the amulet's powers are untrue, you decide that you
should at least be able to sell the tales of your adventures to the
local minstrels for a tidy sum, especially if you encounter any of the
terrifying and magical creatures of your dreams along the way. You
spend one last night fortifying yourself at the local inn, becoming
more and more depressed as you watch the odds of your success being
posted on the inn's walls getting lower and lower.
In the morning you awake, collect your belongings, and set off
for the dungeon. After several days of uneventful travel, you see the
NetHack Guidebook 1
NetHack Guidebook 2
ancient ruins that mark the entrance to the Mazes of Menace. It is
late at night, so you make camp at the entrance and spend the night
sleeping under the open skies. In the morning, you gather your gear,
eat what may be your last meal outside, and enter the dungeon....
2. What is going on here?
You have just begun a game of NetHack. Your goal is to grab as
much treasure as you can, retrieve the Amulet of Yendor, and escape
the Mazes of Menace alive.
Your abilities and strengths for dealing with the hazards of ad-
venture will vary with your background and training:
Archeologists understand dungeons pretty well; this enables them
to move quickly and sneak up on the local nasties. They start
equipped with the tools for a proper scientific expedition.
Barbarians are warriors out of the hinterland, hardened to bat-
tle. They begin their quests with naught but uncommon strength, a
trusty hauberk, and a great two-handed sword.
Cavemen and Cavewomen start with exceptional strength but, unfor-
tunately, with neolithic weapons.
Healers are wise in medicine and apothecary. They know the herbs
and simples that can restore vitality, ease pain, anesthetize, and
neutralize poisons; and with their instruments, they can divine a be-
ing's state of health or sickness. Their medical practice earns them
quite reasonable amounts of money, with which they enter the dungeon.
Knights are distinguished from the common skirmisher by their de-
votion to the ideals of chivalry and by the surpassing excellence of
their armor.
Monks are ascetics, who by rigorous practice of physical and men-
tal disciplines have become capable of fighting as effectively without
weapons as with. They wear no armor but make up for it with increased
mobility.
Priests and Priestesses are clerics militant, crusaders advancing
the cause of righteousness with arms, armor, and arts thaumaturgic.
Their ability to commune with deities via prayer occasionally extri-
cates them from peril, but can also put them in it.
Rangers are most at home in the woods, and some say slightly out
of place in a dungeon. They are, however, experts in archery as well
as tracking and stealthy movement.
Rogues are agile and stealthy thieves, with knowledge of locks,
traps, and poisons. Their advantage lies in surprise, which they em-
ploy to great advantage.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 3
Samurai are the elite warriors of feudal Nippon. They are
lightly armored and quick, and wear the dai-sho, two swords of the
deadliest keenness.
Tourists start out with lots of gold (suitable for shopping
with), a credit card, lots of food, some maps, and an expensive cam-
era. Most monsters don't like being photographed.
Valkyries are hardy warrior women. Their upbringing in the harsh
Northlands makes them strong, inures them to extremes of cold, and in-
stills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of magi-
cal items, and a particular affinity for dweomercraft. Although seem-
ingly weak and easy to overcome at first sight, an experienced Wizard
is a deadly foe.
You may also choose the race of your character (within limits;
most roles have restrictions on which races are eligible for them):
Dwarves are smaller than humans or elves, but are stocky and
solid individuals. Dwarves' most notable trait is their great exper-
tise in mining and metalwork. Dwarvish armor is said to be second in
quality not even to the mithril armor of the Elves.
Elves are agile, quick, and perceptive; very little of what goes
on will escape an Elf. The quality of Elven craftsmanship often gives
them an advantage in arms and armor.
Gnomes are smaller than but generally similar to dwarves. Gnomes
are known to be expert miners, and it is known that a secret under-
ground mine complex built by this race exists within the Mazes of Men-
ace, filled with both riches and danger.
Humans are by far the most common race of the surface world, and
are thus the norm to which other races are often compared. Although
they have no special abilities, they can succeed in any role.
Orcs are a cruel and barbaric race that hate every living thing
(including other orcs). Above all others, Orcs hate Elves with a pas-
sion unequalled, and will go out of their way to kill one at any op-
portunity. The armor and weapons fashioned by the Orcs are typically
of inferior quality.
3. What do all those things on the screen mean?
On the screen is kept a map of where you have been and what you
have seen on the current dungeon level; as you explore more of the
level, it appears on the screen in front of you.
When NetHack's ancestor rogue first appeared, its screen orienta-
tion was almost unique among computer fantasy games. Since then,
screen orientation has become the norm rather than the exception;
NetHack continues this fine tradition. Unlike text adventure games
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 4
that accept commands in pseudo-English sentences and explain the re-
sults in words, NetHack commands are all one or two keystrokes and the
results are displayed graphically on the screen. A minimum screen
size of 24 lines by 80 columns is recommended; if the screen is
larger, only a 21x80 section will be used for the map.
NetHack can even be played by blind players, with the assistance
of Braille readers or speech synthesisers. Instructions for configur-
ing NetHack for the blind are included later in this document.
NetHack generates a new dungeon every time you play it; even the
authors still find it an entertaining and exciting game despite having
won several times.
NetHack offers a variety of display options. The options avail-
able to you will vary from port to port, depending on the capabilities
of your hardware and software, and whether various compile-time op-
tions were enabled when your executable was created. The three possi-
ble display options are: a monochrome character interface, a color
character interface, and a graphical interface using small pictures
called tiles. The two character interfaces allow fonts with other
characters to be substituted, but the default assignments use standard
ASCII characters to represent everything. There is no difference be-
tween the various display options with respect to game play. Because
we cannot reproduce the tiles or colors in the Guidebook, and because
it is common to all ports, we will use the default ASCII characters
from the monochrome character display when referring to things you
might see on the screen during your game.
In order to understand what is going on in NetHack, first you
must understand what NetHack is doing with the screen. The NetHack
screen replaces the "You see ..." descriptions of text adventure
games. Figure 1 is a sample of what a NetHack screen might look like.
The way the screen looks for you depends on your platform.
+----------------------------------------------------------------+
| The bat bites! |
| |
| ------ |
| |....| ---------- |
| |.<..|####...@...$.| |
| |....-# |...B....+ |
| |....| |.d......| |
| ------ -------|-- |
| |
| |
| |
| Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
| Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf |
+----------------------------------------------------------------+
Figure 1
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 5
+----------------------------------------------------------------+
| Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 |
| Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry |
| Dlvl:1 T:752 Conf |
+----------------------------------------------------------------+
Figure 2
3.1. The status lines (bottom)
The bottom two (or three) lines of the screen contain several
cryptic pieces of information describing your current status. Figure
1 shows the traditional two-line status area below the map. Figure 2
shows just the status area, when the statuslines:3 option has been set
(not all interfaces support this option). If any status line becomes
wider than the screen, you might not see all of it due to truncation.
When the numbers grow bigger and multiple conditions are present, the
two-line format will run out of room on the second line, but sta-
tuslines:2 is the default because a basic 24-line terminal isn't tall
enough for the third line.
Here are explanations of what the various status items mean:
Title
Your character's name and professional ranking (based on role and
experience level, see below).
Strength
A measure of your character's strength; one of your six basic at-
tributes. A human character's attributes can range from 3 to 18
inclusive; non-humans may exceed these limits (occasionally you
may get super-strengths of the form 18/xx, and magic can also
cause attributes to exceed the normal limits). The higher your
strength, the stronger you are. Strength affects how success-
fully you perform physical tasks, how much damage you do in com-
bat, and how much loot you can carry.
Dexterity
Dexterity affects your chances to hit in combat, to avoid traps,
and do other tasks requiring agility or manipulation of objects.
Constitution
Constitution affects your ability to recover from injuries and
other strains on your stamina. When strength is low or modest,
constitution also affects how much you can carry. With suffi-
ciently high strength, the contribution to carrying capacity from
your constitution no longer matters.
Intelligence
Intelligence affects your ability to cast spells and read spell-
books.
Wisdom
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 6
Charisma
Charisma affects how certain creatures react toward you. In par-
ticular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good and
Chaotic as evil, but legal and ethical do not always coincide.
Your alignment influences how other monsters react toward you.
Monsters of a like alignment are more likely to be non-aggres-
sive, while those of an opposing alignment are more likely to be
seriously offended at your presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and the
number increases as you go deeper into the dungeon. Some levels
are special, and are identified by a name and not a number. The
Amulet of Yendor is reputed to be somewhere beneath the twentieth
level.
Gold
The number of gold pieces you are openly carrying. Gold which
you have concealed in containers is not counted.
Hit Points
Your current and maximum hit points. Hit points indicate how
much damage you can take before you die. The more you get hit in
a fight, the lower they get. You can regain hit points by rest-
ing, or by using certain magical items or spells. The number in
parentheses is the maximum number your hit points can reach.
Power
Spell points. This tells you how much mystic energy (mana) you
have available for spell casting. Again, resting will regenerate
the amount available.
Armor Class
A measure of how effectively your armor stops blows from un-
friendly creatures. The lower this number is, the more effective
the armor; it is quite possible to have negative armor class.
See the Armor subsection of Objects for more information.
Experience
Your current experience level. If the showexp option is set, it
will be followed by a slash and experience points. As you adven-
ture, you gain experience points. At certain experience point
totals, you gain an experience level. The more experienced you
are, the better you fight and withstand magical attacks. (By the
time your level reaches double digits, the usefulness of showing
the points with it has dropped significantly. You can use the
`O' command to turn showexp off to avoid using up the limited
status line space.)
Time
The number of turns elapsed so far, displayed if you have the
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 7
time option set.
Status
Hunger: your current hunger status. Values are Satiated, Not
Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when
Normal.
Encumbrance: an indication of how what you are carrying affects
your ability to move. Values are Unencumbered, Burdened,
Stressed, Strained, Overtaxed, and Overloaded. Not shown when
Unencumbered.
Fatal conditions: Stone (aka Petrifying, turning to stone), Slime
(turning into green slime), Strngl (being strangled), FoodPois
(suffering from acute food poisoning), TermIll (suffering from a
terminal illness).
Non-fatal conditions: Blind (can't see), Deaf (can't hear), Stun
(stunned), Conf (confused), Hallu (hallucinating).
Movement modifiers: Lev (levitating), Fly (flying), Ride (rid-
ing).
Other conditions and modifiers exist, but there isn't enough room
to display them with the other status fields.
The #attributes command (default key ^X) will show all current status
information in unabbreviated format. It also shows other information
which might be included on the status lines if those had more room.
3.2. The message line (top)
The top line of the screen is reserved for messages that describe
things that are impossible to represent visually. If you see a
"--More--" on the top line, this means that NetHack has another mes-
sage to display on the screen, but it wants to make certain that
you've read the one that is there first. To read the next message,
just press the space bar.
To change how and what messages are shown on the message line,
see "Configuring Message Types" and the verbose option.
3.3. The map (rest of the screen)
The rest of the screen is the map of the level as you have ex-
plored it so far. Each symbol on the screen represents something.
You can set various graphics options to change some of the symbols the
game uses; otherwise, the game will use default symbols. Here is a
list of what the default symbols mean:
- and |
The walls of a room, or an open door. Or a grave (|).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 8
. The floor of a room, ice, or a doorless doorway.
# A corridor, or iron bars, or a tree, or possibly a kitchen sink
(if your dungeon has sinks), or a drawbridge.
> Stairs down: a way to the next level.
< Stairs up: a way to the previous level.
+ A closed door, or a spellbook containing a spell you may be able
to learn.
@ Your character or a human.
$ A pile of gold.
^ A trap (once you have detected it).
) A weapon.
[ A suit or piece of armor.
% Something edible (not necessarily healthy).
? A scroll.
/ A wand.
= A ring.
! A potion.
( A useful item (pick-axe, key, lamp...).
" An amulet or a spider web.
* A gem or rock (possibly valuable, possibly worthless).
` A boulder or statue.
0 An iron ball.
_ An altar, or an iron chain.
{ A fountain.
} A pool of water or moat or a pool of lava.
\ An opulent throne.
a-zA-Z and other symbols
Letters and certain other symbols represent the various inhabi-
tants of the Mazes of Menace. Watch out, they can be nasty and
vicious. Sometimes, however, they can be helpful.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 9
I This marks the last known location of an invisible or otherwise
unseen monster. Note that the monster could have moved. The `F'
and `m' commands may be useful here.
You need not memorize all these symbols; you can ask the game
what any symbol represents with the `/' command (see the next section
for more info).
4. Commands
Commands can be initiated by typing one or two characters to
which the command is bound to, or typing the command name in the ex-
tended commands entry. Some commands, like "search", do not require
that any more information be collected by NetHack. Other commands
might require additional information, for example a direction, or an
object to be used. For those commands that require additional infor-
mation, NetHack will present you with either a menu of choices or with
a command line prompt requesting information. Which you are presented
with will depend chiefly on how you have set the menustyle option.
For example, a common question, in the form "What do you want to
use? [a-zA-Z ?*]", asks you to choose an object you are carrying.
Here, "a-zA-Z" are the inventory letters of your possible choices.
Typing `?' gives you an inventory list of these items, so you can see
what each letter refers to. In this example, there is also a `*' in-
dicating that you may choose an object not on the list, if you wanted
to use something unexpected. Typing a `*' lists your entire inven-
tory, so you can see the inventory letters of every object you're car-
rying. 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 com-
mand.
You can put a number before some commands to repeat them that
many times; for example, "10s" will search ten times. If you have the
number_pad option set, you must type `n' to prefix a count, so the ex-
ample above would be typed "n10s" instead. Commands for which counts
make no sense ignore them. In addition, movement commands can be pre-
fixed for greater control (see below). To cancel a count or a prefix,
press the ESC key.
The list of commands is rather long, but it can be read at any
time during the game through the `?' command, which accesses a menu of
helpful texts. Here are the default key bindings for your reference:
? Help menu: display one of several help texts available.
/ The "whatis" command, to tell what a symbol represents. You may
choose to specify a location or type a symbol (or even a whole
word) to explain. Specifying a location is done by moving the
cursor to a particular spot on the map and then pressing one of
`.', `,', `;', or `:'. `.' will explain the symbol at the chosen
location, conditionally check for "More info?" depending upon
whether the help option is on, and then you will be asked to pick
another location; `,' will explain the symbol but skip any
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 10
additional information, then let you pick another location; `;'
will skip additional info and also not bother asking you to
choose another location to examine; `:' will show additional
info, if any, without asking for confirmation. When picking a
location, pressing the ESC key will terminate this command, or
pressing `?' will give a brief reminder about how it works.
If the autodescribe option is on, a short description of what you
see at each location is shown as you move the cursor. Typing `#'
while picking a location will toggle that option on or off. The
whatis_coord option controls whether the short description in-
cludes map coordinates.
Specifying a name rather than a location always gives any addi-
tional information available about that name.
You may also request a description of nearby monsters, all mon-
sters currently displayed, nearby objects, or all objects. The
whatis_coord option controls which format of map coordinate is
included with their descriptions.
& Tell what a command does.
< Go up to the previous level (if you are on a staircase or lad-
der).
> Go down to the next level (if you are on a staircase or ladder).
[yuhjklbn]
Go one step in the direction indicated (see Figure 3). If you
sense or remember a monster there, you will fight the monster in-
stead. Only these one-step movement commands cause you to fight
monsters; the others (below) are "safe."
+-----------------------------------------------------+
| y k u 7 8 9 |
| \ | / \ | / |
| h- . -l 4- . -6 |
| / | \ / | \ |
| b j n 1 2 3 |
| (number_pad off) (number_pad on) |
+-----------------------------------------------------+
Figure 3
[YUHJKLBN]
Go in that direction until you hit a wall or run into something.
m[yuhjklbn]
Prefix: move without picking up objects or fighting (even if you
remember a monster there).
A few non-movement commands use the `m' prefix to request operat-
ing via menu (to temporarily override the menustyle:traditional
option). Primarily useful for `,' (pickup) when there is only
one class of objects present (where there won't be any "what
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 11
kinds of objects?" prompt, so no opportunity to answer `m' at
that prompt).
The prefix will make "#travel" command show a menu of interesting
targets in sight. It can also be used with the `\' (known, show
a list of all discovered objects) and the ``' (knownclass, show a
list of discovered objects in a particular class) commands to of-
fer a menu of several sorting alternatives (which sets a new
value for the sortdiscoveries option); also for "#vanquished" and
"#genocided" commands to offer a sorting menu.
A few other commands (eat food, offer sacrifice, apply tinning-
kit, drink/quaff, dip, tip container) use the `m' prefix to skip
checking for applicable objects on the floor and go straight to
checking inventory, or (for "#loot" to remove a saddle), skip
containers and go straight to adjacent monsters.
In debug mode (aka "wizard mode"), the `m' prefix may also be
used with the "#teleport" and "#wizlevelport" commands.
F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is there).
g[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <Control>+[yuhjklbn]
Prefix: similar to `g', but forking of corridors is not consid-
ered interesting.
Note: <Control>+<key> means holding the <Control> or <Ctrl> key
down like <Shift> while typing and releasing <key>, then releas-
ing <Control>. ^<key> 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 combined
the effect of `m' with <Control>+<direction>. That is no longer
supported as a prefix but similar effect can be achieved by using
`m' and G<direction> in combination. m can also be used in com-
bination with g<direction>, <Control>+<direction>, or
<Shift>+<direction>.
_ Travel to a map location via a shortest-path algorithm.
The shortest path is computed over map locations the hero knows
about (e.g. seen or previously traversed). If there is no known
path, a guess is made instead. Stops on most of the same condi-
tions as the `G' prefix, but without picking up objects, so im-
plicitly 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.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 12
. Wait or rest, do nothing for one turn. Precede with the `m' pre-
fix to wait for a turn even next to a hostile monster, if
safe_wait is on.
a Apply (use) a tool (pick-axe, key, lamp...).
If used on a wand, that wand will be broken, releasing its magic
in the process. Confirmation is required.
A Remove one or more worn items, such as armor.
Use `T' (take off) to take off only one piece of armor or `R'
(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 object.
Same as extended command "#name".
^C Panic button. Quit the game.
d Drop something.
For example "d7a" means drop seven items of object a.
D Drop several things.
In answer to the question
"What kinds of things do you want to drop? [!%= BUCXPaium]"
you should type zero or more object symbols possibly followed by
`a' and/or `i' and/or `u' and/or `m'. In addition, one or more
of the blessed/uncursed/cursed groups may be typed.
DB - drop all objects known to be blessed.
DU - drop all objects known to be uncursed.
DC - drop all objects known to be cursed.
DX - drop all objects of unknown B/U/C status.
DP - drop objects picked up last.
Da - drop all objects, without asking for confirmation.
Di - examine your inventory before dropping anything.
Du - drop only unpaid objects (when in a shop).
Dm - use a menu to pick which object(s) to drop.
D%u - drop only unpaid food.
The last example shows a combination. There are four categories
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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 13
up or dropping things rather than by any time factor).
If you specify more than one value in a category (such as "!?"
for potions and scrolls or "BU" for blessed and uncursed), an in-
ventory object will meet the criteria if it matches any of the
specified values (so "!?" means `!' or `?'). If you specify more
than one category, an inventory object must meet each of the cat-
egory criteria (so "%u" means class `%' and unpaid `u'). Lastly,
you may specify multiple values within multiple categories:
"!?BU" will select all potions and scrolls which are known to be
blessed or uncursed. (In versions prior to 3.6, filter combina-
tions behaved differently.)
^D Kick something (usually a door).
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 attempting to eat any-
thing off the floor.
If you attempt to eat while already satiated, you might choke to
death. If you risk it, you will be asked whether to "continue
eating?" if you survive the first bite. You can set the para-
noid_confirmation:eating option to require a response of yes in-
stead 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 at-
tack you hand-to-hand (but if you attack, you will rub it out);
this is often useful to give yourself a breather.
f Fire (shoot or throw) one of the objects placed in your quiver
(or quiver sack, or that you have at the ready). You may select
ammunition with a previous `Q' command, or let the computer pick
something appropriate if autoquiver is true. If your wielded
weapon has the throw-and-return property, your quiver is empty,
and autoquiver is false, you will throw that wielded weapon in-
stead of filling the quiver. This will also automatically use a
polearm if wielded. If fireassist is true, firing will automati-
cally 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.
i List your inventory (everything you're carrying).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 14
I List selected parts of your inventory, usually be specifying the
character for a particular set of objects, like `[' for armor or
`!' for potions.
I* - list all gems in inventory;
Iu - list all unpaid items;
Ix - list all used up items that are on your shopping bill;
IB - list all items known to be blessed;
IU - list all items known to be uncursed;
IC - list all items known to be cursed;
IX - list all items whose bless/curse status is unknown;
IP - list items picked up last;
I$ - count your money.
o Open a door.
O Set options.
A menu showing the current option values will be displayed. You
can change most values simply by selecting the menu entry for the
given option (ie, by typing its letter or clicking upon it, de-
pending 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. Op-
tions are usually set before the game rather than with the `O'
command; see the section on options below. Precede `O' with the
`m' prefix to show advanced options.
^O Show overview.
Shortcut for "#overview": list interesting dungeon levels vis-
ited.
(Prior to 3.6.0, `^O' was a debug mode command which listed the
placement of all special levels. Use "#wizwhere" to run that
command.)
p Pay your shopping bill.
P Put on an accessory (ring, amulet, or blindfold).
This command may also be used to wear armor. The prompt for
which inventory item to use will only list accessories, but
choosing an unlisted item of armor will attempt to wear it. (See
the `W' command below. It lists armor as the inventory choices
but will accept an accessory and attempt to put that on.)
^P Repeat previous message.
Subsequent `^P's repeat earlier messages. For some interfaces,
the behavior can be varied via the msg_window option.
q Quaff (drink) something (potion, water, etc).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 15
When there is a fountain or sink present, it asks whether to
drink from that. If that is declined, then it offers a chance to
choose a potion from inventory. Precede `q' with the `m' prefix
to skip asking about drinking from a fountain or sink.
Q Select an object for your quiver, quiver sack, or just generally
at the ready (only one of these is available at a time). You can
then throw this (or one of these) using the `f' command.
r Read a scroll or spellbook.
R Remove a worn accessory (ring, amulet, or blindfold).
If you're wearing more than one, you'll be prompted for which one
to remove. When you're only wearing one, then by default it will
be removed without asking, but you can set the paranoid_confirma-
tion:Remove option to require a prompt.
This command may also be used to take off armor. The prompt for
which inventory item to remove only lists worn accessories, but
an item of worn armor can be chosen. (See the `T' command below.
It lists armor as the inventory choices but will accept an acces-
sory and attempt to remove it.)
^R Redraw the screen.
s Search for secret doors and traps around you. It usually takes
several tries to find something. Precede with the `m' prefix to
search for a turn even next to a hostile monster, if safe_wait is
on.
Can also be used to figure out whether there is still a monster
at an adjacent "remembered, unseen monster" marker.
S Save the game (which suspends play and exits the program). The
saved game will be restored automatically the next time you play
using the same character name.
In normal play, once a saved game is restored the file used to
hold the saved data is deleted. In explore mode, once restora-
tion is accomplished you are asked whether to keep or delete the
file. Keeping the file makes it feasible to play for a while
then quit without saving and later restore again.
There is no "save current game state and keep playing" command,
not even in explore mode where saved game files can be kept and
re-used.
t Throw an object or shoot a projectile.
There's no separate "shoot" command. If you throw an arrow while
wielding a bow, you are shooting that arrow and any weapon skill
bonus or penalty for bow applies. If you throw an arrow while
not wielding a bow, you are throwing it by hand and it will
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 16
generally be less effective than when shot.
See also `f' (fire) for throwing or shooting an item pre-selected
via the `Q' (quiver) command, with some extra assistance.
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 covering a
suit and/or a shirt, or a suit covering a shirt, as if the under-
lying items weren't there.) When you're only wearing one, then
by default it will be taken off without asking, but you can set
the paranoid_confirmation:Remove option to require a prompt.
This command may also be used to remove accessories. The prompt
for which inventory item to take off only lists worn armor, but a
worn accessory can be chosen. (See the `R' command above. It
lists accessories as the inventory choices but will accept an
item of armor and attempt to take it off.)
^T Teleport, if you have the ability.
v Display version number.
V Display the game history.
w Wield weapon.
w- - wield nothing, use your bare (or gloved) hands.
Some characters can wield two weapons at once; use the `X' com-
mand (or the "#twoweapon" extended command) to do so.
W Wear armor.
This command may also be used to put on an accessory (ring,
amulet, or blindfold). The prompt for which inventory item to
use will only list armor, but choosing an unlisted accessory will
attempt to put it on. (See the `P' command above. It lists ac-
cessories as the inventory choices but will accept an item of ar-
mor and attempt to wear it.)
x Exchange your wielded weapon with the item in your alternate
weapon slot.
The latter is used as your secondary weapon when engaging in two-
weapon combat. Note that if one of these slots is empty, the ex-
change still takes place.
X Toggle two-weapon combat, if your character can do it. Also
available via the "#twoweapon" extended command.
(In versions prior to 3.6 this keystroke ran the command to
switch from normal play to "explore mode", also known as
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 17
"discovery mode", which has now been moved to "#exploremode" and
M-X.)
^X Display basic information about your character.
Displays name, role, race, gender (unless role name makes that
redundant, such as Caveman or Priestess), and alignment, along
with your patron deity and his or her opposition. It also shows
most of the various items of information from the status line(s)
in a less terse form, including several additional things which
don't appear in the normal status display due to space considera-
tions.
In normal play, that's all that `^X' displays. In explore mode,
the role and status feedback is augmented by the information pro-
vided by enlightenment magic.
z Zap a wand.
z. - to aim at yourself, use `.' for the direction.
Z Zap (cast) a spell.
Z. - to cast at yourself, use `.' for the direction.
^Z Suspend the game (UNIX(R) versions with job control only). See
"#suspend" below for more details.
: Look at what is here.
; Show what type of thing a visible symbol corresponds to.
, Pick up some things from the floor beneath you.
May be preceded by `m' to force a selection menu.
@ Toggle the autopickup option on and off.
^ Ask for the type of an adjacent trap you found earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
__________
(R)UNIX is a registered trademark of The Open Group.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 18
* Tell what equipment you are using.
Combines the preceding five type-specific commands into one.
$ Report the gold you're carrying, possibly shop credit and/or debt
too.
+ List the spells you know.
Using this command, you can also rearrange the order in which
your spells are listed, either by sorting the entire list or by
picking one spell from the menu then picking another to swap
places with it. Swapping pairs of spells changes their casting
letters, so the change lasts after the current `+' command fin-
ishes. Sorting the whole list is temporary. To make the most
recent sort order persist beyond the current `+' command, choose
the sort option again and then pick "reassign casting letters".
(Any spells learned after that will be added to the end of the
list rather than be inserted into the sorted ordering.)
\ Show what types of objects have been discovered.
May be preceded by `m' to select preferred display order.
` Show discovered types for one class of objects.
May be preceded by `m' to select preferred display order.
| If persistent inventory display is supported and enabled (with
the perm_invent option), interact with it instead of with the
map.
Allows scrolling with the menu_first_page, menu_previous_page,
menu_next_page, and menu_last_page keys (`^', `<', `>', `|' by
default). Some interfaces also support menu_shift_left and
menu_shift_right keys (`{' and `}' by default). Use the Return
(aka Enter) or Escape key to resume play.
! Escape to a shell. See "#shell" below for more details.
Del Show map without obstructions. You can view the explored portion
of the current level's map without monsters; without monsters and
objects; or without monsters, objects, and traps.
The <del> key is also shown as <delete> on some keyboards or
<rubout> on others. It is sometimes displayed as ^? even though
that is not an actual control character.
Many terminals have an option to swap the <delete> and <back-
space> keys, so typing the <del> key might not execute this com-
mand. If that happens, you can use the extended command "#ter-
rain" instead.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 19
# Perform an extended command.
As you can see, the authors of NetHack used up all the letters,
so this is a way to introduce the less frequently used commands. What
extended commands are available depends on what features the game was
compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option is
"on"). Autocompletes. Default key is `M-a'.
This command allows you to move an item from one particular in-
ventory slot to another so that it has a letter which is more
meaningful for you or that it will appear in a particular loca-
tion when inventory listings are displayed. You can move to a
currently empty slot, or if the destination is occupied--and
won't merge--the item there will swap slots with the one being
moved. "#adjust" can also be used to split a stack of objects;
when choosing the item to adjust, enter a count prior to its let-
ter.
Adjusting without a count used to collect all compatible stacks
when moving to the destination. That behavior has been changed;
to gather compatible stacks, "#adjust" a stack into its own in-
ventory slot. If it has a name assigned, other stacks with the
same name or with no name will merge provided that all their
other attributes match. If it does not have a name, only other
stacks with no name are eligible. In either case, otherwise com-
patible stacks with a different name will not be merged. This
contrasts with using "#adjust" to move from one slot to a differ-
ent slot. In that situation, moving (no count given) a compati-
ble stack will merge if either stack has a name when the other
doesn't and give that name to the result, while splitting (count
given) will ignore the source stack's name when deciding whether
to merge with the destination stack.
#annotate
Allows you to specify one line of text to associate with the cur-
rent dungeon level. All levels with annotations are displayed by
the "#overview" command. Autocompletes. Default key is `M-A',
and also `^N' if number_pad is on.
#apply
Apply (use) a tool such as a pick-axe, a key, or a lamp. Default
key is `a'.
If the tool used acts on items on the floor, using the `m' prefix
skips those items.
If used on a wand, that wand will be broken, releasing its magic
in the process. Confirmation is required.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 20
#attributes
Show your attributes. Default key is `^X'.
#autopickup
Toggle the autopickup option on/off. Default key is `@'.
#call
Call (name) a monster, or an object in inventory, on the floor,
or in the discoveries list, or add an annotation for the current
level (same as "#annotate"). Default key is `C'.
#cast
Cast a spell. Default key is `Z'.
#chat
Talk to someone. Default key is `M-c'.
#chronicle
Show a list of important game events.
#close
Close a door. Default key is `c'.
#conduct
List voluntary challenges you have maintained. Autocompletes.
Default key is `M-C'.
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'.
The `m' prefix skips dipping into a fountain or pool if there is
one at your location.
#down
Go down a staircase. Default key is `>'.
#drop
Drop an item. Default key is `d'.
#droptype
Drop specific item types. Default key is `D'.
#eat
Eat something. Default key is `e'. The `m' prefix skips eating
items on the floor.
#engrave
Engrave writing on the floor. Default key is `E'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 21
#enhance
Advance or check weapon and spell skills. Autocompletes. De-
fault key is `M-e'.
#exploremode
Switch from normal play to non-scoring explore mode. Default key
is `M-X'.
Requires confirmation; default response is n (no). To really
switch to explore mode, respond with y. You can set the para-
noid_confirmation:quit option to require a response of yes in-
stead.
#fight
Prefix key to force fight a direction, even if you see nothing to
fight there. Default key is `F', or `-' with number_pad
#fire
Fire ammunition from quiver, possibly autowielding a launcher, or
hit with a wielded polearm. Default key is `f'.
#force
Force a lock. Autocompletes. Default key is `M-f'.
#genocided
List any monster types which have been genocided. In explore
mode and debug mode it also shows types which have become ex-
tinct.
The display order is the same as is used by #vanquished. The `m'
prefix brings up a menu of available sorting orders, and doing
that for either #genocided or #vanquished changes the order for
both.
If the sorting order is "count high to low" or "count low to
high" (which are applicable for #vanquished), that will be ig-
nored for #genocided and alphabetical will be used instead. The
menu omits those two choices when used for #genocide.
Autocompletes. Default key is `M-g'.
#glance
Show what type of thing a map symbol corresponds to. Default key
is `;'.
#help
Show the help menu. Default key is `?', and also `h' if num-
ber_pad is on.
#herecmdmenu
Show a menu of possible actions directed at your current loca-
tion. The menu is limited to a subset of the likeliest actions,
not an exhaustive set of all possibilities. Autocompletes.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 22
If mouse support is enabled and the herecmd_menu option is On,
clicking on the hero (or steed when mounted) will execute this
command.
#history
Show long version and game history. Default key is `V'.
#inventory
Show your inventory. Default key is `i'.
#inventtype
Inventory specific item types. Default key is `I'.
#invoke
Invoke an object's special powers. Autocompletes. Default key
is `M-i'.
#jump
Jump to another location. Autocompletes. Default key is `M-j',
and also `j' if number_pad is on.
#kick
Kick something. Default key is `^D', and `k' if number_pad is
on.
#known
Show what object types have been discovered. Default key is `\'.
The `m' prefix allows assigning a new value to the sortdiscover-
ies option to control the order in which the discoveries are dis-
played.
#knownclass
Show discovered types for one class of objects. Default key is
``'.
The `m' prefix operates the same as for "#known".
#levelchange
Change your experience level. Autocompletes. Debug mode only.
#lightsources
Show mobile light sources. Autocompletes. Debug mode only.
#look
Look at what is here, under you. Default key is `:'.
#loot
Loot a box or bag on the floor beneath you, or the saddle from a
steed standing next to you. Autocompletes. Precede with the `m'
prefix to skip containers at your location and go directly to re-
moving a saddle. Default key is `M-l', and also `l' if num-
ber_pad is on.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 23
#monster
Use a monster's special ability (when polymorphed into monster
form). Autocompletes. Default key is `M-m'.
#name
Name a monster, an individual object, or a type of object. Same
as "#call". Autocompletes. Default keys are `N', `M-n', and `M-
N'.
#offer
Offer a sacrifice to the gods. Autocompletes. Default key is
`M-o'.
You'll need to find an altar to have any chance at success.
Corpses of recently killed monsters are the fodder of choice.
The `m' prefix skips offering any items which are on the altar.
#open
Open a door. Default key is `o'.
#options
Show and change option settings. Default key is `O'. Precede
with the `m' prefix to show advanced options.
#optionsfull
Show advanced game option settings. No default key. Precede
with the `m' prefix to execute the simpler options command.
(Mainly useful if you use BINDING=O:optionsfull to switch `O'
from simple options back to traditional advanced options.)
#overview
Display information you've discovered about the dungeon. Any
visited level with an annotation is included, and many things
(altars, thrones, fountains, and so on; extra stairs leading to
another dungeon branch) trigger an automatic annotation. If dun-
geon overview is chosen during end-of-game disclosure, every vis-
ited level will be included regardless of annotations.
Precede #overview with the `m' prefix to display the dungeon
overview as a menu where you can select any visited level to add
or remove an annotation without needing to return to that level.
This will also force all visited levels to be displayed rather
than just the "interesting" subset.
Autocompletes. Default keys are `^O', and `M-O'.
#panic
Test the panic routine. Terminates the current game. Autocom-
pletes. Debug mode only.
Asks for confirmation; default is n (no); continue playing. To
really panic, respond with y. You can set the paranoid_confirma-
tion:quit option to require a response of yes instead.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 24
#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 keystrokes such as
`>' and `<'. Press Return or Escape to resume normal play. De-
fault key is `|'.
#pickup
Pick up things at the current location. Default key is `,'. The
`m' prefix forces use of a menu.
#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 received
help. You probably shouldn't start off a new game by praying
right away.) Since using this command by accident can cause
trouble, there is an option to make you confirm your intent be-
fore 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. De-
fault response is n (no); continue playing. To really quit, re-
spond with y. You can set the paranoid_confirmation:quit option
to require a response of yes instead.
#quiver
Select ammunition for quiver. Default key is `Q'.
#read
Read a scroll, a spellbook, or something else. Default key is
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 25
`r'.
#redraw
Redraw the screen. Default key is `^R', and also `^L' if num-
ber_pad is on.
#remove
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 behavior or request menu from some com-
mands. Prevents autopickup when used with movement commands.
Default key is `m'.
#retravel
Travel to a previously selected travel destination. Default key
is `C-_'. See also #travel.
#ride
Ride (or stop riding) a saddled creature. Autocompletes. De-
fault key is `M-R'.
#rub
Rub a lamp or a stone. Autocompletes. Default key is `M-r'.
#run
Prefix key to run towards a direction. Default key is `G' when
number_pad is off, `5' when number_pad is set to 1 or 3, other-
wise `M-5' when it is set to 2 or 4.
#rush
Prefix key to rush towards a direction. Default is `g' when num-
ber_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'.
#saveoptions
Save configuration options to the config file. This will over-
write the file, removing all comments, so if you have manually
edited the config file, don't use this.
#search
Search for traps and secret doors around you. Default key is
`s'.
#seeall
Show all equipment in use. Default key is `*'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 26
Will display in-use items in a menu even when there is only one.
#seeamulet
Show the amulet currently worn. Default key is `"'.
Using the `m' prefix will force the display of a worn amulet in a
menu rather than with just a message.
#seearmor
Show the armor currently worn. Default key is `['.
Will display worn armor in a menu even when there is only thing
worn.
#seerings
Show the ring(s) currently worn. Default key is `='.
Will display worn rings in a menu if there are two (or there is
just one and is a meat ring rather than a "real" ring). Use the
`m' prefix to force a menu for one ring.
#seetools
Show the tools currently in use. Default key is `('.
Will display the result in a message if there is one tool in use
(worn blindfold or towel or lenses, lit lamp(s) and/or candle(s),
leashes attached to pets). Will display a menu if there are more
than one or if the command is preceded by the `m' prefix.
#seeweapon
Show the weapon currently wielded. Default key is `)'.
If dual-wielding, a separate message about the secondary weapon
will be given. Using the `m' prefix will force a menu and it
will include primary weapon, alternate weapon even when not dual-
wielding, and also whatever is currently assigned to the quiver
slot.
#shell
Do a shell escape, switching from NetHack to a subprocess. Can
be disabled at the time the program is built. When enabled, ac-
cess for specific users can be controlled by the system configu-
ration file. Use the shell command `exit' to return to the game.
Default key is `!'.
#showgold
Report the gold in your inventory, including gold you know about
in containers you're carrying. If you are inside a shop, report
any credit or debt you have in that shop. Default key is `$'.
#showspells
List and reorder known spells. Default key is `+'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 27
#showtrap
Describe an adjacent trap, possibly covered by objects or a mon-
ster. To be eligible, the trap must already be discovered. (The
"#terrain" command can display your map with all objects and mon-
sters temporarily removed, making it possible to see all discov-
ered 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'.
#takeoffall
Remove all armor. Default key is `A'.
#teleport
Teleport around the level. Default key is `^T'.
#terrain
Show map without obstructions. In normal play you can view the
explored portion of the current level's map without monsters;
without monsters and objects; or without monsters, objects, and
traps.
In explore mode, you can choose to view the full map rather than
just its explored portion. In debug mode there are additional
choices.
Autocompletes. Default key is `<del>' or `<delete>' (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. Autocompletes.
#throw
Throw something. Default key is `t'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 28
#timeout
Look at the timeout queue. Autocompletes. Debug mode only.
#tip
Tip over a container (bag or box) to pour out its contents. When
there are containers on the floor, the game will prompt to pick
one of them or "tip something being carried". If the latter is
chosen, there will be another prompt for which item from inven-
tory to tip.
The `m' prefix makes the command skip containers on the floor and
pick one from inventory, except for the special case of
menustyle:traditional with two or more containers present; that
situation will start with the floor container menu.
Autocompletes. Default key is `M-T'.
#travel
Travel to a specific location on the map. Default key is `_'.
Using the "request menu" prefix shows a menu of interesting tar-
gets in sight without asking to move the cursor. When picking a
target with cursor and the autodescribe option is on, the top
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 mon-
sters.
#up
Go up a staircase. Default key is `<'.
#vanquished
List vanquished monsters by type and count.
Note that the vanquished monsters list includes all monsters
killed by traps and each other as well as by you, and omits any
which got removed from the game without being killed (perhaps by
genocide, or by a mollified shopkeeper dismissing summoned Kops)
or were already corpses when placed on the map.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 29
Using the "request menu" prefix prior to #vanquished brings up a
menu of sorting orders available (provided that the vanquished
monsters list contains at least two types of monsters).
Whichever ordering is picked gets assigned to the sortvanquished
option so is remembered for subsequent #vanquished requests. The
"#genocided" command shares this sorting order.
During end-of-game disclosure, when asked whether to show van-
quished monsters answering `a' will let you choose from the sort
menu.
Autocompletes. Default key is `M-V'.
#version
Print compile time options for this version of NetHack.
The second paragraph lists the user interface(s) that are in-
cluded. If there are more than one, you can use the windowtype
option in your run-time configuration file to select the one you
want.
Autocompletes. Default key is `M-v'.
#versionshort
Show the program's version number, plus the date and time that
the running copy was built from sources (not the version's re-
lease 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. De-
bug mode only.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 30
#wizbury
Bury objects under and around you. Autocompletes. Debug mode
only.
#wizcast
Cast any spell. Debug mode only.
#wizdetect
Reveal hidden things (secret doors or traps or unseen monsters)
within a modest radius. No time elapses. Autocompletes. Debug
mode only. Default key is `^E'.
#wizgenesis
Create a monster. May be prefixed by a count to create more than
one. Autocompletes. Debug mode only. Default key is `^G'.
#wizidentify
Identify all items in inventory. Autocompletes. Debug mode
only. Default key is `^I'.
#wizintrinsic
Set one or more intrinsic attributes. Autocompletes. Debug mode
only.
#wizkill
Remove monsters from play by just pointing at them. By default
the hero gets credit or blame for killing the targets. Precede
this command with the `m' prefix to override that. Autocom-
pletes. Debug mode only.
#wizlevelport
Teleport to another level. Autocompletes. Debug mode only. De-
fault key is `^V'.
#wizmap
Map the level. Autocompletes. Debug mode only. Default key is
`^F'.
#wizrumorcheck
Verify rumor boundaries by displaying first and last true rumors
and first and last false rumors.
Also displays first, second, and last random engravings, epi-
taphs, and hallucinatory monsters.
Autocompletes. Debug mode only.
#wizseenv
Show map locations' seen vectors. Autocompletes. Debug mode
only.
#wizsmell
Smell monster. Autocompletes. Debug mode only.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 31
#wizwhere
Show locations of special levels. Autocompletes. Debug mode
only.
#wizwish
Wish for something. Autocompletes. Debug mode only. Default
key is `^W'.
#wmode
Show wall modes. Autocompletes. Debug mode only.
#zap
Zap a wand. Default key is `z'.
#?
Help menu: get the list of available extended commands.
If your keyboard has a meta key (which, when pressed in combina-
tion with another key, modifies it by setting the "meta" [8th, or
"high"] bit), you can invoke many extended commands by meta-ing the
first letter of the command.
On Windows and MS-DOS, the "Alt" key can be used in this fashion.
On other systems, if typing "Alt" plus another key transmits a two
character sequence consisting of an Escape followed by the other key,
you may set the altmeta option to have NetHack combine them into
meta+<key>. (This combining action only takes place when NetHack is
expecting a command to execute, not when accepting input to name some-
thing or to make a wish.)
Unlike control characters, where ^x and ^X denote the same thing,
meta characters are case-sensitive: M-x and M-X represent different
things. Some commands which can be run via a meta character require
that the letter be capitalized because the lower-case equivalent is
used for another command, so the three key combination
meta+Shift+<letter> is needed.
M-? #? (not supported by all platforms)
M-2 #twoweapon (unless the number_pad option is enabled)
M-a #adjust
M-A #annotate
M-c #chat
M-C #conduct
M-d #dip
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 32
M-e #enhance
M-f #force
M-g #genocided
M-i #invoke
M-j #jump
M-l #loot
M-m #monster
M-n #name
M-o #offer
M-O #overview
M-p #pray
M-r #rub
M-R #ride
M-s #sit
M-t #turn
M-T #tip
M-u #untrap
M-v #version
M-V #vanquished
M-w #wipe
M-X #exploremode
If the number_pad option is on, some additional letter commands
are available:
h #help
j #jump
k #kick
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 33
l #loot
N #name
u #untrap
5. Rooms and corridors
Rooms and corridors in the dungeon are either lit or dark. Any
lit areas within your line of sight will be displayed; dark areas are
only displayed if they are within one space of you. Walls and corri-
dors remain on the map as you explore them.
Secret corridors are hidden and appear to be solid rock. You can
find them with the `s' (search) command when adjacent to them. Multi-
ple search attempts may be needed. When searching is successful, se-
cret corridors become ordinary open corridor locations. 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 attribute.
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 (de-
scribed by "#overview" as "a primitive area").
Unlocking magic exists but usually won't be available early on.
You can get through a locked door without magic by first using an un-
locking tool with the `a' (apply) command, and then opening it. By
default the autounlock option is also enabled, so if you attempt to
open (via `o' or autoopen) a locked door while carrying an unlocking
tool, you'll be asked whether to use it on the door's lock. Alterna-
tively, you can break a closed door (whether locked or not) down by
kicking it via the `^D' (kick) command. Kicking down a door destroys
it and makes a lot of noise which might wake sleeping monsters.
Some closed doors are booby-trapped and will explode if an at-
tempt 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.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 34
(If you decline, you effectively forget that a trap was found there.)
Closed doors can be useful for shutting out monsters. Most mon-
sters cannot open closed doors, although a few don't need to (for ex-
ample, 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 in-
side 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 equiva-
lent to normal doors. Mapping magic does not reveal secret doors.
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary in-
truder. For example, you may suddenly fall into a pit and be stuck
for a few turns trying to climb out (see below). A trap usually won't
appear on your map until you trigger it by moving onto it, you see
someone else trigger it, or you discover it with the `s' (search) com-
mand (multiple attempts are often needed; if your luck is poor, many
attempts might be needed). Wands of secret door detection and spell
of detect unseen also reveal traps within a modest radius but only if
the trap is also within line-of-sight (whether you can see at the time
or not). There is also other magic which can reveal traps.
Monsters can fall prey to traps, too, which can potentially be
used as a defensive strategy. Unfortunately traps can be harmful to
your pet(s) as well. Monsters, including pets, usually will avoid
moving onto a trap which is shown on your map if they have encountered
that type of trap before.
Some traps such as pits, bear traps, and webs hold you in one
place. You can escape by simply trying to move to an adjacent spot
and repeat as needed; eventually you will get free.
Other traps can send you to different locations. Teleporters
send you elsewhere on the same dungeon level. Level teleporters send
you to a random dungeon level, the destination chosen from a few lev-
els lower all the way to the top. These traps choose a new destina-
tion each time they're activated. Trap doors and holes also send you
to another level, but one which is always below the current level.
Usually that will be the next level down but it can be farther. Un-
like (level) teleporters, the destination level of a particular trap
door or hole is persistent, so falling into one will bring you to the
same level each time--though not necessarily the same spot on the
level. Magic portals behave similarly, but with some additional vari-
ation. Some portals are two-way and their remote destination is al-
ways the same: another portal which can take you back. Others are
one-way and send you to a specific destination level but not necessar-
ily to a specific location there.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 35
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 ob-
stacles 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 cardinal compass direc-
tions, and a crate in its final destination blocks further access to
that spot. In the Sokoban levels of NetHack, you can move diagonally
(unless that would let you pass between two neighboring boulders) but
you can only push boulders in the four cardinal directions, and a
boulder which fills a pit or hole removes both the boulder and the
trap so opens up normal access to that spot. With careful foresight,
it is possible to complete all of the levels according to the tradi-
tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often
need to move things away from their eventual destinations in order to
open up more room to maneuver.) Since NetHack does not support an
undo capability, some allowances are permitted in case you get stuck.
For example, each level has at least one extra boulder. Also, it is
possible to drop everything in order to be able to squeeze into the
same location as a boulder (and then presumably move past it), or to
destroy a boulder with magic or tools, or to create new boulders with
a scroll of earth. However, doing such things will lower your luck
without any specific message given about that. See the Conduct sec-
tion for information about getting feedback for your actions in
Sokoban.
5.3. Stairs and ladders (`<', `>')
In general, each level in the dungeon will have a staircase going
up (`<') to the previous level and another going down (`>') to the
next level. There are some exceptions though. For instance, fairly
early in the dungeon you will find a level with two down staircases,
one continuing into the dungeon and the other branching into an area
known as the Gnomish Mines. Those mines eventually hit a dead end, so
after exploring them (if you choose to do so), you'll need to climb
back up to the main dungeon.
When you traverse a set of stairs, or trigger a trap which sends
you to another level, the level you're leaving will be deactivated and
stored in a file on disk. If you're moving to a previously visited
level, it will be loaded from its file on disk and reactivated. If
you're moving to a level which has not yet been visited, it will be
created (from scratch for most random levels, from a template for some
"special" levels, or loaded from the remains of an earlier game for a
"bones" level as briefly described below). Monsters are only active
on the current level; those on other levels are essentially placed
into stasis.
Ordinarily when you climb a set of stairs, you will arrive on the
corresponding staircase at your destination. However, pets (see be-
low) and some other monsters will follow along if they're close enough
when you travel up or down stairs, and occasionally one of these crea-
tures will displace you during the climb. When that occurs, the pet
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 36
or other monster will arrive on the staircase and you will end up
nearby.
Ladders serve the same purpose as staircases, and the two types
of inter-level connections are nearly indistinguishable during game
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 using the "#chat" com-
mand while standing on it. Using an item prior to paying for it will
incur a charge, and the shopkeeper won't allow you to leave the shop
until you have paid any debt you owe.
You can sell items to a shopkeeper by dropping them to the floor
while inside a shop. You will either be offered an amount of gold and
asked whether you're willing to sell, or you'll be told that the shop-
keeper isn't interested (generally, your item needs to be compatible
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 carry-
ing, will also show current shop debt or credit, if any. The "Iu"
command lists unpaid items (those which still belong to the shop) if
you are carrying any. The "Ix" command shows an inventory-like dis-
play of any unpaid items which have been used up, along with other
shop fees, if any.
5.4.1. Shop idiosyncrasies
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 it
were outside the shop.
* While the shopkeeper watches you like a hawk, he or she will gener-
ally ignore any other customers.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 37
* If a shop is "closed for inventory," it will not open of its own ac-
cord.
* Shops do not get restocked with new items, regardless of inventory
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 number refers to the count
of separate stacks of objects present rather than the sum of the quan-
tities of those stacks (so 7 arrows or 25 gold pieces will each count
as 1 rather than as 7 and 25, respectively, and total to 2 when both
are at the same location).
The "nopickup" command prefix (default `m') can be used before a
movement direction to step on objects without attempting auto-pickup
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 anything unless it
is covered by one or more objects so is obscured on the map. Setting
this option to true will describe such things even when they aren't
obscured. Doorless doorways and open doors aren't considered worthy
of mention; closed doors (if you can move onto their spots) and broken
doors are. Assuming that you're able to do so, moving onto water or
lava or ice will give feedback if not yet on that type of terrain but
not repeat it (unless there has been some intervening message) when
moving from water to another water spot, or lava to lava, or ice to
ice. Moving off of any of those back onto "normal" terrain will give
one message too, unless there is feedback about one or more objects,
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 spot.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 38
The "nopickup" command prefix (default `m') is also the move-
without-attacking prefix and can be used to try to step onto a visible
monster's spot without the move being considered an attack (see the
Fighting subsection of Monsters below). The "fight" command prefix
(default `F'; also `-' if number_pad is on) can be used to force an
attack, when guessing where an unseen monster is or when deliberately
attacking a peaceful or tame creature.
The run_mode option controls how frequently the map gets redrawn
when moving more than one step in a single command (so when rushing,
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 inspiration rogue.
It is usually displayed differently from other levels: possibly
in characters instead of tiles, or without line-drawing symbols if al-
ready 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 ra-
dius 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 command "#name"
(by default bound to `C'), allows you to assign a name to a monster,
which may be useful to help distinguish one from another when multiple
monsters are present. Assigning a name which is just a space will re-
move any prior name.
The extended command "#chat" can be used to interact with an ad-
jacent monster. There is no actual dialog (in other words, you don't
get to choose what you'll say), but chatting with some monsters such
as a shopkeeper or the Oracle of Delphi can produce useful results.
6.1. Fighting
If you see a monster and you wish to fight it, just attempt to
walk into it. Many monsters you find will mind their own business un-
less you attack them. Some of them are very dangerous when angered.
Remember: discretion is the better part of valor.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 39
In most circumstances, if you attempt to attack a peaceful mon-
ster by moving into its location, you'll be asked to confirm your in-
tent. By default an answer of `y' acknowledges that intent, which can
be error prone if you're using `y' to move. You can set the para-
noid_confirmation:attack option to require a response of "yes" in-
stead.
If you can't see a monster (if it is invisible, or if you are
blinded), the symbol `I' will be shown when you learn of its presence.
If you attempt to walk into it, you will try to fight it just like a
monster that you can see; of course, if the monster has moved, you
will attack empty air. If you guess that the monster has moved and
you don't wish to fight, you can use the `m' command to move without
fighting; likewise, if you don't remember a monster but want to try
fighting anyway, you can use the `F' command.
6.2. Your pet
You start the game with a little dog (`d'), kitten (`f'), or pony
(`u'), which follows you about the dungeon and fights monsters with
you. Like you, your pet needs food to survive. Dogs and cats usually
feed themselves on fresh carrion and other meats; horses need vegetar-
ian food which is harder to come by. If you're worried about your pet
or want to train it, you can feed it, too, by throwing it food. A
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-adja-
cent pet will be left behind. Your pet may trigger such traps itself;
you will not be carried along with it even if adjacent at the time.
6.3. Steeds
Some types of creatures in the dungeon can actually be ridden if
you have the right equipment and skill. Convincing a wild beast to
let you saddle it up is difficult to say the least. Many a dungeoneer
has had to resort to magic and wizardry in order to forge the al-
liance. Once you do have the beast under your control however, you
can easily climb in and out of the saddle with the "#ride" command.
Lead the beast around the dungeon when riding, in the same manner as
you would move yourself. It is the beast that you will see displayed
on the map.
Riding skill is managed by the "#enhance" command. See the sec-
tion on Weapon proficiency for more information about that.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 40
Use the `a' (apply) command and pick a saddle in your inventory
to attempt to put that saddle on an adjacent creature. If successful,
it will be transferred to that creature's inventory.
Use the "#loot" command while adjacent to a saddled creature to
try to remove the saddle from that creature. If successful, it will
be transferred to your inventory.
6.4. Bones levels
You may encounter the shades and corpses of other adventurers (or
even former incarnations of yourself!) and their personal effects.
Ghosts are hard to kill, but easy to avoid, since they're slow and do
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. Mov-
ing to a location where you can't see or sense a monster any more will
result in it disappearing from your map, similarly if it is the one
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 persist until you have
proven that there is no monster there, even if the unseen monster
moves to another location or you move to a spot where the marker's lo-
cation ordinarily wouldn't be seen any more.
7. Objects
When you find something in the dungeon, it is common to want to
pick it up. In NetHack, this is accomplished by using the `,' com-
mand. If autopickup option is on, you will automatically pick up the
object by walking over, unless you move with the `m' prefix.
If you're carrying too many items, NetHack will tell you so and
you won't be able to pick up anything more. Otherwise, it will add
the object(s) to your pack and tell you what you just picked up.
As you add items to your inventory, you also add the weight of
that object to your load. The amount that you can carry depends on
your strength and your constitution. The stronger and sturdier you
are, the less the additional load will affect you. There comes a
point, though, when the weight of all of that stuff you are carrying
around with you through the dungeon will encumber you. Your reactions
will get slower and you'll burn calories faster, requiring food more
frequently to cope with it. Eventually, you'll be so overloaded that
you'll either have to discard some of what you're carrying or collapse
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 41
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 dis-
play.
When you pick up an object, it is assigned an inventory letter.
Many commands that operate on objects must ask you to find out which
object you want to use. When NetHack asks you to choose a particular
object you are carrying, you are usually presented with a list of in-
ventory letters to choose from (see Commands, above).
Some objects, such as weapons, are easily differentiated. Oth-
ers, like scrolls and potions, are given descriptions which vary ac-
cording to type. During a game, any two objects with the same de-
scription 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 ex-
tremely obvious, you will be asked what you want to call this type of
object so you will recognize it later. You can also use the "#name"
command, for the same purpose at any time, to name all objects of a
particular type or just an individual object. When you use "#name" on
an object which has already been named, specifying a space as the
value will remove the prior name instead of assigning a new one.
7.1. Curses and Blessings
Any object that you find may be cursed, even if the object is
otherwise helpful. The most common effect of a curse is being stuck
with (and to) the item. Cursed weapons weld themselves to your hand
when wielded, so you cannot unwield them. Any cursed item you wear is
not removable by ordinary means. In addition, cursed arms and armor
usually, but not always, bear negative enchantments that make them
less effective in combat. Other cursed objects may act poorly or
detrimentally in other ways.
Objects can also be blessed instead. Blessed items usually work
better or more beneficially than normal uncursed items. For example,
a blessed weapon will do slightly more damage against demons.
Objects which are neither cursed nor blessed are referred to as
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 ob-
jects, 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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 42
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 inventory
with no prefix. An item which you know the state of will be distin-
guished in your inventory by the presence of the word cursed, un-
cursed, or blessed in the description of the item. In some cases un-
cursed will be omitted as being redundant when enough other informa-
tion is displayed. The implicit_uncursed option can be used to con-
trol this; toggle it off to have uncursed be displayed even when that
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 gratu-
itously try to kill you. You need weapons for self-defense (killing
them first). Without a weapon, you do only 1-2 hit points of damage
(plus bonuses, if any). Monk characters are an exception; they nor-
mally do more damage with bare (or gloved) hands than they do with
weapons.
There are wielded weapons, like maces and swords, and thrown
weapons, like arrows and spears. To hit monsters with a weapon, you
must wield it and attack them, or throw it at them. You can simply
elect to throw a spear. To shoot an arrow, you should first wield a
bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings
hurl rocks and (other) stones (like gems).
Enchanted weapons have a "plus" (or "to hit enhancement" which
can be either positive or negative) that adds to your chance to hit
and the damage you do to a monster. The only way to determine a
weapon's enchantment is to have it magically identified somehow. Most
weapons are subject to some type of damage like rust. Such "erosion"
damage can be repaired.
The chance that an attack will successfully hit a monster, and
the amount of damage such a hit will do, depends upon many factors.
Among them are: type of weapon, quality of weapon (enchantment and/or
erosion), experience level, strength, dexterity, encumbrance, and pro-
ficiency (see below). The monster's armor class--a general defense
rating, not necessarily due to wearing of armor--is a factor too;
also, some monsters are particularly vulnerable to certain types of
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 ex-
changes your primary (the one being wielded) and alternate weapons.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 43
And if you have proficiency in the "two weapon combat" skill, you may
wield both weapons simultaneously as primary and secondary; use the
`X' command to engage or disengage that. Only some types of charac-
ters (barbarians, for instance) have the necessary skill available.
Even with that skill, using two weapons at once incurs a penalty in
the chance to hit your target compared to using just one weapon at a
time.
There might be times when you'd rather not wield any weapon at
all. To accomplish that, wield `-', or else use the `A' command which
allows you to unwield the current weapon in addition to taking off
other worn items.
Those of you in the audience who are AD&D players, be aware that
each weapon which existed in AD&D does roughly the same damage to mon-
sters in NetHack. Some of the more obscure weapons (such as the
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 in-
ventory 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 depends mainly on the type of ob-
ject and your strength. Arrows can be thrown by hand, but can be
thrown much farther and will be more likely to hit when thrown while
you are wielding a bow.
Some weapons will return when thrown. A boomerang--provided it
fails to hit anything--is an obvious example. If an aklys (thonged
club) is thrown while it is wielded, it will return even when it hits
something. A sufficiently strong hero can throw the warhammer Mjoll-
nir; when thrown by a Valkyrie it will return too. However, aklyses
and Mjollnir occasionally fail to return. Returning thrown objects
occasionally fail to be caught, sometimes even hitting the thrower,
but when caught they become re-wielded.
You can simplify the throwing operation by using the `Q' command
to select your preferred "missile", then using the `f' command to
throw it. You'll be prompted for a direction as above, but you don't
have to specify which item to throw each time you use `f'. There is
also an option, autoquiver, which has NetHack choose another item to
automatically fill your quiver (or quiver sack, or have at the ready)
when the inventory slot used for `Q' runs out. If your quiver is
empty, autoquiver is false, and you are wielding a weapon which re-
turns when thrown, you will throw that weapon instead of filling the
quiver. The fire command also has extra assistance, if fireassist is
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 44
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 arrows, in crossbow skill if you're wielding one
to shoot bolts, or in sling skill if you're wielding one to shoot
stones). The number of items that the character has a chance to fire
varies from turn to turn. You can explicitly limit the number of
shots by using a numeric prefix before the `t' or `f' command. For
example, "2f" (or "n2f" if using number_pad mode) would ensure that at
most 2 arrows are shot even if you could have fired 3. If you specify
a larger number than would have been shot ("4f" in this example),
you'll just end up shooting the same number (3, here) as if no limit
had been specified. Once the volley is in motion, all of the items
will travel in the same direction; if the first ones kill a monster,
the others can still continue beyond that spot.
7.2.2. Weapon proficiency
You will have varying degrees of skill in the weapons available.
Weapon proficiency, or weapon skills, affect how well you can use par-
ticular types of weapons, and you'll be able to improve your skills as
you progress through a game, depending on your role, your experience
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 bows.
The "#enhance" extended command is used to review current weapons
proficiency (also spell proficiency) and to choose which skill(s) to
improve when you've used one or more skills enough to become eligible
to do so. The skill rankings are "none" (sometimes also referred to
as "restricted", because you won't be able to advance), "unskilled",
"basic", "skilled", and "expert". Restricted skills simply will not
appear in the list shown by "#enhance". (Divine intervention might
unrestrict a particular skill, in which case it will start at un-
skilled 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 in-
cur 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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 45
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 total 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" command. But
first you need to have a weapon in each hand. (Note that your two
weapons are not fully equal; the one in the hand you normally wield
with is considered primary and the other one is considered secondary.
The most noticeable difference is after you stop--or before you begin,
for that matter--wielding two weapons at once. The primary is your
wielded weapon and the secondary is just an item in your inventory
that's been designated as alternate weapon.)
If your primary weapon is wielded but your off hand is empty or
has the wrong weapon, use the sequence `x', `w', `x' to first swap
your primary into your off hand, wield whatever you want as secondary
weapon, then swap them both back into the intended hands. If your
secondary or alternate weapon is correct but your primary one is not,
simply use `w' to wield the primary. Lastly, if neither hand holds
the correct weapon, use `w', `x', `w' to first wield the intended sec-
ondary, swap it to off hand, and then wield the primary.
The whole process can be simplified via use of the pushweapon op-
tion. When it is enabled, then using `w' to wield something causes
the currently wielded weapon to become your alternate weapon. So the
sequence `w', `w' can be used to first wield the weapon you intend to
be secondary, and then wield the one you want as primary which will
push the first into secondary position.
When in two-weapon combat mode, using the `X' command toggles
back to single-weapon mode. Throwing or dropping either of the
weapons or having one of them be stolen or destroyed will also make
you revert to single-weapon combat.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to protect
yourself from their blows. Some types of armor offer better protec-
tion than others. Your armor class is a measure of this protection.
Armor class (AC) is measured as in AD&D, with 10 being the equivalent
of no armor, and lower numbers meaning better armor. Each suit of ar-
mor which exists in AD&D gives the same protection in NetHack.
Here is a list of the armor class values provided by suits of ar-
mor:
Dragon scale mail 1
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 46
Plate mail, Crystal plate mail 3
Bronze plate mail, Splint mail,
Banded mail, Dwarvish mithril-coat 4
Chain mail, Elven mithril-coat 5
Scale mail, Orcish chain mail 6
Ring mail, Studded leather armor,
Dragon scales 7
Leather armor, Orcish ring mail 8
Leather jacket 9
none 10
You can also wear other pieces of armor (cloak over suit, shirt
under suit, helmet, gloves, boots, shield) to lower your armor class
even further. Most of these provide a one or two point improvement to
AC (making the overall value smaller and eventually negative) but can
also be enchanted. Shirts are an exception; they don't provide any
protection unless enchanted. Some cloaks also don't improve AC when
unenchanted but all cloaks offer some protection against rust or cor-
rosion to suits worn under them and against some monster touch at-
tacks.
If a piece of armor is enchanted, its armor protection will be
better (or worse) than normal, and its "plus" (or minus) will subtract
from your armor class. For example, a +1 chain mail would give you
better protection than normal chain mail, lowering your armor class
one unit further to 4. When you put on a piece of armor, you immedi-
ately find out the armor class and any "plusses" it provides. Cursed
pieces of armor usually have negative enchantments (minuses) in addi-
tion to being unremovable.
Many types of armor are subject to some kind of damage like rust.
Such damage can be repaired. Some types of armor may inhibit spell
casting.
The nudist option can be set (prior to game start) to attempt to
play the entire game without wearing any armor (a self-imposed chal-
lenge which is extremely difficult to accomplish).
The commands to use armor are `W' (wear) and `T' (take off). The
`A' command can be used to take off armor as well as other worn items.
Also, `P' (put on) and `R' (remove) which are normally for accessories
can be used for armor, but pieces of armor won't be shown as likely
candidates in a prompt for choosing what to put on or remove.
7.4. Food (`%')
Food is necessary to survive. If you go too long without eating
you will faint, and eventually die of starvation. Some types of food
will spoil, and become unhealthy to eat, if not protected. Food
stored in ice boxes or tins ("cans") will usually stay fresh, but ice
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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 47
special powers when you eat them. A good rule of thumb is "you are
what you eat."
Some character roles and some monsters are vegetarian. Vegetar-
ian monsters will typically never eat animal corpses, while vegetarian
players can, but with some rather unpleasant side-effects.
You can name one food item after something you like to eat with
the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
Scrolls are labeled with various titles, probably chosen by an-
cient wizards for their amusement value (for example "READ ME," or
"THANX MAUD" backwards). Scrolls disappear after you read them (ex-
cept for blank ones, without magic spells on them).
One of the most useful of these is the scroll of identify, which
can be used to determine what another object is, whether it is cursed
or blessed, and how many uses it has left. Some objects of subtle en-
chantment 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 NetHack know where to
look for new mail by setting the "MAIL" environment variable to the
file name of your mailbox. You may also want to set the "MAILREADER"
environment variable to the file name of your favorite reader, so
NetHack can shell to it when you read the scroll. On versions of
NetHack where mail is randomly generated internal to the game, these
environment variables are ignored. You can disable the mail daemon by
turning off the mail option.
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).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 48
7.7. Wands (`/')
Wands usually have multiple magical charges. Some types of wands
require a direction in which to zap them. You can also zap them at
yourself (just give a `.' or `s' for the direction). Be warned, how-
ever, for this is often unwise. Other types of wands don't require a
direction. The number of charges in a wand is random and decreases by
one whenever you use it.
When the number of charges left in a wand becomes zero, attempts
to use the wand will usually result in nothing happening. Occasion-
ally, however, it may be possible to squeeze the last few mana points
from an otherwise spent wand, destroying it in the process. A wand
may be recharged by using suitable magic, but doing so runs the risk
of causing it to explode. The chance for such an explosion starts out
very small and increases each time the wand is recharged.
In a truly desperate situation, when your back is up against the
wall, you might decide to go for broke and break your wand. This is
not for the faint of heart. Doing so will almost certainly cause a
catastrophic release of magical energies.
When you have fully identified a particular wand, inventory dis-
play will include additional information in parentheses: the number of
times it has been recharged followed by a colon and then by its cur-
rent number of charges. A current charge count of -1 is a special
case indicating that the wand has been cancelled.
The command to use a wand is `z' (zap). To break one, use the
`a' (apply) command.
7.8. Rings (`=')
Rings are very useful items, since they are relatively permanent
magic, unlike the usually fleeting effects of potions, scrolls, and
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 manu-
ally take them off before putting on or removing a ring and then re-
wear them after. That's done implicitly to avoid unnecessary tedium.
The commands to use rings are `P' (put on) and `R' (remove).
`A', `W', and `T' can also be used; see Amulets.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 49
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 back-
fires. Reading a cursed spellbook or one with mystic runes beyond
your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast it.
If you attempt to cast a spell well above your experience level, or if
you have little skill with the appropriate spell type, or cast it at a
time when your luck is particularly bad, you can end up wasting both
the energy and the time required in casting.
Casting a spell calls forth magical energies and focuses them
with your naked mind. Some of the magical energy released comes from
within you. Casting temporarily drains your magical power, which will
slowly be recovered, and causes you to need additional food. Casting
of spells also requires practice. With practice, your skill in each
category of spell casting will improve. Over time, however, your mem-
ory of each spell will dim, and you will need to relearn it.
Some spells require a direction in which to cast them, similar to
wands. To cast one at yourself, just give a `.' or `s' for the direc-
tion. A few spells require you to pick a target location rather than
just specify a particular direction. Other spells don't require any
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 af-
fect all spells within the group. Advanced skill may increase the po-
tency 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 var-
ious types of armor may interfere with that.
The command to read a spellbook is the same as for scrolls, `r'
(read). The `+' command lists each spell you know along with its
level, skill category, chance of failure when casting, and an estimate
of how strongly it is remembered. The `Z' (cast) command casts a
spell.
7.10. Tools (`(')
Tools are miscellaneous objects with various purposes. Some
tools have a limited number of uses, akin to wand charges. For exam-
ple, lamps burn out after a while. Other tools are containers, which
objects can be placed into or taken out of.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 50
Some tools (such as a blindfold) can be worn and can be put on
and removed like other accessories (rings, amulets); see Amulets.
Other tools (such as pick-axe) can be wielded as weapons in addition
to being applied for their usual purpose, and in some cases (again,
pick-axe) become wielded as a weapon even when applied.
The blind option can be set (prior to game start) to attempt to
play the entire game without being able to see (a self-imposed chal-
lenge which is very difficult to accomplish).
The command to use a tool is `a' (apply).
7.10.1. Containers
You may encounter bags, boxes, and chests in your travels. A
tool of this sort can be opened with the "#loot" extended command when
you are standing on top of it (that is, on the same floor spot), or
with the `a' (apply) command when you are carrying it. However,
chests are often locked, and are in any case unwieldy objects. You
must set one down before unlocking it by using a key or lock-picking
tool with the `a' (apply) command, by kicking it with the `^D' com-
mand, or by using a weapon to force the lock with the "#force" ex-
tended 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 beneficial, some
harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck. Like
wearing rings, wearing an amulet affects your metabolism, causing you
to grow hungry more rapidly.
The commands to use amulets are the same as for rings, `P' (put
on) and `R' (remove). `A' can be used to remove various worn items
including amulets. Also, `W' (wear) and `T' (take off) which are nor-
mally for armor can be used for amulets and other accessories (rings
and eyewear), but accessories won't be shown as likely candidates in a
prompt for choosing what to wear or take off.
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 projectile weapons
(if you have a sling). In the most desperate of cases, you can still
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 51
throw them by hand.
7.13. Large rocks (``')
Statues and boulders are not particularly useful, and are gener-
ally heavy. It is rumored that some statues are not what they seem.
Boulders occasionally block your path. You can push one forward
(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 location without pushing it in addition to the
prefix's usual action of suppressing auto-pickup at the destination.
Very large humanoids (giants and their ilk) have been known to
pick up boulders and use them as missile weapons.
Unlike boulders, statues can't be pushed, but don't need to be
because they don't block movement. They can be smashed into rocks
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 described as un-
cursed 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 location
and move to another location where you can't directly see that object
any more, it will continue to be displayed on your map. That remains
the case even if it is not actually there any more--perhaps a monster
has picked it up or it has rotted away--until you can see or feel that
location again. One notable exception is that if the object gets cov-
ered by the "remembered, unseen monster" marker. When that marker is
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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 52
there, then once you see or feel that location again you will re-dis-
cover the object and resume remembering it.
The situation is the same for a pile of objects, except that only
the top item of the pile is displayed. The hilite_pile option can be
enabled in order to show an item differently when it is the top one of
a pile.
8. Conduct
As if winning NetHack were not difficult enough, certain players
seek to challenge themselves by imposing restrictions on the way they
play the game. The game automatically tracks some of these chal-
lenges, which can be checked at any time with the #conduct command or
at the end of the game. When you perform an action which breaks a
challenge, it will no longer be listed. This gives players extra
"bragging rights" for winning the game with these challenges. Note
that it is perfectly acceptable to win the game without resorting to
these restrictions and that it is unusual for players to adhere to
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 physiologi-
cal need for water; thus there is no restriction on drinking bever-
ages, even if they provide some minor food benefits. Calling upon
your god for help with starvation does not violate any food challenges
either.
A strict vegan diet is one which avoids any food derived from an-
imals. The primary source of nutrition is fruits and vegetables. The
corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
also considered to be vegetable matter. Certain human food is pre-
pared without animal products; namely, lembas wafers, cram rations,
food rations (gunyoki), K-rations, and C-rations. Metal or another
normally indigestible material eaten while polymorphed into a creature
that can digest it is also considered vegan food. Note however that
eating such items still counts against foodless conduct.
Vegetarians do not eat animals; however, they are less selective
about eating animal byproducts than vegans. In addition to the vegan
items listed above, they may eat any kind of pudding (`P') other than
the black puddings, eggs and food made from eggs (fortune cookies and
pancakes), food made with milk (cream pies and candy bars), and lumps
of royal jelly. Monks are expected to observe a vegetarian diet.
Eating any kind of meat violates the vegetarian, vegan, and food-
less conducts. This includes tripe rations, the corpses or tins of
any monsters not mentioned above, and the various other chunks of meat
found in the dungeon. Swallowing and digesting a monster while poly-
morphed is treated as if you ate the creature's corpse. Eating
leather, dragon hide, or bone items while polymorphed into a creature
that can digest it, or eating monster brains while polymorphed into a
mind flayer, is considered eating an animal, although wax is only an
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 53
animal byproduct.
Regardless of conduct, there will be some items which are indi-
gestible, and others which are hazardous to eat. Using a swallow-and-
digest attack against a monster is equivalent to eating the monster's
corpse. Please note that the term "vegan" is used here only in the
context of diet. You are still free to choose not to use or wear
items derived from animals (e.g. leather, dragon hide, bone, horns,
coral), but the game will not keep track of this for you. Also note
that "milky" potions may be a translucent white, but they do not con-
tain milk, so they are compatible with a vegan diet. Slime molds or
player-defined "fruits", although they could be anything from "cher-
ries" to "pork chops", are also assumed to be vegan.
An atheist is one who rejects religion. This means that you can-
not #pray, #offer sacrifices to any god, #turn undead, or #chat with a
priest. Particularly selective readers may argue that playing Monk or
Priest characters should violate this conduct; that is a choice left
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 includes
reading a scroll, spellbook, fortune cookie message, or t-shirt; writ-
ing a scroll; or making an engraving of anything other than a single
"X" (the traditional signature of an illiterate person). Reading an
engraving, or any item that is absolutely necessary to win the game,
is not counted against this conduct. The identity of scrolls and
spellbooks (and knowledge of spells) in your starting inventory is as-
sumed to be learned from your teachers prior to the start of the game
and isn't counted.
There is a side-branch to the main dungeon called "Sokoban,"
briefly described in the earlier section about Traps. As mentioned
there, the goal is to push boulders into pits and/or holes to plug
those in order to both get the boulders out of the way and be able to
go past the traps. There are some special "rules" that are active
when in that branch of the dungeon. Some rules can't be bypassed,
such as being unable to push a boulder diagonally. Other rules can,
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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 54
time, but it is tracked as a conduct. The #conduct command and end of
game disclosure will report whether you have abided by the special
rules of Sokoban, and if not, how many times you violated them, pro-
viding you with a way to discover which actions incur bad luck so that
you can be better informed about whether or not to avoid repeating
those actions in the future. (Note: the Sokoban conduct will only be
displayed if you have entered the Sokoban branch of the dungeon during
the current game. Once that has happened, it becomes part of dis-
closed conduct even if you haven't done anything interesting there.
Ending the game with "never broke the Sokoban rules" conduct is most
meaningful if you also manage to perform the "obtained the Sokoban
prize" achievement (see Achievements below).)
There are several other challenges tracked by the game. It is
possible to eliminate one or more species of monsters by genocide;
playing without this feature is considered a challenge. When the game
offers you an opportunity to genocide monsters, you may respond with
the monster type "none" if you want to decline. You can change the
form of an item into another item of the same type ("polypiling") or
the form of your own body into another creature ("polyself") by wand,
spell, or potion of polymorph; avoiding these effects are each consid-
ered challenges. Polymorphing monsters, including pets, does not
break either of these challenges. Finally, you may sometimes receive
wishes; a game without an attempt to wish for any items is a chal-
lenge, as is a game without wishing for an artifact (even if the arti-
fact immediately disappears). When the game offers you an opportunity
to make a wish for an item, you may choose "nothing" if you want to
decline.
8.1. Achievements
End of game disclosure will also display various achievements
representing progress toward ultimate ascension, if any have been at-
tained. They aren't directly related to conduct but are grouped with
it because they fall into the same category of "bragging rights" and
to limit the number of questions during disclosure. Listed here
roughly in order of difficulty and not necessarily in the order in
which you might accomplish them.
<Rank> - Attained rank title <Rank>.
Shop - Entered a shop.
Temple - Entered a temple.
Mines - Entered the Gnomish Mines.
Town - Entered Mine Town.
Oracle - Consulted the Oracle of Delphi.
Novel - Read a passage from a Discworld Novel.
Sokoban - Entered Sokoban.
Big Room - Entered the Big Room.
Soko-Prize - Explored to the top of Sokoban
and found a special item there.
Mines' End - Explored to the bottom of the Gnomish Mines
and found a special item there.
Medusa - Defeated Medusa.
Tune - Discovered the tune that can be used to open and close
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 55
the drawbridge on the Castle level.
Bell - Acquired the Bell of Opening.
Gehennom - Entered Gehennom.
Candle - Acquired the Candelabrum of Invocation.
Book - Acquired the Book of the Dead.
Invocation - Gained access to the bottommost level of Gehennom.
Amulet - Acquired the fabled Amulet of Yendor.
Endgame - Reached the Elemental Planes.
Astral - Reached the Astral Plane level.
Blind - Blind from birth.
Deaf - Deaf from birth.
Nudist - Never wore any armor.
Ascended - Delivered the Amulet to its final destination.
Notes:
Achievements are recorded and subsequently reported in the order
in which they happen during your current game rather than the order
listed here.
There are nine <Rank> titles for each role, bestowed at experi-
ence levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for experi-
ence level 1 is not recorded as an achievement. Losing enough levels
to revert to lower rank(s) does not discard the corresponding achieve-
ment(s).
There's no guaranteed Novel so the achievement to read one might
not always be attainable (except perhaps by wishing). Similarly, the
Big Room level is not always present. Unlike with the Novel, there's
no way to wish for this opportunity.
The "special items" hidden in Mines' End and Sokoban are not
unique but are considered to be prizes or rewards for exploring those
levels since doing so is not necessary to complete the game. Finding
other instances of the same objects doesn't record the corresponding
achievement.
The Medusa achievement is recorded if she dies for any reason,
even if you are not directly responsible, and only if she dies.
The 5-note tune can be learned via trial and error with a musical
instrument played closely enough--but not too close!--to the Castle
level's drawbridge or can be given to you via prayer boon.
Blind, Deaf, and Nudist are also conducts, and they can only be
enabled by setting the correspondingly named option in NETHACKOPTIONS
or run-time configuration file prior to game start. In the case of
Blind and Deaf, the option also enforces the conduct. They aren't re-
ally significant accomplishments unless/until you make substantial
progress into the dungeon.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 56
9. Options
Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change how
NetHack behaves.
9.1. Setting the options
Options may be set in a number of ways. Within the game, the `O'
command allows you to view all options and change most of them. You
can also set options automatically by placing them in a configuration
file, or in the NETHACKOPTIONS environment variable. Some versions of
NetHack also have front-end programs that allow you to set options be-
fore starting the game or a global configuration for system adminis-
trators.
9.2. Using a configuration file
The default name of the configuration file varies on different
operating systems.
On UNIX, Linux, and macOS it is ".nethackrc" in the user's home
directory. The file may not exist, but it is a normal ASCII text file
and can be created with any text editor.
On Windows, the name is ".nethackrc" located in the folder
"%USERPROFILE%\NetHack\". The file may not exist, but it is a normal
ASCII text file can can be created with any text editor. After run-
ning NetHack for the first time, you should find a default template
for the configuration file named ".nethackrc.template" in
"%USERPROFILE%\NetHack\". If you have not created the configuration
file, NetHack will create one for you using the default template file.
On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe.
Any line in the configuration file starting with `#' is treated
as a comment and ignored. Empty lines are ignored.
Any line beginning with `[' and ending in `]' is a section marker
(the closing `]' can be followed by whitespace and then an arbitrary
comment beginning with `#'). The text between the square brackets is
the section name. Section markers are only valid after a CHOOSE di-
rective and their names are case insensitive. Lines after a section
marker belong to that section up until another section starts or a
marker without a name is encountered or the file ends. Lines within
sections are ignored unless a CHOOSE directive has selected that sec-
tion.
You can use different configuration directives in the file, some
of which can be used multiple times. In general, the directives are
written in capital letters, followed by an equals sign, followed by
settings particular to that directive.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 57
Here is a list of allowed directives:
OPTIONS
There are two types of options, boolean and compound options.
Boolean options toggle a setting on or off, while compound options
take more diverse values. Prefix a boolean option with "no" or `!'
to turn it off. For compound options, the option name and value are
separated by a colon. Some options are persistent, and apply only
to new games. You can specify multiple OPTIONS directives, and mul-
tiple options separated by commas in a single OPTIONS directive.
(Comma separated options are processed from right to left.)
Example:
OPTIONS=dogname:Fido
OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
HACKDIR
Default location of files NetHack needs. On Windows HACKDIR defaults
to the location of the NetHack.exe or NetHackw.exe file so setting
HACKDIR to override that is not usually necessary or recommended.
LEVELDIR
The location that in-progress level files are stored. Defaults to
HACKDIR, must be writable.
SAVEDIR
The location where saved games are kept. Defaults to HACKDIR, must
be writable.
BONESDIR
The location that bones files are kept. Defaults to HACKDIR, must be
writable.
LOCKDIR
The location that file synchronization locks are stored. Defaults to
HACKDIR, must be writable.
TROUBLEDIR
The location that a record of game aborts and self-diagnosed game
problems is kept. Defaults to HACKDIR, must be writable.
AUTOCOMPLETE
Enable or disable an extended command autocompletion. Autocomple-
tion has no effect for the X11 windowport. You can specify multiple
autocompletions. To enable autocompletion, list the extended com-
mand. Prefix the command with "!" to disable the autocompletion for
that command.
Example:
AUTOCOMPLETE=zap,!annotate
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 58
AUTOPICKUP_EXCEPTION
Set exceptions to the pickup_types option. See the "Configuring Au-
topickup Exceptions" section.
BINDINGS
Change the key bindings of some special keys, menu accelerators, ex-
tended commands, or mouse buttons. You can specify multiple bind-
ings. Format is key followed by the command, separated by a colon.
See the "Changing Key Bindings" section for more information.
Example:
BIND=^X:getpos.autodescribe
CHOOSE
Chooses at random one of the comma-separated parameters as an active
section name. Lines in other sections are ignored.
Example:
OPTIONS=color
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
[] #end of CHOOSE
OPTIONS=!rest_on_space
If [] is present, the preceding section is closed and no new section
begins; whatever follows will be common to all sections. Otherwise
the last section extends to the end of the options file.
MENUCOLOR
Highlight menu lines with different colors. See the "Configuring
Menu Colors" section.
MSGTYPE
Change the way messages are shown in the top status line. See the
"Configuring Message Types" section.
ROGUESYMBOLS
Custom symbols for for the rogue level's symbol set. See SYMBOLS
below.
SOUND
Define a sound mapping. See the "Configuring User Sounds" section.
SOUNDDIR
Define the directory that contains the sound files. See the "Con-
figuring User Sounds" section.
SYMBOLS
Override one or more symbols in the symbol set used for all dungeon
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 59
levels except for the special rogue level. See the "Modifying
NetHack Symbols" section.
Example:
# replace small punctuation (tick marks) with digits
SYMBOLS=S_boulder:0,S_golem:7
WIZKIT
Debug mode only: extra items to add to initial inventory. Value is
the name of a text file containing a list of item names, one per
line, up to a maximum of 128 lines. Each line is processed by the
function that handles wishing.
Example:
WIZKIT=~/wizkit.txt
Here is an example of configuration file contents:
# Set your character's role, race, gender, and alignment.
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
#
# Turn on autopickup, set automatically picked up object types
OPTIONS=autopickup,pickup_types:$"=/!?+
#
# Map customization
OPTIONS=color # Display things in color if possible
OPTIONS=lit_corridor # Show lit corridors differently
OPTIONS=hilite_pet,hilite_pile
# Replace small punctuation (tick marks) with digits
SYMBOLS=S_boulder:0,S_golem:7
#
# No startup splash screen. Windows GUI only.
OPTIONS=!splash_screen
9.3. Using the NETHACKOPTIONS environment variable
The NETHACKOPTIONS variable is a comma-separated list of initial
values for the various options. Some can only be turned on or off.
You turn one of these on by adding the name of the option to the list,
and turn it off by typing a `!' or "no" before the name. Others take
a character string as a value. You can set string options by typing
the option name, a colon or equals sign, and then the value of the
string. The value is terminated by the next comma or the end of
string.
For example, to set up an environment variable so that color is
on, legacy is off, character name is set to "Blue Meanie", and named
fruit is set to "lime", you would enter the command
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 60
% setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"
in csh (note the need to escape the `!' since it's special to that
shell), or the pair of commands
$ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
$ export NETHACKOPTIONS
in sh, ksh, or bash.
The NETHACKOPTIONS value is effectively the same as a single OP-
TIONS directive in a configuration file. The "OPTIONS=" prefix is im-
plied and comma separated options are processed from right to left.
Other types of configuration directives such as BIND or MSGTYPE are
not allowed.
Instead of a comma-separated list of options, NETHACKOPTIONS can
be set to the full name of a configuration file you want to use. If
that full name doesn't start with a slash, precede it with `@' (at-
sign) to let NetHack know that the rest is intended as a file name.
If it does start with `/', the at-sign is optional.
9.4. Customization options
Here are explanations of what the various options do. Character
strings that are too long may be truncated. Some of the options
listed may be inactive in your dungeon.
Some options are persistent, and are saved and reloaded along
with the game. Changing a persistent option in the configuration file
applies only to new games.
accessiblemsg
Add location or direction information to messages (default is off).
acoustics
Enable messages about what your character hears (default on). Note
that this has nothing to do with your computer's audio capabilities.
Persistent.
alignment
Your starting alignment (align:lawful, align:neutral, or
align:chaotic). You may specify just the first letter. Many roles
and the non-human races restrict which alignments are allowed. See
role for a description of how to use negation to exclude choices.
Default is random. Cannot be set with the `O' command. Persistent.
autodescribe
Automatically describe the terrain under cursor when asked to get a
location on the map (default true). The whatis_coord option con-
trols whether the description includes map coordinates.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 61
autodig
Automatically dig if you are wielding a digging tool and moving into
a place that can be dug (default false). Persistent.
autoopen
Walking into a closed door attempts to open it (default true). Per-
sistent.
autopickup
Automatically pick up things onto which you move (default off).
Persistent.
See pickup_types and also autopickup_exception for ways to refine
the behavior.
Note: prior to version 3.7.0, the default for autopickup was on.
autoquiver
This option controls what happens when you attempt the `f' (fire)
command when nothing is quivered or readied (default false). When
true, the computer will fill your quiver or quiver sack or make
ready some suitable weapon. Note that it will not take into account
the blessed/cursed status, enchantment, damage, or quality of the
weapon; you are free to manually fill your quiver or quiver sack or
make ready with the `Q' command instead. If no weapon is found or
the option is false, the `t' (throw) command is executed instead.
Persistent.
autounlock
Controls what action to take when attempting to walk into a locked
door or to loot a locked container. Takes a plus-sign separated
list of values:
Untrap - prompt about whether to attempt to find a trap; it might
fail to find one even when present; if it does find one,
it will ask whether you want to try to disarm the trap;
if you decline, your character will forget that the door
or box is trapped;
Apply-Key - if carrying a key or other unlocking tool, prompt about
using it;
Kick - kick the door (if you omit untrap or decline to attempt
untrap and you omit apply-key or you lack a key or you
decline to use the key; has no effect on containers);
Force - try to force a container's lid with your currently
wielded weapon (if you omit untrap or decline to attempt
untrap and you omit apply-key or you lack a key or you
decline to use the key; has no effect on doors);
None - none of the above; can't be combined with the other
choices.
Omitting the value is treated as if autounlock:apply-key. Preceding
autounlock with `!' or "no" is treated as autounlock:none.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 62
Applying a key might set off a trap if the door or container is
trapped. Successfully kicking a door will break it and wake up
nearby monsters. Successfully forcing a container open will break
its lock and might also destroy some of its contents or damage your
weapon or both.
The default is Apply-Key. Persistent.
blind
Start the character permanently blind (default false). Persistent.
bones
Allow saving and loading bones files (default true). Persistent.
boulder
Set the character used to display boulders (default is the "large
rock" class symbol, ``').
catname
Name your starting cat (for example "catname:Morris"). Cannot be
set with the `O' command.
character
Synonym for "role" to pick the type of your character (for example
"character:Monk"). See role for more details.
checkpoint
Save game state after each level change, for possible recovery after
program crash (default on). Persistent.
cmdassist
Have the game provide some additional command assistance for new
players if it detects some anticipated mistakes (default on).
confirm
Have user confirm attacks on pets, shopkeepers, and other peaceable
creatures (default on). Persistent.
dark_room
Show out-of-sight areas of lit rooms (default on). Persistent.
deaf
Start the character permanently deaf (default false). Persistent.
dropped_nopick
If this option is on, items you dropped will not be automatically
picked up, even if autopickup is also on and they are in
pickup_types or match a positive autopickup exception (defualt on).
Persistent.
disclose
Controls what information the program reveals when the game ends.
Value is a space separated list of prompting/category pairs (default
is "ni na nv ng nc no", prompt with default response of `n' for each
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 63
candidate). Persistent. The possibilities are:
i - disclose your inventory;
a - disclose your attributes;
v - summarize monsters that have been vanquished;
g - list monster species that have been genocided;
c - display your conduct; also achievements, if any;
o - display dungeon overview.
Each disclosure possibility can optionally be preceded by a prefix
which lets you refine how it behaves. Here are the valid prefixes:
y - prompt you and default to yes on the prompt;
n - prompt you and default to no on the prompt;
+ - disclose it without prompting;
- - do not disclose it and do not prompt.
The listings of vanquished monsters and of genocided types can be
sorted, so there are two additional choices for `v' and `g':
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
Asking refers to picking one of the orderings from a menu. The `+'
disclose without prompting choice, or being prompted and answering
`y' rather than `a', will default to showing monsters in the order
specified by the sortvanquished option.
Omitted categories are implicitly added with `n' prefix. Specified
categories with omitted prefix implicitly use `+' prefix. Order of
the disclosure categories does not matter, program display for end-
of-game disclosure follows a set sequence.
(for example "disclose:yi na +v -g o") The example sets inventory to
prompt and default to yes, attributes to prompt and default to no,
vanquished to disclose without prompting, genocided to not disclose
and not prompt, conduct to implicitly prompt and default to no, and
overview to disclose without prompting.
Note that the vanquished monsters list includes all monsters killed
by traps and each other as well as by you. And the dungeon overview
shows all levels you had visited but does not reveal things about
them that you hadn't discovered.
dogname
Name your starting dog (for example "dogname:Fang"). Cannot be set
with the `O' command.
extmenu
Changes the extended commands interface to pop-up a menu of avail-
able commands. It is keystroke compatible with the traditional in-
terface except that it does not require that you hit Enter. It is
implemented for the tty interface (default off).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 64
For the X11 interface, which always uses a menu for choosing an ex-
tended command, it controls whether the menu shows all available
commands (on) or just the subset of commands which have tradition-
ally been considered extended ones (off).
female
An obsolete synonym for "gender:female". Cannot be set with the `O'
command.
fireassist
This option controls what happens when you attempt the `f' (fire)
and don't have an appropriate launcher, such as a bow or a sling,
wielded. If on, you will automatically wield the launcher. Default
is on.
fixinv
An object's inventory letter sticks to it when it's dropped (default
on). If this is off, dropping an object shifts all the remaining
inventory letters. Persistent.
force_invmenu
Commands asking for an inventory item show a menu instead of a text
query with possible menu letters. Default is off.
fruit
Name a fruit after something you enjoy eating (for example
"fruit:mango") (default "slime mold"). Basically a nostalgic whimsy
that NetHack uses from time to time. You should set this to some-
thing you find more appetizing than slime mold. Apples, oranges,
pears, bananas, and melons already exist in NetHack, so don't use
those.
gender
Your starting gender (gender:male or gender:female). You may spec-
ify just the first letter. Although you can still denote your gen-
der using either of the deprecated male and female options, if the
gender option is also present it will take precedence. See role for
a description of how to use negation to exclude choices.
Default is random. Cannot be set with the `O' command. Persistent.
goldX
When filtering objects based on bless/curse state (BUCX), whether to
treat gold pieces as X (unknown bless/curse state, when "on") or U
(known to be uncursed, when "off", the default). Gold is never
blessed or cursed, but it is not described as "uncursed" even when
the implicit_uncursed option is "off".
help
If more information is available for an object looked at with the
`/' command, ask if you want to see it (default on). Turning help
off makes just looking at things faster, since you aren't inter-
rupted with the "More info?" prompt, but it also means that you
might miss some interesting and/or important information.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 65
Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself
or next to you, show a menu of possible actions for the location.
Same as "#herecmdmenu" and "#therecmdmenu" commands.
hilite_pet
Visually distinguish pets from similar animals (default off). The
behavior of this option depends on the type of windowing you use.
In text windowing, text highlighting or inverse video is often used;
with tiles, generally displays a heart symbol near pets.
With the curses interface, the petattr option controls how to high-
light pets and setting it will turn the hilite_pet option on or off
as warranted.
hilite_pile
Visually distinguish piles of objects from individual objects (de-
fault off). The behavior of this option depends on the type of win-
dowing you use. In text windowing, text highlighting or inverse
video is often used; with tiles, generally displays a small plus-
symbol beside the object on the top of the pile.
hitpointbar
Show a hit point bar graph behind your name and title. Only avail-
able for TTY and Windows GUI, and only when statushilites is on.
horsename
Name your starting horse (for example "horsename:Trigger"). Cannot
be set with the `O' command.
ignintr
Ignore interrupt signals, including breaks (default off). Persis-
tent.
implicit_uncursed
Omit "uncursed" from object descriptions when it can be deduced from
other aspects of the description (default on). Persistent.
If you use menu coloring, you may want to turn this off.
legacy
Display an introductory message when starting the game (default on).
Persistent.
lit_corridor
Show corridor squares seen by night vision or a light source held by
your character as lit (default off). Persistent.
lootabc
When using a menu to interact with a container, use the old `a',
`b', and `c' keyboard shortcuts rather than the mnemonics `o', `i',
and `b' (default off). Persistent.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 66
mail
Enable mail delivery during the game (default on). Persistent.
male
An obsolete synonym for "gender:male". Cannot be set with the `O'
command.
mention_decor
Give feedback when walking onto various dungeon features such as
stairs, fountains, or altars which are ordinarily only described
when covered by one or more objects (default off). Cannot be set
with the `O' command. Persistent.
mention_walls
Give feedback when walking against a wall (default off). Persis-
tent.
menucolors
Enable coloring menu lines (default off). See "Configuring Menu
Colors" on how to configure the colors.
menustyle
Controls the method used when you need to choose various objects (in
response to the Drop (aka droptype) command, for instance). The
value specified should be the first letter of one of the following:
traditional, combination, full, or partial. Default is full. Per-
sistent.
Traditional was the only method available for very early versions;
it consists of a prompt for object class characters, followed by an
object-by-object prompt for all items matching the selected object
class(es). Combination starts with a prompt for object class(es) of
interest, but then displays a menu of matching objects rather than
prompting one-by-one. Full displays a menu of object classes rather
than a character prompt, and then a menu of matching objects for se-
lection. (Choosing its `A' (Autoselect-All) choice skips the second
menu. To avoid choosing that by accident, set paranoid_confirm:Au-
toAll to require confirmation.) Partial skips the object class fil-
tering and immediately displays a menu of all objects.
menu_deselect_all
Key to deselect all items in a menu. Default `-'.
menu_deselect_page
Key to deselect all items on this page of a menu. Default `\'.
menu_first_page
Key to jump to the first page in a menu. Default `^'.
menu_headings
Controls how the headings in a menu are highlighted. Takes a text
attribute, or text color and attribute separated by ampersand. For
allowed attributes and colors, see "Configuring Menu Colors". Not
all ports can actually display all types.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 67
menu_invert_all
Key to invert all items in a menu. Default `@'.
menu_invert_page
Key to invert all items on this page of a menu. Default `~'.
menu_last_page
Key to jump to the last page in a menu. Default `|'.
menu_next_page
Key to go to the next menu page. Default `>'.
menu_objsyms
Show object symbols in menu headings in menus where the object sym-
bols act as menu accelerators (default off).
menu_overlay
Do not clear the screen before drawing menus, and align menus to the
right edge of the screen. Only for the tty port. (default on)
menu_previous_page
Key to go to the previous menu page. Default `<'.
menu_search
Key to search for some text and toggle selection state of matching
menu items. Default `:'.
menu_select_all
Key to select all items in a menu. Default `.'.
menu_select_page
Key to select all items on this page of a menu. Default `,'.
menu_shift_left
Key to scroll a menu--one which has been scrolled right--back to the
left. Implemented for perm_invent only by curses and X11. Default
`{'.
menu_shift_right
Key to scroll a menu which has text beyond the right edge to the
right. Implemented for perm_invent only by curses and X11. Default
`}'.
monpolycontrol
Prompt for new form whenever any monster changes shape (default
off). Debug mode only.
montelecontrol
Prompt for destination whenever any monster gets teleported (default
off). Debug mode only.
mouse_support
Allow use of the mouse for input and travel. Valid settings are:
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 68
0 - disabled
1 - enabled and make OS adjustments to support mouse use
2 - like 1 but does not make any OS adjustments
Omitting a value is the same as specifying 1 and negating mouse_sup-
port is the same as specifying 0.
msghistory
The number of top line messages to keep (and be able to recall with
`^P') (default 20). Cannot be set with the `O' command.
msg_window
Allows you to change the way recalled messages are displayed. Cur-
rently it is only supported for tty (all four choices) and for
curses (`f' and `r' choices, default `r'). The possible values are:
s - single message (default; only choice prior to 3.4.0);
c - combination, two messages as "single", then as "full";
f - full window, oldest message first;
r - full window reversed, newest message first.
For backward compatibility, no value needs to be specified (which
defaults to "full"), or it can be negated (which defaults to "sin-
gle").
name
Set your character's name (defaults to your user name). You can
also set your character's role by appending a dash and one or more
letters of the role (that is, by suffixing one of -A -B -C -H -K -M
-P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random
one will be automatically chosen. Cannot be set with the `O' com-
mand.
news
Read the NetHack news file, if present (default on). Since the news
is shown at the beginning of the game, there's no point in setting
this with the `O' command.
nudist
Start the character with no armor (default false). Persistent.
null
Send padding nulls to the terminal (default on). Persistent.
number_pad
Use digit keys instead of letters to move (default 0 or off). Valid
settings are:
0 - move by letters; "yuhjklbn"
1 - move by numbers; digit `5' acts as `G' movement prefix
2 - like 1 but `5' works as `g' prefix instead of as `G'
3 - by numbers using phone key layout; 123 above, 789 below
4 - combines 3 with 2; phone layout plus MS-DOS compatibility
-1 - by letters but use `z' to go northwest, `y' to zap wands
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 69
For backward compatibility, omitting a value is the same as specify-
ing 1 and negating number_pad is the same as specifying 0. (Set-
tings 2 and 4 are for compatibility with MS-DOS or old PC Hack; in
addition to the different behavior for `5', `Alt-5' acts as `G' and
`Alt-0' acts as `I'. Setting -1 is to accommodate some QWERTZ key-
boards which have the location of the `y' and `z' keys swapped.)
When moving by numbers, to enter a count prefix for those commands
which accept one (such as "12s" to search twelve times), precede it
with the letter `n' ("n12s").
packorder
Specify the order to list object types in (default
"")[%?+!=/(*`0_"). The value of this option should be a string con-
taining the symbols for the various object types. Any omitted types
are filled in at the end from the previous order.
paranoid_confirmation
A space separated list of specific situations where alternate
prompting is desired. The default is "paranoid_confirmation:pray
swim".
Confirm - for any prompts which are set to require "yes" rather
than `y', also require "no" to reject instead of ac-
cepting any non-yes response as no; changes pray and
AutoAll to require "yes" or `no' too;
quit - require "yes" rather than `y' to confirm quitting the
game or switching into non-scoring explore mode;
die - require "yes" rather than `y' to confirm dying (not
useful in normal play; applies to explore mode);
bones - require "yes" rather than `y' to confirm saving bones
data when dying in debug mode;
attack - require "yes" rather than `y' to confirm attacking a
peaceful monster;
wand-break - require "yes" rather than `y' to confirm breaking a
wand with the apply command;
eating - require "yes" rather than `y' to confirm whether to
continue eating;
Were-change - require "yes" rather than `y' to confirm changing form
due to lycanthropy when hero has polymorph control;
pray - require `y' to confirm an attempt to pray rather than
immediately praying; on by default; (to require "yes"
rather than just `y', set Confirm too);
trap - require `y' to confirm an attempt to move into or onto
a known trap, unless doing so is considered to be
harmless; (to require "yes" rather than just `y', set
Confirm too); confirmation can be skipped by using the
`m' movement prefix;
swim - prevent walking into water or lava; on by default; (to
deliberately step onto/into such terrain when this is
set, use the `m' movement prefix when adjacent);
AutoAll - require confirmation when the `A' (Autoselect-All)
choice is selected in object class filtering menus for
menustyle:Full; (to require "yes" rather than just
`y', set Confirm too);
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 70
Remove - require selection from inventory for `R' and `T' com-
mands even when wearing just one applicable item;
all - turn on all of the above.
By default, the pray and swim choices are enabled, the others dis-
abled. To disable them without setting any of the other choices,
use paranoid_confirmation:none. To keep them enabled while setting
any of the others, you can include them in the new list, such as
paranoid_confirmation:attack pray swim Remove or you can precede the
first entry in the list with a plus sign, paranoid_confirmation:+at-
tack Remove. To remove an entry that has been previously set with-
out removing others, precede the first entry in the list with a mi-
nus sign, paranoid_confirmation:-swim. To both add some new entries
and remove some old ones, you can use mulitple paranoid_confirmation
option settings, or you can use the `+' form and list entries to be
added by their name and entries to be removed by `!' and name. The
positive (no `!') and negative (with `!') entries can be intermixed.
perm_invent
If true, always display your current inventory in a window (default
false).
This only makes sense for windowing system interfaces that implement
this feature. For those that do, the perminv_mode option can be
used to refine what gets displayed for perm_invent. Setting that to
a value other than none while perm_invent is false will change it to
true.
perminv_mode
Augments the perm_invent option. Value is one of
none - behave as if perm_invent is false;
all - show all inventory except for gold;
full - show full inventory including gold;
in-use - only show items which are in use (worn, wielded, lit lamp).
Default is none but if perm_invent gets set to true while it is none
it will be changed to all.
Note: if gold has been equipped in quiver/ammo-pouch then it will be
included for all despite that mode normally omitting gold.
petattr
Specifies one or more text highlighting attributes to use when show-
ing pets on the map. Effectively a superset of the hilite_pet
boolean option. Curses interface only; value is one or more of the
following letters.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 71
n - Normal text (no highlighting)
i - Inverse video (default)
b - Bold text
u - Underlined text
k - blinKing text
d - Dim text
t - iTalic text
l - Left line indicator
r - Right line indicator
Some of those choices might not work, particularly the final three,
depending upon terminal hardware or terminal emulation software.
Currently multiple highlight-style letters can be combined by simply
stringing them together (for example, "bk"), but in the future they
might require being separated by plus signs (such as "b+k", which
works already). When using the `n' choice, it should be specified
on its own, not in combination with any of the other letters.
pettype
Specify the type of your initial pet, if you are playing a character
class that uses multiple types of pets; or choose to have no initial
pet at all. Possible values are "cat", "dog", "horse", and "none".
If the choice is not allowed for the role you are currently playing,
it will be silently ignored. For example, "horse" will only be hon-
ored when playing a knight. Cannot be set with the `O' command.
pickup_burden
When you pick up an item that would exceed this encumbrance level
(Unencumbered, Burdened, streSsed, straiNed, overTaxed, or over-
Loaded), you will be asked if you want to continue. (Default `S').
Persistent.
pickup_stolen
If this option is on and autopickup is also on, try to pick up
things that a monster stole from you, even if they aren't in
pickup_types or match an autopickup exception. Default is on. Per-
sistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up
things that you threw, even if they aren't in pickup_types or match
an autopickup exception. Default is on. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. De-
fault is all types. Persistent.
The value is a list of object symbols, such as pickup_types:$?! to
pick up gold, scrolls, and potions. You can use autopickup_excep-
tion configuration file lines to further refine autopickup behavior.
There is no way to set pickup_types to "none". (Setting it to an
empty value reverts to "all".) If you want to avoid automatically
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 72
picking up any types of items but do want to have autopickup on in
order to have autopickup_exception settings control what you do and
don't pick up, you can set pickup_types to `.'. That is the type
symbol for venom and you won't come across any venom items so won't
unintentionally pick such up.
pile_limit
When walking across a pile of objects on the floor, threshold at
which the message "there are few/several/many objects here" is given
instead of showing a popup list of those objects. A value of 0
means "no limit" (always list the objects); a value of 1 effectively
means "never show the objects" since the pile size will always be at
least that big; default value is 5. Persistent.
playmode
Values are "normal", "explore", or "debug". Allows selection of ex-
plore mode (also known as discovery mode) or debug mode (also known
as wizard mode) instead of normal play. Debug mode might only be
allowed for someone logged in under a particular user name (on
multi-user systems) or specifying a particular character name (on
single-user systems) or it might be disabled entirely. Requesting
it when not allowed or not possible results in explore mode instead.
Default is normal play.
pushweapon
Using the `w' (wield) command when already wielding something pushes
the old item into your alternate weapon slot (default off). Like-
wise for the `a' (apply) command if it causes the applied item to
become wielded. Persistent.
quick_farsight
When set, usually prevents the "you sense your surroundings" message
where play pauses to allow you to browse the map whenever clairvoy-
ance randomly activates. Some situations, such as being underwater
or engulfed, ignore this option. It does not affect the clairvoy-
ance spell where pausing to examine revealed objects or monsters is
less intrusive. Default is off. Persistent.
race
Selects your race (for example, race:human). Choices are human,
dwarf, elf, gnome, and orc but most roles restrict which of the non-
human races are allowed. See role for a description of how to use
negation to exclude choices.
Default is random. Cannot be set with the `O' command. Persistent.
rest_on_space
Make the space bar a synonym for the `.' (#wait) command (default
off). Persistent.
role
Pick your type of character (for example, role:Samurai); synonym for
character. See name for an alternate method of specifying your
role.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 73
This option can also be used to limit selection when role is chosen
randomly. Use a space-separated list of roles and either negate
each one or negate the option itself instead. Negation is accom-
plished in the same manner as with boolean options, by prefixing the
option or its value(s) with `!' or "no".
Examples:
OPTIONS=role:!arc !bar !kni
OPTIONS=!role:arc bar kni
There can be multiple instances of the role option if they're all
negations.
Default is random. Cannot be set with the `O' command. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found
within "symbols" to alter the symbols displayed on the screen on the
rogue level.
rlecomp
When writing out a save file, perform run length compression of the
map. Not all ports support run length compression. It has no effect
on reading an existing save file.
runmode
Controls the amount of screen updating for the map window when en-
gaged in multi-turn movement (running via shift+direction or con-
trol+direction and so forth, or via the travel command or mouse
click). The possible values are:
teleport - update the map after movement has finished;
run - update the map after every seven or so steps;
walk - update the map after each step;
crawl - like walk, but pause briefly after each step.
This option only affects the game's screen display, not the actual
results of moving. The default is "run"; versions prior to 3.4.1
used "teleport" only. Whether or not the effect is noticeable will
depend upon the window port used or on the type of terminal. Per-
sistent.
safe_pet
Prevent you from (knowingly) attacking your pets (default on). Per-
sistent.
safe_wait
Prevents you from waiting or searching when next to a hostile mon-
ster (default on). Persistent.
sanity_check
Evaluate monsters, objects, and map prior to each turn (default
off). Debug mode only.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 74
scores
Control what parts of the score list you are shown at the end (for
example "scores:5 top scores/4 around my score/own scores"). Only
the first letter of each category (`t', `a', or `o') is necessary.
Persistent.
showexp
Show your accumulated experience points on bottom line (default
off). Persistent.
showrace
Display yourself as the glyph for your race, rather than the glyph
for your role (default off). Note that this setting affects only
the appearance of the display, not the way the game treats you.
Persistent.
showscore
Show your approximate accumulated score on bottom line (default
off). Persistent.
silent
Suppress terminal beeps (default on). Persistent.
sortdiscoveries
Controls the sorting behavior for the output of the `\' and ``' com-
mands. Persistent.
The possible values are:
o - list object types by class, in discovery order within each
class; default;
s - list object types by sortloot classification: by class, by sub-
class within class for classes which have substantial groupings
(like helmets, boots, gloves, and so forth for armor), with ob-
ject types partly-discovered via assigned name coming before
fully identified types;
c - list by class, alphabetically within each class;
a - list alphabetically across all classes.
Can be interactively set via the `O' command or via using the `m'
prefix before the `\' or ``' command.
sortloot
Controls the sorting behavior of the pickup lists for inventory and
#loot commands and some others. Persistent.
The possible values are:
full - always sort the lists;
loot - only sort the lists that don't use inventory letters, like
with the #loot and pickup commands;
none - show lists the traditional way without sorting; default.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 75
sortpack
Sort the pack contents by type when displaying inventory (default
on). Persistent.
sortvanquished
Controls the sorting behavior for the output of the #vanquished com-
mand and also for the #genocided command. Persistent.
The possible values are:
t - traditional--order by monster level; ties are broken by internal
monster index; default;
d - order by monster difficulty rating; ties broken by internal in-
dex;
a - order alphabetically, first any unique monsters then all the
others;
c - order by monster class, by low to high level within each class;
n - order by count, high to low; ties are broken by internal monster
index;
z - order by count, low to high; ties broken by internal index.
Can be interactively set via the `m O' command or via using the `m'
prefix before either the #vanquished command or the #genocided com-
mand.
sounds
Allow sounds to be emitted from an integrated sound library (default
on).
sparkle
Display a sparkly effect when a monster (including yourself) is hit
by an attack to which it is resistant (default on). Persistent.
standout
Boldface monsters and "--More--" (default off). Persistent.
statushilites
Controls how many turns status hilite behaviors highlight the field.
If negated or set to zero, disables status hiliting. See "Configur-
ing Status Hilites" for further information.
status_updates
Allow updates to the status lines at the bottom of the screen (de-
fault true).
suppress_alert
This option may be set to a NetHack version level to suppress alert
notification messages about feature changes for that and prior ver-
sions (for example "suppress_alert:3.3.1").
symset
This option may be used to select one of the named symbol sets found
within "symbols" to alter the symbols displayed on the screen. Use
"symset:default" to explicitly select the default symbols.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 76
time
Show the elapsed game time in turns on bottom line (default off).
Persistent.
timed_delay
When pausing momentarily for display effect, such as with explosions
and moving objects, use a timer rather than sending extra characters
to the screen. (Applies to "tty" and "curses" interfaces only;
"X11" interface always uses a timer-based delay. The default is on
if configured into the program.) Persistent.
tips
Show some helpful tips during gameplay (default on). Persistent.
tombstone
Draw a tombstone graphic upon your death (default on). Persistent.
toptenwin
Put the ending display in a NetHack window instead of on stdout (de-
fault off). Setting this option makes the score list visible 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 termi-
nal or emulating window.
travel
Allow the travel command via mouse click (default on). Turning this
option off will prevent the game from attempting unintended moves if
you make inadvertent mouse clicks on the map window. Does not af-
fect traveling via the `_' ("#travel") command. Persistent.
tutorial
Play a tutorial level at the start of the game. Setting this option
on or off in the config file will skip the query.
verbose
Provide more commentary during the game (default on). Persistent.
whatis_coord
When using the `/' or `;' commands to look around on the map with
autodescribe on, display coordinates after the description. Also
works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ("east" or "3s" or "2n,4w");
f - full compass ("east" or "3south" or "2north,4west");
m - map <x,y> (map column x=0 is not used);
s - screen [row,column] (row is offset to match tty usage);
n - none (no coordinates shown) [default].
The whatis_coord option is also used with the "/m", "/M", "/o", and
"/O" sub-commands of `/', where the "none" setting is overridden
with "map".
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 77
whatis_filter
When getting a location on the map, and using the keys to cycle
through next and previous targets, allows filtering the possible
targets.
n - no filtering [default]
v - in view only
a - in same area only
The area-filter tries to be slightly predictive--if you're standing
on a doorway, it will consider the area on the side of the door you
were last moving towards.
Filtering can also be changed when getting a location with the "get-
pos.filter" key.
whatis_menu
When getting a location on the map, and using a key to cycle through
next and previous targets, use a menu instead to pick a target.
(default off)
whatis_moveskip
When getting a location on the map, and using shifted movement keys
or meta-digit keys to fast-move, instead of moving 8 units at a
time, move by skipping the same glyphs. (default off)
windowtype
When the program has been built to support multiple interfaces, se-
lect which one to use, such as "tty" or "X11" (default depends on
build-time settings; use "#version" to check). Cannot be set with
the `O' command.
When used, it should be the first option set since its value might
enable or disable the availability of various other options. For
multiple lines in a configuration file, that would be the first non-
comment line. For a comma-separated list in NETHACKOPTIONS or an
OPTIONS line in a configuration file, that would be the rightmost
option in the list.
wizweight
Augment object descriptions with their objects' weight (default
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 ef-
fect 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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 78
can safely add any of these options to your configuration file, and if
the window port is capable of adjusting to suit your preferences, it
will attempt to do so. If it can't it will silently ignore it. You
can find out if an option is supported by the window port that you are
currently using by checking to see if it shows up in the Options list.
Some options are dynamic and can be specified during the game with the
`O' command.
align_message
Where to align or place the message window (top, bottom, left, or
right)
align_status
Where to align or place the status window (top, bottom, left, or
right).
ascii_map
If NetHack can, it should display the map using simple characters
(letters and punctuation) rather than tiles graphics. In some
cases, characters can be augmented with line-drawing symbols; use
the symset option to select a symbol set such as DECgraphics or
IBMgraphics if your display supports them. Setting ascii_map to
True forces tiled_map to be False.
color
If NetHack can, it should display color if it can for different mon-
sters, objects, and dungeon features (default on).
eight_bit_tty
If NetHack can, it should pass eight-bit character values (for exam-
ple, specified with the traps option) straight through to your ter-
minal (default off).
font_map
if NetHack can, it should use a font by the chosen name for the map
window.
font_menu
If NetHack can, it should use a font by the chosen name for menu
windows.
font_message
If NetHack can, it should use a font by the chosen name for the mes-
sage window.
font_status
If NetHack can, it should use a font by the chosen name for the sta-
tus window.
font_text
If NetHack can, it should use a font by the chosen name for text
windows.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 79
font_size_map
If NetHack can, it should use this size font for the map window.
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 window.
font_size_status
If NetHack can, it should use this size font for the status window.
font_size_text
If NetHack can, it should use this size font for text windows.
fullscreen
If NetHack can, it should try 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 interface
only; default is on.
large_font
If NetHack can, it should use a large font.
map_mode
If NetHack can, it should display the map in the manner specified.
player_selection
If NetHack can, it should pop up dialog boxes, or use prompts for
character selection.
popup_dialog
If NetHack can, it should pop up dialog boxes for input.
preload_tiles
If NetHack can, it should preload tiles into memory. For example,
in the protected mode MS-DOS version, control whether tiles get pre-
loaded into RAM at the start of the game. Doing so enhances perfor-
mance of the tile graphics, but uses more memory. (default on).
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 window.
selectsaved
If NetHack can, it should display a menu of existing saved games for
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 80
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. Ac-
ceptable values are 2 and 3 (default is 2).
When set to 3, the tty interface moves some fields around and mainly
shows status conditions on their own line. A display capable of
showing at least 25 lines is recommended. The value can be toggled
back and forth during the game with the `O' command.
The curses interface does likewise if the align_status option is set
to top or bottom but ignores statuslines when set to left or right.
The Qt interface already displays more than 3 lines for status so
uses the statuslines value differently. A value of 3 renders status
in the Qt interface's original format, with the status window spread
out vertically. A value of 2 makes status be slightly condensed,
moving some fields to different lines to eliminate one whole line,
reducing the height needed. (If NetHack has been built using a ver-
sion of Qt older than qt-5.9, statuslines can only be set in the
run-time configuration file or via NETHACKOPTIONS, not during play
with the `O' command.)
term_cols and
term_rows
Curses interface only. Number of columns and rows to use for the
display. Curses will attempt to resize to the values specified but
will settle for smaller sizes if they are too big. Default is the
current window size.
tile_file
Specify the name of an alternative tile file to override the de-
fault.
Note: the X11 interface uses X resources rather than NetHack's op-
tions 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
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 81
tiled_map
If NetHack can, it should display the map using tiles graphics
rather than simple characters (letters and punctuation, possibly
augmented by line-drawing symbols). Setting tiled_map to True
forces ascii_map to be False.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only).
use_inverse
If NetHack can, it should display inverse when the game specifies
it.
vary_msgcount
If NetHack can, it should display this number of messages at a time
in the message window.
windowborders
Whether to draw boxes around the map, status area, message area, and
persistent inventory window if enabled. Curses interface only. Ac-
ceptable 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 con-
tents. If borders are forced on (1) or the display is big enough to
show them (2), setting the value to 3 or 4 instead will keep borders
for the map, message, and status windows but have room for two addi-
tional lines of inventory plus widen each inventory line by two
columns.
windowcolors
If NetHack can, it should display windows with the specified fore-
ground/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 hexadecimal
\'#rrggbb', one of the named colors (black, red, green, brown, blue,
magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta,
brightcyan, white, trueblack, gray, purple, silver, maroon, fuchsia,
lime, olive, navy, teal, aqua), or one of Windows UI colors (active-
border, activecaption, appworkspace, background, btnface, btnshadow,
btntext, captiontext, graytext, greytext, highlight, highlighttext,
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 82
inactiveborder, inactivecaption, menu, menutext, scrollbar, window,
windowframe, windowtext).
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 plat-
forms or ports to customize and change the port behavior.
altkeyhandling
Select an alternate way to handle keystrokes (Win32 tty NetHack
only). The name of the handling type is one of "default", "ray",
"340".
altmeta
On systems where this option is available, it can be set to tell
NetHack to convert a two character sequence beginning with ESC into
a meta-shifted version of the second character (default off).
This conversion is only done for commands, not for other input
prompts. Note that typing one or more digits as a count prefix
prior to a command--preceded by n if the number_pad option is set--
is also subject to this conversion, so attempting to abort the count
by typing ESC will leave NetHack waiting for another character to
complete the two character sequence. Type a second ESC to finish
cancelling such a count. At other prompts a single ESC suffices.
BIOS
Use BIOS calls to update the screen display quickly and to read the
keyboard (allowing the use of arrow keys to move) on machines with
an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack
only).
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof
input (MS-DOS sometimes treats `^P' as a printer toggle without it)
(default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows
hang if this is turned on. Cannot be set with the `O' command.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of key-
strokes that the operating system returns to NetHack to help compen-
sate for international keyboard issues. OPTIONS=subkeyvalue:171/92
will return 92 to NetHack, if 171 was originally going to be re-
turned. You can use multiple subkeyvalue assignments in the config-
uration file if needed. Cannot be set with the `O' command.
video
Set the video mode used (PC NetHack only). Values are "autodetect",
"default", "vga", or "vesa". Setting "vesa" will cause the game to
display tiles, using the full capability of the VGA hardware.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 83
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" at-
tempts "vesa", then "vga", and finally sets "default" if neither of
those modes works. Cannot be set with the `O' command.
video_height
Set the VGA mode resolution height (MS-DOS only, with video:vesa)
video_width
Set the VGA mode resolution width (MS-DOS only, with video:vesa)
videocolors
Set the color palette for PC systems using NO_TERMS (default
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of
colors is red, green, brown, blue, magenta, cyan, bright.white,
bright.red, bright.green, yellow, bright.blue, bright.magenta, and
bright.cyan. Cannot be set with the `O' command.
videoshades
Set the intensity level of the three gray scales available (default
dark normal light, PC NetHack only). If the game display is diffi-
cult to read, try adjusting these scales; if this does not correct
the problem, try !color. Cannot be set with the `O' command.
9.7. Regular Expressions
Regular expressions are normally POSIX extended regular expres-
sions. It is possible to compile NetHack without regular expression
support on a platform where there is no regular expression library.
While this is not true of any modern platform, if your NetHack was
built this way, patterns are instead glob patterns. 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 be-
yond what is available through the pickup_types option.
By placing autopickup_exception lines in your configuration file,
you can define patterns to be checked when the game is about to au-
topickup something.
autopickup_exception
Sets an exception to the pickup_types option. The autopickup_excep-
tion option should be followed by a regular expression to be used as
a pattern to match against the singular form of the description of
an object at your location.
In addition, some characters are treated specially if they occur as
the first character in the pattern, specifically:
< - always pickup an object that matches rest of pattern;
> - never pickup an object that matches rest of pattern.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 84
The autopickup_exception rules are processed in the order in
which they appear in your configuration file, thus allowing a
later rule to override an earlier rule.
Exceptions can be set with the `O' command, but because they are not
included in your configuration file, they won't be in effect if you
save and then restore your game. autopickup_exception rules and not
saved with the game.
Here are some examples:
autopickup_exception="<*arrow"
autopickup_exception=">*corpse"
autopickup_exception=">* cursed*"
The first example above will result in autopickup of any type of
arrow. The second example results in the exclusion of any corpse from
autopickup. The last example results in the exclusion of items known
to be cursed from autopickup.
9.9. 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"), a
mouse button, 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. Unbind a
key by using "nothing" as the extended command to bind to. You can
also bind the "<esc>", "<enter>", and "<space>" keys.
Menu accelerator keys
The menu control or accelerator keys can also be rebound via OPTIONS
lines in the configuration file. You cannot bind object symbols or
selection letters into menu accelerators. Some interfaces only sup-
port some of the menu accelerators.
Mouse buttons
You can bind "mouse1" or "mouse2" to "nothing", "therecmdmenu",
"clicklook", or "mouseaction".
Special command keys
Below are the special commands you can rebind. Some of them can be
bound to same keys with no problems, others are in the same "con-
text", and if bound to same keys, only one of those commands will be
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 85
available. Special command can only be bound to a single key.
count
Prefix key to start a count, to repeat a command this many times.
With number_pad only. Default is `n'.
getdir.help
When asked for a direction, the key to show the help. Default is
`?'.
getdir.mouse
When asked for a direction, the key to initiate a simulated mouse
click. You will be asked to pick a location. Use movement key-
strokes to move the cursor around the map, then type the get-
pos.pick.once key (default `,') or the getpos.pick key (default `.')
to finish as if performing a left or right click. Only useful when
using the #therecmdmenu command. Default is `_'.
getdir.self
When asked for a direction, the key to target yourself. Default is
`.'.
getdir.self2
When asked for a direction, an alternate key to target yourself.
Default is `s'.
getpos.autodescribe
When asked for a location, the key to toggle autodescribe. Default
is `#'.
getpos.all.next
When asked for a location, the key to go to next closest interesting
thing. Default is `a'.
getpos.all.prev
When asked for a location, the key to go to previous closest inter-
esting thing. Default is `A'.
getpos.door.next
When asked for a location, the key to go to next closest door or
doorway. Default is `d'.
getpos.door.prev
When asked for a location, the key to go to previous closest door or
doorway. Default is `D'.
getpos.help
When asked for a location, the key to show help. Default is `?'.
getpos.mon.next
When asked for a location, the key to go to next closest monster.
Default is `m'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 86
getpos.mon.prev
When asked for a location, the key to go to previous closest mon-
ster. Default is `M'.
getpos.obj.next
When asked for a location, the key to go to next closest object.
Default is `o'.
getpos.obj.prev
When asked for a location, the key to go to previous closest object.
Default is `O'.
getpos.menu
When asked for a location, and using one of the next or previous
keys to cycle through targets, toggle showing a menu instead. De-
fault 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 be-
tween no filtering, in view only, and in the same area only. De-
fault is `"'.
getpos.pick
When asked for a location, the key to choose the location, and pos-
sibly ask for more info. When simulating a mouse click after being
asked for a direction (see getdir.mouse above), the key to use to
respond as right click. Default is `.'.
getpos.pick.once
When asked for a location, the key to choose the location, and skip
asking for more info. When simulating a mouse click after being
asked for a direction, the key to respond as left click. Default is
`,'.
getpos.pick.quick
When asked for a location, the key to choose the location, skip ask-
ing for more info, and exit the location asking loop. Default is
`;'.
getpos.pick.verbose
When asked for a location, the key to choose the location, and show
more info without asking. Default is `:'.
getpos.self
When asked for a location, the key to go to your location. Default
is `@'.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 87
getpos.unexplored.next
When asked for a location, the key to go to next closest unexplored
location. Default is `x'.
getpos.unexplored.prev
When asked for a location, the key to go to previous closest unex-
plored location. Default is `X'.
getpos.valid
When asked for a location, the key to go to show valid target loca-
tions. Default is `$'.
getpos.valid.next
When asked for a location, the key to go to next closest valid loca-
tion. Default is `z'.
getpos.valid.prev
When asked for a location, the key to go to previous closest valid
location. Default is `Z'.
9.10. Configuring Message Types
You can change the way the messages are shown in the message
area, when the message matches a user-defined pattern.
In general, the configuration file entries to describe the mes-
sage types look like this: MSGTYPE=type "pattern"
type - how the message should be shown;
pattern - the pattern to match.
The pattern should be a regular expression.
Allowed types are:
show - show message normally;
hide - never show the message;
stop - wait for user with more-prompt;
norep - show the message once, but not again if no other message is
shown in between.
Here's an example of message types using NetHack's internal pattern
matching facility:
MSGTYPE=stop "You feel hungry."
MSGTYPE=hide "You displaced *."
specifies that whenever a message "You feel hungry" is shown, the
user is prompted with more-prompt, and a message matching "You dis-
placed <something>." is not shown at all.
The order of the defined MSGTYPE lines is important; the last match-
ing rule is used. Put the general case first, exceptions below them.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 88
9.11. Configuring Menu Colors
Some platforms allow you to define colors used in menu lines when
the line matches a user-defined pattern. At this time the tty,
curses, win32tty and win32gui interfaces support this.
In general, the configuration file entries to describe the menu
color mappings look like this:
MENUCOLOR="pattern"=color&attribute
pattern - the pattern to match;
color - the color to use for lines matching the pattern;
attribute - the attribute to use for lines matching the pat-
tern. The attribute is optional, and if left out,
you must also leave out the preceding ampersand.
If no attribute is defined, no attribute is used.
The pattern should be a regular expression.
Allowed colors are black, red, green, brown, blue, magenta, cyan,
gray, orange, light-green, yellow, light-blue, light-magenta, light-
cyan, and white. And no-color, the default foreground color, which
isn't necessarily the same as any of the other colors.
Allowed attributes are none, bold, dim, italic, underline, blink,
and inverse. "Normal" is a synonym for "none". Note that the plat-
form used may interpret the attributes any way it wants.
Here's an example of menu colors using NetHack's internal pattern
matching facility:
MENUCOLOR="* blessed *"=green
MENUCOLOR="* cursed *"=red
MENUCOLOR="* cursed *(being worn)"=red&underline
specifies that any menu line with " blessed " contained in it will
be shown in green color, lines with " cursed " will be shown in red,
and lines with " cursed " followed by "(being worn)" on the same
line will be shown in red color and underlined. You can have multi-
ple MENUCOLOR entries in your configuration file, and the last MENU-
COLOR line that matches a menu line will be used for the line.
Note that if you intend to have one or more color specifications
match " uncursed ", you will probably want to turn the implicit_un-
cursed option off so that all items known to be uncursed are actually
displayed with the "uncursed" description.
9.12. Configuring User Sounds
Some platforms allow you to define sound files to be played when
a message that matches a user-defined pattern is delivered to the mes-
sage window. At this time the Qt port and the win32tty and win32gui
ports support the use of user sounds.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 89
The following configuration file entries are relevant to mapping
user sounds to messages:
SOUNDDIR
The directory that houses the sound files to be played.
SOUND
An entry that maps a sound file to a user-specified message pattern.
Each SOUND entry is broken down into the following parts:
MESG - message window mapping (the only one supported in
3.7.0);
msgtype - optional; message type to use, see "Configuring Mes-
sage Types"
pattern - the pattern to match;
sound file - the sound file to play;
volume - the volume to be set while playing the sound file;
sound index - optional; the index corresponding to a sound file.
The pattern should be a POSIX extended regular expression.
For example:
SOUNDDIR=C:\nethack\sounds
SOUND=MESG "This door is locked" "lock.wav" 100
SOUND=MESG hide "^You miss the " "swing.wav" 75
9.13. Configuring Status Hilites
Your copy of NetHack may have been compiled with support for
"Status Hilites". If so, you can customize your game display by set-
ting thresholds to change the color or appearance of fields in the
status display.
The format for defining status colors is:
OPTION=hilite_status:field-name/behavior/color&attributes
For example, the following line in your configuration file will
cause the hitpoints field to display in the color red if your hit-
points drop to or below a threshold of 30%:
OPTION=hilite_status:hitpoints/<=30%/red/normal
(That example is actually specifying red&normal for <=30% and no-
color&normal for >30%.)
For another example, the following line in your configuration
file will cause wisdom to be displayed red if it drops and green if it
rises:
OPTION=hilite_status:wisdom/down/red/up/green
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 90
Allowed colors are black, red, green, brown, blue, magenta, cyan,
gray, orange, light-green, yellow, light-blue, light-magenta, light-
cyan, and white. And "no-color", the default foreground color on the
display, which is not necessarily the same as black or white or any of
the other colors.
Allowed attributes are none, bold, dim, underline, blink, and in-
verse. "Normal" is a synonym for "none"; they should not be used in
combination with any of the other attributes.
To specify both a color and an attribute, use `&' to combine
them. To specify multiple attributes, use `+' to combine those. For
example: "magenta&inverse+dim".
Note that the display may substitute or ignore particular attrib-
utes depending upon its capabilities, and in general may interpret the
attributes any way it wants. For example, on some display systems a
request for bold might yield blink or vice versa. On others, issuing
an attribute request while another is already set up will replace the
earlier attribute rather than combine with it. Since NetHack issues
attribute requests sequentially (at least with the tty interface)
rather than all at once, the only way a situation like that can be
controlled is to specify just one attribute.
You can adjust the appearance of the following status fields:
title dungeon-level experience-level
strength gold experience
dexterity hitpoints HD
constitution hitpoints-max time
intelligence power hunger
wisdom power-max carrying-capacity
charisma armor-class condition
alignment score
The pseudo-field "characteristics" can be used to set all six of
Str, Dex, Con, Int, Wis, and Cha at once. "HD" is "hit dice", an
approximation of experience level displayed when polymorphed. "ex-
perience", "time", and "score" are conditionally displayed depending
upon your other option settings.
Instead of a behavior, "condition" takes the following condition
flags: stone, slime, strngl, foodpois, termill, blind, deaf, stun,
conf, hallu, lev, fly, and ride. You can use "major_troubles" as an
alias for stone through termill, "minor_troubles" for blind through
hallu, "movement" for lev, fly, and ride, and "all" for every condi-
tion.
Allowed behaviors are "always", "up", "down", "changed", a percent-
age or absolute number threshold, or text to match against. For the
hitpoints field, the additional behavior "criticalhp" is available.
It overrides other behavior rules if hit points are at or below the
major problem threshold (which varies depending upon maximum hit
points and experience level).
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 91
* "always" will set the default attributes for that field.
* "up", "down" set the field attributes for when the field value
changes upwards or downwards. This attribute times out after
statushilites turns.
* "changed" sets the field attribute for when the field value
changes. This attribute times out after statushilites turns.
(If a field has both a "changed" rule and an "up" or "down"
rule which matches a change in the field's value, the "up" or
"down" one takes precedence.)
* percentage sets the field attribute when the field value
matches the percentage. It is specified as a number between 0
and 100, followed by `%' (percent sign). If the percentage is
prefixed with `<=' or `>=', it also matches when value is below
or above the percentage. Use prefix `<' or `>' to match when
strictly below or above. (The numeric limit is relaxed
slightly for those: >-1% and <101% are allowed.) Only four
fields support percentage rules. Percentages for "hitpoints"
and "power" are straightforward; they're based on the corre-
sponding maximum field. Percentage highlight rules are also
allowed for "experience level" and "experience points" (valid
when the showexp option is enabled). For those, the percentage
is based on the progress from the start of the current experi-
ence level to the start of the next level. So if level 2
starts at 20 points and level 3 starts at 40 points, having 30
points is 50% and 35 points is 75%. 100% is unattainable for
experience because you'll gain a level and the calculations
will be reset for that new level, but a rule for =100% is al-
lowed and matches the special case of being exactly 1 experi-
ence point short of the next level.
* absolute value sets the attribute when the field value matches
that number. The number must be 0 or higher, except for "ar-
mor-class' which allows negative values, and may optionally be
preceded by `='. If the number is preceded by `<=' or `>=' in-
stead, it also matches when value is below or above. If the
prefix is `<' or `>', only match when strictly above or below.
* criticalhp only applies to the hitpoints field and only when
current hit points are below a threshold (which varies by maxi-
mum hit points and experience level). When the threshold is
met, a criticalhp rule takes precedence over all other hit-
points rules.
* text match sets the attribute when the field value matches the
text. Text matches can only be used for "alignment", "carry-
ing-capacity", "hunger", "dungeon-level", and "title". For ti-
tle, only the role's rank title is tested; the character's name
is ignored.
The in-game options menu can help you determine the correct syn-
tax for a configuration file.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 92
The whole feature can be disabled by setting option statushilites
to 0.
Example hilites:
OPTION=hilite_status: gold/up/yellow/down/brown
OPTION=hilite_status: characteristics/up/green/down/red
OPTION=hilite_status: hitpoints/100%/gray&normal
OPTION=hilite_status: hitpoints/<100%/green&normal
OPTION=hilite_status: hitpoints/<66%/yellow&normal
OPTION=hilite_status: hitpoints/<50%/orange&normal
OPTION=hilite_status: hitpoints/<33%/red&bold
OPTION=hilite_status: hitpoints/<15%/red&inverse
OPTION=hilite_status: condition/major/orange&inverse
OPTION=hilite_status: condition/lev+fly/red&inverse
9.14. Modifying NetHack Symbols
NetHack can load entire symbol sets from the symbol file.
The options that are used to select a particular symbol set from
the symbol file are:
symset
Set the name of the symbol set that you want to load.
roguesymset
Set the name of the symbol set that you want to load for display on
the rogue level.
You can also override one or more symbols using the SYMBOLS and
ROGUESYMBOLS configuration file options. Symbols are specified as
name:value pairs. Note that NetHack escape-processes the value string
in conventional C fashion. This means that \ is a prefix to take the
following character literally. Thus \ needs to be represented as \\.
The special prefix form \m switches on the meta bit in the symbol
value, and the ^ prefix causes the following character to be treated
as a control character.
NetHack Symbols
Symbol Name Description
-----------------------------------------------------------------
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)
[ S_armor (suit or piece of armor)
[ S_armour (suit or piece of armor)
^ S_arrow_trap (arrow trap)
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 93
0 S_ball (iron ball)
# S_bars (iron bars)
B S_bat (bat or bird)
^ S_bear_trap (bear trap)
- S_blcorn (bottom left corner)
b S_blob (blob)
+ S_book (spellbook)
) S_boomleft (boomerang open left)
( S_boomright (boomerang open right)
` S_boulder (boulder)
- S_brcorn (bottom right corner)
> S_brdnladder (branch ladder down)
> S_brdnstair (branch staircase down)
< S_brupladder (branch ladder up)
< S_brupstair (branch staircase up)
C S_centaur (centaur)
_ S_chain (iron chain)
# S_cloud (cloud)
c S_cockatrice (cockatrice)
$ S_coin (pile of coins)
# S_corr (corridor)
- S_crwall (wall)
# S_darkroom (dark room)
^ S_dart_trap (dart trap)
& S_demon (major demon)
* S_digbeam (dig beam)
> S_dnladder (ladder down)
> S_dnstair (staircase down)
d S_dog (dog or other canine)
D S_dragon (dragon)
; S_eel (sea monster)
E S_elemental (elemental)
/ S_expl_tl (explosion top left)
- S_expl_tc (explosion top center)
\ S_expl_tr (explosion top right)
| S_expl_ml (explosion middle left)
S_expl_mc (explosion middle center)
| S_expl_mr (explosion middle right)
\ S_expl_bl (explosion bottom left)
- S_expl_bc (explosion bottom center)
/ S_expl_br (explosion bottom right)
e S_eye (eye or sphere)
^ S_falling_rock_trap (falling rock trap)
f S_feline (cat or other feline)
^ 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)
S_ghost (ghost)
H S_giant (giant humanoid)
G S_gnome (gnome)
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 94
' S_golem (golem)
| S_grave (grave)
g S_gremlin (gremlin)
- S_hbeam (horizontal beam [zap animation])
# S_hcdbridge (horizontal raised drawbridge)
+ S_hcdoor (closed door in horizontal wall)
. S_hodbridge (horizontal lowered drawbridge)
| S_hodoor (open door in horizontal wall)
^ S_hole (hole)
@ S_human (human or elf)
h S_humanoid (humanoid)
- S_hwall (horizontal wall)
. S_ice (ice)
i S_imp (imp or minor demon)
I S_invisible (invisible monster)
J S_jabberwock (jabberwock)
j S_jelly (jelly)
k S_kobold (kobold)
K S_kop (Keystone Kop)
^ S_land_mine (land mine)
} S_lava (molten lava)
} S_lavawall (wall of lava)
l S_leprechaun (leprechaun)
^ S_level_teleporter (level teleporter)
L S_lich (lich)
y S_light (light)
# S_litcorr (lit corridor)
: S_lizard (lizard)
\ S_lslant (diagonal beam [zap animation])
^ S_magic_portal (magic portal)
^ S_magic_trap (magic trap)
m S_mimic (mimic)
] S_mimic_def (mimic)
M S_mummy (mummy)
N S_naga (naga)
. S_ndoor (doorway without door)
n S_nymph (nymph)
O S_ogre (ogre)
o S_orc (orc)
p S_piercer (piercer)
^ S_pit (pit)
# S_poisoncloud (poison cloud)
^ S_polymorph_trap (polymorph trap)
} S_pool (water)
! S_potion (potion)
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)
^ S_rolling_boulder_trap (rolling boulder trap)
. S_room (floor of a room)
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 95
/ S_rslant (diagonal beam [zap animation])
^ S_rust_trap (rust trap)
R S_rustmonst (rust monster or disenchanter)
? S_scroll (scroll)
# S_sink (sink)
^ S_sleeping_gas_trap (sleeping gas trap)
S S_snake (snake)
s S_spider (arachnid or centipede)
^ S_spiked_pit (spiked pit)
^ S_squeaky_board (squeaky board)
0 S_ss1 (magic shield 1 of 4)
# S_ss2 (magic shield 2 of 4)
@ S_ss3 (magic shield 3 of 4)
* S_ss4 (magic shield 4 of 4)
^ S_statue_trap (statue trap)
S_stone (solid rock)
] S_strange_obj (strange object)
- S_sw_bc (swallow bottom center)
\ S_sw_bl (swallow bottom left)
/ S_sw_br (swallow bottom right)
| S_sw_ml (swallow middle left)
| S_sw_mr (swallow middle right)
- S_sw_tc (swallow top center)
/ S_sw_tl (swallow top left)
\ S_sw_tr (swallow top right)
- S_tdwall (wall)
^ S_teleportation_trap (teleportation trap)
\ S_throne (opulent throne)
- S_tlcorn (top left corner)
| S_tlwall (wall)
( S_tool (useful item (pick-axe, key, lamp...))
^ S_trap_door (trap door)
t S_trapper (trapper or lurker above)
- S_trcorn (top right corner)
# S_tree (tree)
T S_troll (troll)
| S_trwall (wall)
- S_tuwall (wall)
U S_umber (umber hulk)
S_unexplored (unexplored terrain)
u S_unicorn (unicorn or horse)
< S_upladder (ladder up)
< S_upstair (staircase up)
V S_vampire (vampire)
| S_vbeam (vertical beam [zap animation])
# 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)
v S_vortex (vortex)
| S_vwall (vertical wall)
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 96
/ S_wand (wand)
} S_water (water)
) S_weapon (weapon)
" S_web (web)
w S_worm (worm)
~ S_worm_tail (long worm tail)
W S_wraith (wraith)
x S_xan (xan or other extraordinary insect)
X S_xorn (xorn)
Y S_yeti (apelike creature)
Z S_zombie (zombie)
z S_zruty (zruty)
S_pet_override (any pet if ACCESSIBILITY=1 is set)
S_hero_override (hero if ACCESSIBILITY=1 is set)
Notes:
* Several symbols in this table appear to be blank. They are the
space character, except for S_pet_override and S_hero_override which
don't have any default value and can only be used if enabled in the
"sysconf" file.
* S_rock is misleadingly named; rocks and stones use S_gem. Statues
and boulders are the rock being referred to, but since version
3.6.0, statues are displayed as the monster they depict. So S_rock
is only used for boulders and not used at all if overridden by the
more specific S_boulder.
9.15. Customizing Map Glyph Representations Using Unicode
If your platform or terminal supports the display of UTF-8 char-
acter sequences, you can customize your game display by assigning Uni-
code codepoint values and red-green-blue colors to glyph representa-
tions. The customizations can be specified for use with a symset that
has a UTF8 handler within the symbols file such as the enhanced1 set,
or individually within your nethack.rc file.
The format for defining a glyph representation is:
OPTIONS=glyph:glyphid/U+nnnn/R-G-B
The window port that is active needs to provide support for dis-
playing UTF-8 character sequences and explicit red-green-blue colors
in order for the glyph representation to be visible. For example, the
following line in your configuration file will cause the glyph repre-
sentation for glyphid G_pool to use Unicode codepoint U+224B and the
color represented by R-G-B value 0-0-160:
OPTIONS=glyph:G_pool/U+224B/0-0-160
The list of acceptable glyphid's can be produced by nethack --dumpg-
lyphids. Individual NetHack glyphs can be specified using the G_ pre-
fix, or you can use an S_ symbol for a glyphid and store the custom
representation for all NetHack glyphs that would map to that
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 97
particular symbol.
You will need to select a symset with a UTF8 handler to enable
the display of the customizations, such as the Enhanced symset.
9.16. Configuring NetHack for Play by the Blind
NetHack can be set up to use only standard ASCII characters for
making maps of the dungeons. This makes even the MS-DOS versions of
NetHack (which use special line-drawing characters by default) com-
pletely accessible to the blind who use speech and/or Braille access
technologies. Players will require a good working knowledge of their
screen-reader's review features, and will have to know how to navigate
horizontally and vertically character by character. They will also
find the search capabilities of their screen-readers to be quite valu-
able. Be certain to examine this Guidebook before playing so you have
an idea what the screen layout is like. You'll also need to be able to
locate the PC cursor. It is always where your character is located.
Merely searching for an @-sign will not always find your character
since there are other humanoids represented by the same sign. Your
screen-reader should also have a function which gives you the row and
column of your review cursor and the PC cursor. These co-ordinates
are often useful in giving players a better sense of the overall loca-
tion of items on the screen.
NetHack can also be compiled with support for sending the game
messages to an external program, such as a text-to-speech synthesizer.
If the "#version" extended command shows "external program as a mes-
sage handler", your NetHack has been compiled with the capability.
When compiling NetHack from source on Linux and other POSIX systems,
define MSGHANDLER to enable it. To use the capability, set the envi-
ronment variable NETHACK_MSGHANDLER to an executable, which will be
executed with the game message as the program's only parameter.
The most crucial settings to make the game more accessible are:
symset:plain
Load a symbol set appropriate for use by blind players.
menustyle:traditional
This will assist in the interface to speech synthesizers.
nomenu_overlay
Show menus on a cleared screen and aligned to the left edge.
number_pad
A lot of speech access programs use the number-pad to review the
screen. If this is the case, disable the number_pad option and use
the traditional Rogue-like commands.
paranoid_confirmation:swim
Prevent walking into water or lava.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 98
accessiblemsg
Adds direction or location information to messages.
autodescribe
Automatically describe the terrain under the cursor when targeting.
mention_walls
Give feedback messages when walking towards a wall or when travel
command was interrupted.
whatis_coord:compass
When targeting with cursor, describe the cursor position with coor-
dinates relative to your character.
whatis_filter:area
When targeting with cursor, filter possible locations so only those
in the same area (eg. same room, or same corridor) are considered.
whatis_moveskip
When targeting with cursor and using fast-move, skip the same glyphs
instead of moving 8 units at a time.
nostatus_updates
Prevent updates to the status lines at the bottom of the screen, if
your screen-reader reads those lines. The same information can be
seen via the "#attributes" command.
9.17. Global Configuration for System Administrators
If NetHack is compiled with the SYSCF option, a system adminis-
trator should set up a global configuration; this is a file in the
same format as the traditional per-user configuration file (see
above). This file should be named sysconf and placed in the same di-
rectory as the other NetHack support files. The options recognized in
this file are listed below. Any option not set uses a compiled-in de-
fault (which may not be appropriate for your system).
WIZARDS = A space-separated list of user names who are allowed to
play in debug mode (commonly referred to as wizard mode). A value
of a single asterisk (*) allows anyone to start a game in debug
mode.
SHELLERS = A list of users who are allowed to use the shell escape
command (!). The syntax is the same as WIZARDS.
EXPLORERS = A list of users who are allowed to use the explore mode.
The syntax is the same as WIZARDS.
MAXPLAYERS = Limit the maximum number of games that can be running
at the same time.
SAVEFORMAT = A list of up to two save file formats separated by
space. The first format in the list will written as well as read.
The second format will be read only if no save file in the first
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 99
format exists. Valid choices are "historical" for binary writing of
entire structs, "lendian" for binary writing of each field in lit-
tle-endian order, "ascii" for writing the save file content in ascii
text.
BONESFORMAT = A list of up to two bones file formats separated by
space. The first format in the list will written as well as read.
The second format will be read only if no bones files in the first
format exist. Valid choices are "historical" for binary writing of
entire structs, "lendian" for binary writing of each field in lit-
tle-endian order, "ascii" for writing the bones file content in
ascii text.
SUPPORT = A string explaining how to get local support (no default
value).
RECOVER = A string explaining how to recover a game on this system
(no default value).
SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE op-
tion. When disabled, incubi and succubi behave like nymphs.
CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZARDS,
and SHELLERS check for the player name instead of the user's login
name.
CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the UID
(used identification number) checking for save files (to verify that
the user who is restoring is the same one who saved).
The following four options affect the score file:
PERSMAX = Maximum number of entries for one person.
ENTRYMAX = Maximum number of entries in the score file.
POINTSMIN = Minimum number of points to get an entry in the score
file.
PERS_IS_UID = 0 or 1 to use user names or numeric userids, respec-
tively, to identify unique people for the score file.
HIDEUSAGE = 0 or 1 to control whether the help menu entry for com-
mand line usage is shown or suppressed.
MAX_STATUENAME_RANK = Maximum number of score file entries to use
for random statue names (default is 10).
ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil-
ity for players to set S_pet_override and S_hero_override symbols in
their configuration file.
PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game will look
for all of its external files, and write to all of its output files
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 100
in one place rather than at the standard locations.
DUMPLOGFILE = A filename where the end-of-game dumplog is saved.
Not defining this will prevent dumplog from being created. Only
available if your game is compiled with DUMPLOG. Allows the follow-
ing placeholders:
%% - literal `%'
%v - version (eg. "3.7.0-0")
%u - game UID
%t - game start time, UNIX timestamp format
%T - current time, UNIX timestamp format
%d - game start time, YYYYMMDDhhmmss format
%D - current time, YYYYMMDDhhmmss format
%n - player name
%N - first character of player name
LIVELOG = A bit-mask of types of events that should be written to
the livelog file if one is present. The sample sysconf file accom-
panying the program contains a comment which lists the meaning of
the various bits used. Intended for server systems supporting si-
multaneous play by multiple players (to be clear, each one running a
separate single player game), for displaying their game progress to
observers. Only relevant if the program was built with LIVELOG en-
abled. When available, it should be left commented out on single
player installations because over time the file could grow to be ex-
tremely large unless it is actively maintained.
CRASHREPORTURL = If set to https://www.nethack.org/common/con-
tact.html and support is compiled in, brings up a browser window
populated with the information needed to report a problem if the
game panics or ends up in an internally inconsistent state.
10. Scoring
NetHack maintains a list of the top scores or scorers on your ma-
chine, depending on how it is set up. In the latter case, each ac-
count on the machine can post only one non-winning score on this list.
If you score higher than someone else on this list, or better your
previous score, you will be inserted in the proper place under your
current name. How many scores are kept can also be set up when
NetHack is compiled.
Your score is chiefly based upon how much experience you gained,
how much loot you accumulated, how deep you explored, and how the game
ended. If you quit the game, you escape with all of your gold intact.
If, however, you get killed in the Mazes of Menace, the guild will
only hear about 90% of your gold when your corpse is discovered (ad-
venturers 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 3.7.0 January 02, 2024
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.
11. Explore mode
NetHack is an intricate and difficult game. Novices might falter
in fear, aware of their ignorance of the means to survive. Well, fear
not. Your dungeon comes equipped with an "explore" or "discovery"
mode that enables you to keep old save files and cheat death, at the
paltry cost of not getting on the high score list.
There are two ways of enabling explore mode. One is to start the
game with the -X command-line switch or with the playmode:explore op-
tion. The other is to issue the "#exploremode" extended command while
already playing the game. Starting a new game in explore mode pro-
vides your character with a wand of wishing in initial inventory;
switching during play does not. The other benefits of explore mode
are left for the trepid reader to discover.
11.1. Debug mode
Debug mode, also known as wizard mode, is undocumented aside from
this brief description and the various "debug mode only" commands
listed among the command descriptions. It is intended for tracking
down problems within the program rather than to provide god-like pow-
ers to your character, and players who attempt debugging are expected
to figure out how to use it themselves. It is initiated by starting
the game with the -D command-line switch or with the playmode:debug
option.
For some systems, the player must be logged in under a particular
user name to be allowed to use debug mode; for others, the hero must
be given a particular character name (but may be any role; there's no
connection between "wizard mode" and the Wizard role). Attempting to
start a game in debug mode when not allowed or not available will re-
sult in falling back to explore mode instead.
12. Credits
The original hack game was modeled on the Berkeley UNIX rogue
game. Large portions of this document were shamelessly cribbed from A
Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C.
Arnold. Small portions were adapted from Further Exploration of the
Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally scores of people's work.
Main events in the course of the game development are described below:
Jay Fenlason wrote the original Hack, with help from Kenny Wood-
land, Mike Thome, and Jon Payne.
Andries Brouwer did a major re-write while at Stichting Mathema-
tisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack
into a very different game. He published the Hack source code for use
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 102
on UNIX systems by posting that to Usenet newsgroup net.sources (later
renamed comp.sources) releasing version 1.0 in December of 1984, then
versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet
newsgroup net.games.hack (later renamed rec.games.hack, eventually re-
placed by rec.games.roguelike.nethack) was created for discussing it.
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, pro-
ducing PC HACK 1.01e, added support for DEC Rainbow graphics in ver-
sion 1.03g, and went on to produce at least four more versions (3.0,
3.2, 3.51, and 3.6; note that these are old Hack version numbers, not
contemporary NetHack ones).
R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together, in-
corporating many of the added features, and produced NetHack version
1.4 in 1987. He then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like
Hack, they were released by posting their source code to Usenet where
they remained available in various archives accessible via ftp and
uucp after expiring from the newsgroup.
Later, Mike coordinated a major re-write of the game, heading a
team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps,
Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike
Threepoint, and Janet Walz, to produce NetHack 3.0c.
NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by
Timo Hakulinen, and to VMS by David Gentzel. The three of them and
Kevin Darcy later joined the main NetHack Development Team to produce
subsequent revisions of 3.0.
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
Meluch, Stephen Spackman and Pierre Martineau designed overlay code
for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh.
Along with various other Dungeoneers, they continued to enhance the
PC, Macintosh, and Amiga ports through the later revisions of 3.0.
Version 3.0 went through ten relatively rapidly released "patch-
level" revisions. Versions at the time were known as 3.0 for the base
release and variously as "3.0a" through "3.0j", "3.0 patchlevel 1"
through "3.0 patchlevel 10", or "3.0pl1" through "3.0pl10" rather than
3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme
began to be used with 3.1.0.
Headed by Mike Stephenson and coordinated by Izchak Miller and
Janet Walz, the NetHack Development Team which now included Ken Ar-
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day,
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond,
and Eric Smith undertook a radical revision of 3.0. They re-struc-
tured the game's design, and re-wrote major parts of the code. They
added multiple dungeons, a new display, special individual character
quests, a new endgame and many other new features, and produced
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 103
NetHack 3.1. Version 3.1.0 was released in January of 1993.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard
Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for
the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Schelin,
Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack
3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng-
ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim
Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the
Macintosh, porting it for MPW. Building on their development, Bart
House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported
NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua De-
lahunty, was responsible for the VMS version of NetHack 3.1. Michael
Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David Cohrs, developed NetHack 3.1 for
X11. It drew the map as text rather than graphically but included
nh10.bdf, an optionally used custom X11 font which has tiny images in
place of letters and punctuation, a precursor of tiles. Those images
don't extend to individual monster and object types, just replacements
for monster and object classes (so one custom image for all "a" in-
sects and another for all "[" armor and so forth, not separate images
for beetles and ants or for cloaks and boots).
Warwick Allison wrote a graphically displayed version of NetHack
for the Atari where the tiny pictures were described as "icons" and
were distinct for specific types of monsters and objects rather than
just their classes. He contributed them to the NetHack Development
Team which rechristened them "tiles", original usage which has subse-
quently been picked up by various other games. NetHack's tiles sup-
port was then implemented on other platforms (initially MS-DOS but
eventually Windows, Qt, and X11 too).
The 3.2 NetHack Development Team, comprised of Michael Allison,
Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith,
Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0
in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of the
development team. In a testament to their dedication to the game, all
thirteen members of the original NetHack Development Team remained on
the team at the start of work on that release. During the interval
between the release of 3.1.3 and 3.2.0, one of the founding members of
the NetHack Development Team, Dr. Izchak Miller, was diagnosed with
cancer and passed away. That release of the game was dedicated to him
by the development and porting teams.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 104
Version 3.2 proved to be more stable than previous versions.
Many bugs were fixed, abuses eliminated, and game features tuned for
better game play.
During the lifespan of NetHack 3.1 and 3.2, several enthusiasts
of the game added their own modifications to the game and made these
"variants" publicly available:
Tom Proudfoot and Yuval Oren created NetHack++, which was quickly
renamed NetHack-- when some people incorrectly assumed that it was a
conversion of the C source code to C++. Working independently,
Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack
Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and
Warwick Allison improved the spell casting system with the Wizard
Patch. Warwick Allison also ported NetHack to use the Qt interface.
Warren Cheung combined SLASH with the Wizard Patch to produce
Slash'EM, and with the help of Kevin Hugo, added more features. Kevin
later joined the NetHack Development Team and incorporated the best of
these ideas into NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which was
released simultaneously with 3.3.0 in December 1999 just in time for
the Year 2000. Because of the newer version, 3.2.3 was released as a
source code patch only, without any ready-to-play distribution for
systems that usually had such.
(To anyone considering resurrecting an old version: all versions
before 3.2.3 had a Y2K bug. The high scores file and the log file
contained dates which were formatted using a two-digit year, and
1999's year 99 was followed by 2000's year 100. That got written out
successfully but it unintentionally introduced an extra column in the
file layout which prevented score entries from being read back in cor-
rectly, interfering with insertion of new high scores and with re-
trieval of old character names to use for random ghost and statue
names in the current game.)
The 3.3 NetHack Development Team, consisting of Michael Allison,
Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat
Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, re-
leased 3.3.0 in December 1999 and 3.3.1 in August of 2000.
Version 3.3 offered many firsts. It was the first version to sep-
arate race and profession. The Elf class was removed in preference to
an elf race, and the races of dwarves, gnomes, and orcs made their
first appearance in the game alongside the familiar human race. Monk
and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers,
Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course,
Wizards. It was also the first version to allow you to ride a steed,
and was the first version to have a publicly available web-site list-
ing all the bugs that had been discovered. Despite that constantly
growing bug list, 3.3 proved stable enough to last for more than a
year and a half.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 105
The 3.4 NetHack Development Team initially consisted of Michael
Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul
Winner, with Warwick Allison joining just before the release of
NetHack 3.4.0 in March 2002.
As with version 3.3, various people contributed to the game as a
whole as well as supporting ports on the different platforms that
NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
Michael Allison maintained NetHack 3.4 for the MS-DOS platform.
Paul Winner and Yitzhak Sapir provided encouragement.
Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced
the Macintosh port of 3.4.
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and
Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows
platform. Alex Kompel contributed a new graphical interface for the
Windows port. Alex Kompel also contributed a Windows CE port for
3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the
past several releases. Unfortunately Ron's last OS/2 machine stopped
working in early 2006. A great many thanks to Ron for keeping NetHack
alive on OS/2 all these years.
Janne Salmijarvi and Teemu Suikki maintained and enhanced the
Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.
Christian "Marvin" Bressler maintained 3.4 for the Atari after he
resurrected it for 3.3.1.
The release of NetHack 3.4.3 in December 2003 marked the begin-
ning of a long release hiatus. 3.4.3 proved to be a remarkably stable
version that provided continued enjoyment by the community for more
than a decade. The NetHack Development Team slowly and quietly contin-
ued to work on the game behind the scenes during the tenure of 3.4.3.
It was during that same period that several new variants emerged
within the NetHack community. Notably sporkhack by Derek S. Ray, un-
nethack by Patric Mueller, nitrohack and its successors originally by
Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen.
Some of those variants continue to be developed, maintained, and en-
joyed by the community to this day.
In September 2014, an interim snapshot of the code under develop-
ment was released publicly by other parties. Since that code was a
work-in-progress and had not gone through the process of debugging it
as a suitable release, it was decided that the version numbers present
on that code snapshot would be retired and never used in an official
NetHack release. An announcement was posted on the NetHack Develop-
ment Team's official nethack.org website to that effect, stating that
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 106
there would never be a 3.4.4, 3.5, or 3.5.0 official release version.
In January 2015, preparation began for the release of NetHack
3.6.
At the beginning of development for what would eventually get re-
leased as 3.6.0, the NetHack Development Team consisted of Warwick Al-
lison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul
Winner. In early 2015, ahead of the release of 3.6.0, new members
Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Develop-
ment Team.
Near the end of the development of 3.6.0, one of the significant
inspirations for many of the humorous and fun features found in the
game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a
tribute to him.
3.6.0 was released in December 2015, and merged work done by the
development team since the release of 3.4.3 with some of the beloved
community patches. Many bugs were fixed and some code was restruc-
tured.
The NetHack Development Team, as well as Steve VanDevender and
Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on
various UNIX flavors and maintained the X11 interface.
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained
the port of NetHack 3.6 for MacOS.
Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex
Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the
port of NetHack 3.6 for Microsoft Windows.
Pat Rankin attempted to keep the VMS port running for NetHack
3.6, hindered by limited access. Kevin Smolkowski has updated and
tested it for the most recent version of OpenVMS (V8.4 as of this
writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.
Ray Chason resurrected the MS-DOS port for 3.6 and contributed
the necessary updates to the community at large.
In late April 2018, several hundred bug fixes for 3.6.0 and some
new features were assembled and released as NetHack 3.6.1. The
NetHack Development Team at the time of release of 3.6.1 consisted of
Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie
Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat
Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and
Paul Winner.
In early May 2019, another 320 bug fixes along with some enhance-
ments and the adopted curses window port, were released as 3.6.2.
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 107
Bart House, who had contributed to the game as a porting team
participant for decades, joined the NetHack Development Team in late
May 2019.
NetHack 3.6.3 was released on December 5, 2019 containing over
190 bug fixes to NetHack 3.6.2.
NetHack 3.6.4 was released on December 18, 2019 containing a se-
curity fix and a few bug fixes.
NetHack 3.6.5 was released on January 27, 2020 containing some
security fixes and a small number of bug fixes.
NetHack 3.6.6 was released on March 8, 2020 containing a security
fix and some bug fixes.
NetHack 3.6.7 was released on February 16, 2023 containing a se-
curity fix and some bug fixes.
The official NetHack web site is maintained by Ken Lorber at
https://www.nethack.org/.
12.1. Special Thanks
On behalf of the NetHack community, thank you very much once
again to M. Drew Streib and Pasi Kallinen for providing a public
NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy
Thomson for hardfought.org. Thanks to all those unnamed dungeoneers
who invest their time and effort into annual NetHack tournaments such
as Junethack, The November NetHack Tournament, and in days past, de-
vnull.net (gone for now, but not forgotten).
12.2. Dungeoneers
From time to time, some depraved individual out there in netland
sends a particularly intriguing modification to help out with the
game. The NetHack Development Team sometimes makes note of the names
of the worst of these miscreants in this, the list of Dungeoneers:
Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
Alex Smith Janne Salmijarvi Norm Meluch
Andreas Dorn Jean-Christophe Collet Olaf Seibert
Andy Church Jeff Bailey Pasi Kallinen
Andy Swanson Jochen Erwied Pat Rankin
Andy Thomson John Kallen Patric Mueller
Ari Huttunen John Rupley Paul Winner
Bart House John S. Bien Pierre Martineau
Benson I. Margulies Johnny Lee Ralf Brown
Bill Dyer Jon W{tte Ray Chason
Boudewijn Waijers Jonathan Handler Richard Addison
NetHack 3.7.0 January 02, 2024
NetHack Guidebook 108
Bruce Cox Joshua Delahunty Richard Beigel
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O'Donnell Leon Arnott Stephen Spackman
Eric Backus M. Drew Streib Stefan Thielscher
Eric Hendrickson Malcolm Ryan Stephen White
Eric R. Smith Mark Gooderum Steve Creps
Eric S. Raymond Mark Modrall Steve Linhart
Erik Andersen Marvin Bressler Steve VanDevender
Fredrik Ljungdahl Matthew Day Teemu Suikki
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
Helge Hafting Mike Gallop Yitzhak Sapir
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson
Brand and product names are trademarks or registered trademarks
of their respective holders.
NetHack 3.7.0 January 02, 2024