7129 lines
285 KiB
Plaintext
7129 lines
285 KiB
Plaintext
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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Original version - Eric S. Raymond
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(Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others)
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December 08, 2023
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1. Introduction
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Recently, you have begun to find yourself unfulfilled and distant
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in your daily occupation. Strange dreams of prospecting, stealing,
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crusading, and combat have haunted you in your sleep for many months,
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but you aren't sure of the reason. You wonder whether you have in
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fact been having those dreams all your life, and somehow managed to
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forget about them until now. Some nights you awaken suddenly and cry
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out, terrified at the vivid recollection of the strange and powerful
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creatures that seem to be lurking behind every corner of the dungeon
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in your dream. Could these details haunting your dreams be real? As
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each night passes, you feel the desire to enter the mysterious caverns
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near the ruins grow stronger. Each morning, however, you quickly put
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the idea out of your head as you recall the tales of those who entered
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the caverns before you and did not return. Eventually you can resist
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the yearning to seek out the fantastic place in your dreams no longer.
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After all, when other adventurers came back this way after spending
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time in the caverns, they usually seemed better off than when they
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passed through the first time. And who was to say that all of those
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who did not return had not just kept going?
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Asking around, you hear about a bauble, called the Amulet of Yen-
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dor by some, which, if you can find it, will bring you great wealth.
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One legend you were told even mentioned that the one who finds the
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amulet will be granted immortality by the gods. The amulet is rumored
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to be somewhere beyond the Valley of Gehennom, deep within the Mazes
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of Menace. Upon hearing the legends, you immediately realize that
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there is some profound and undiscovered reason that you are to descend
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into the caverns and seek out that amulet of which they spoke. Even
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if the rumors of the amulet's powers are untrue, you decide that you
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should at least be able to sell the tales of your adventures to the
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local minstrels for a tidy sum, especially if you encounter any of the
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terrifying and magical creatures of your dreams along the way. You
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spend one last night fortifying yourself at the local inn, becoming
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more and more depressed as you watch the odds of your success being
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posted on the inn's walls getting lower and lower.
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In the morning you awake, collect your belongings, and set off
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for the dungeon. After several days of uneventful travel, you see the
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NetHack Guidebook 1
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NetHack Guidebook 2
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ancient ruins that mark the entrance to the Mazes of Menace. It is
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late at night, so you make camp at the entrance and spend the night
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sleeping under the open skies. In the morning, you gather your gear,
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eat what may be your last meal outside, and enter the dungeon....
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2. What is going on here?
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You have just begun a game of NetHack. Your goal is to grab as
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much treasure as you can, retrieve the Amulet of Yendor, and escape
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the Mazes of Menace alive.
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Your abilities and strengths for dealing with the hazards of ad-
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venture will vary with your background and training:
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Archeologists understand dungeons pretty well; this enables them
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to move quickly and sneak up on the local nasties. They start
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equipped with the tools for a proper scientific expedition.
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Barbarians are warriors out of the hinterland, hardened to bat-
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tle. They begin their quests with naught but uncommon strength, a
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trusty hauberk, and a great two-handed sword.
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Cavemen and Cavewomen start with exceptional strength but, unfor-
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tunately, with neolithic weapons.
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Healers are wise in medicine and apothecary. They know the herbs
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and simples that can restore vitality, ease pain, anesthetize, and
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neutralize poisons; and with their instruments, they can divine a be-
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ing's state of health or sickness. Their medical practice earns them
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quite reasonable amounts of money, with which they enter the dungeon.
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Knights are distinguished from the common skirmisher by their de-
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votion to the ideals of chivalry and by the surpassing excellence of
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their armor.
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Monks are ascetics, who by rigorous practice of physical and men-
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tal disciplines have become capable of fighting as effectively without
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weapons as with. They wear no armor but make up for it with increased
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mobility.
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Priests and Priestesses are clerics militant, crusaders advancing
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the cause of righteousness with arms, armor, and arts thaumaturgic.
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Their ability to commune with deities via prayer occasionally extri-
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cates them from peril, but can also put them in it.
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Rangers are most at home in the woods, and some say slightly out
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of place in a dungeon. They are, however, experts in archery as well
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as tracking and stealthy movement.
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Rogues are agile and stealthy thieves, with knowledge of locks,
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traps, and poisons. Their advantage lies in surprise, which they em-
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ploy to great advantage.
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 3
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Samurai are the elite warriors of feudal Nippon. They are
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lightly armored and quick, and wear the dai-sho, two swords of the
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deadliest keenness.
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Tourists start out with lots of gold (suitable for shopping
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with), a credit card, lots of food, some maps, and an expensive cam-
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era. Most monsters don't like being photographed.
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Valkyries are hardy warrior women. Their upbringing in the harsh
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Northlands makes them strong, inures them to extremes of cold, and in-
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stills in them stealth and cunning.
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Wizards start out with a knowledge of magic, a selection of magi-
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cal items, and a particular affinity for dweomercraft. Although seem-
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ingly weak and easy to overcome at first sight, an experienced Wizard
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is a deadly foe.
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You may also choose the race of your character (within limits;
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most roles have restrictions on which races are eligible for them):
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Dwarves are smaller than humans or elves, but are stocky and
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solid individuals. Dwarves' most notable trait is their great exper-
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tise in mining and metalwork. Dwarvish armor is said to be second in
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quality not even to the mithril armor of the Elves.
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Elves are agile, quick, and perceptive; very little of what goes
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on will escape an Elf. The quality of Elven craftsmanship often gives
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them an advantage in arms and armor.
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Gnomes are smaller than but generally similar to dwarves. Gnomes
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are known to be expert miners, and it is known that a secret under-
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ground mine complex built by this race exists within the Mazes of Men-
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ace, filled with both riches and danger.
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Humans are by far the most common race of the surface world, and
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are thus the norm to which other races are often compared. Although
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they have no special abilities, they can succeed in any role.
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Orcs are a cruel and barbaric race that hate every living thing
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(including other orcs). Above all others, Orcs hate Elves with a pas-
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sion unequalled, and will go out of their way to kill one at any op-
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portunity. The armor and weapons fashioned by the Orcs are typically
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of inferior quality.
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3. What do all those things on the screen mean?
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On the screen is kept a map of where you have been and what you
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have seen on the current dungeon level; as you explore more of the
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level, it appears on the screen in front of you.
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When NetHack's ancestor rogue first appeared, its screen orienta-
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tion was almost unique among computer fantasy games. Since then,
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screen orientation has become the norm rather than the exception;
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NetHack continues this fine tradition. Unlike text adventure games
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 4
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that accept commands in pseudo-English sentences and explain the re-
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sults in words, NetHack commands are all one or two keystrokes and the
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results are displayed graphically on the screen. A minimum screen
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size of 24 lines by 80 columns is recommended; if the screen is
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larger, only a 21x80 section will be used for the map.
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NetHack can even be played by blind players, with the assistance
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of Braille readers or speech synthesisers. Instructions for configur-
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ing NetHack for the blind are included later in this document.
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NetHack generates a new dungeon every time you play it; even the
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authors still find it an entertaining and exciting game despite having
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won several times.
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NetHack offers a variety of display options. The options avail-
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able to you will vary from port to port, depending on the capabilities
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of your hardware and software, and whether various compile-time op-
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tions were enabled when your executable was created. The three possi-
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ble display options are: a monochrome character interface, a color
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character interface, and a graphical interface using small pictures
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called tiles. The two character interfaces allow fonts with other
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characters to be substituted, but the default assignments use standard
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ASCII characters to represent everything. There is no difference be-
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tween the various display options with respect to game play. Because
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we cannot reproduce the tiles or colors in the Guidebook, and because
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it is common to all ports, we will use the default ASCII characters
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from the monochrome character display when referring to things you
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might see on the screen during your game.
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In order to understand what is going on in NetHack, first you
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must understand what NetHack is doing with the screen. The NetHack
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screen replaces the "You see ..." descriptions of text adventure
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games. Figure 1 is a sample of what a NetHack screen might look like.
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The way the screen looks for you depends on your platform.
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+----------------------------------------------------------------+
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| The bat bites! |
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| ------ |
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| |....| ---------- |
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| |.<..|####...@...$.| |
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| |....-# |...B....+ |
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| |....| |.d......| |
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| ------ -------|-- |
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| Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
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| Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf |
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+----------------------------------------------------------------+
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Figure 1
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 5
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+----------------------------------------------------------------+
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| Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 |
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| Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry |
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| Dlvl:1 T:752 Conf |
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+----------------------------------------------------------------+
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Figure 2
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3.1. The status lines (bottom)
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The bottom two (or three) lines of the screen contain several
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cryptic pieces of information describing your current status. Figure
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1 shows the traditional two-line status area below the map. Figure 2
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shows just the status area, when the statuslines:3 option has been set
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(not all interfaces support this option). If any status line becomes
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wider than the screen, you might not see all of it due to truncation.
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When the numbers grow bigger and multiple conditions are present, the
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two-line format will run out of room on the second line, but sta-
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tuslines:2 is the default because a basic 24-line terminal isn't tall
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enough for the third line.
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Here are explanations of what the various status items mean:
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Title
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Your character's name and professional ranking (based on role and
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experience level, see below).
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Strength
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A measure of your character's strength; one of your six basic at-
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tributes. A human character's attributes can range from 3 to 18
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inclusive; non-humans may exceed these limits (occasionally you
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may get super-strengths of the form 18/xx, and magic can also
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cause attributes to exceed the normal limits). The higher your
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strength, the stronger you are. Strength affects how success-
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fully you perform physical tasks, how much damage you do in com-
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bat, and how much loot you can carry.
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Dexterity
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Dexterity affects your chances to hit in combat, to avoid traps,
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and do other tasks requiring agility or manipulation of objects.
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Constitution
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Constitution affects your ability to recover from injuries and
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other strains on your stamina. When strength is low or modest,
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constitution also affects how much you can carry. With suffi-
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ciently high strength, the contribution to carrying capacity from
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your constitution no longer matters.
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Intelligence
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Intelligence affects your ability to cast spells and read spell-
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books.
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Wisdom
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Wisdom comes from your practical experience (especially when
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dealing with magic). It affects your magical energy.
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 6
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Charisma
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Charisma affects how certain creatures react toward you. In par-
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ticular, it can affect the prices shopkeepers offer you.
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Alignment
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Lawful, Neutral, or Chaotic. Often, Lawful is taken as good and
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Chaotic as evil, but legal and ethical do not always coincide.
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Your alignment influences how other monsters react toward you.
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Monsters of a like alignment are more likely to be non-aggres-
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sive, while those of an opposing alignment are more likely to be
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seriously offended at your presence.
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Dungeon Level
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How deep you are in the dungeon. You start at level one and the
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number increases as you go deeper into the dungeon. Some levels
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are special, and are identified by a name and not a number. The
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Amulet of Yendor is reputed to be somewhere beneath the twentieth
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level.
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Gold
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The number of gold pieces you are openly carrying. Gold which
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you have concealed in containers is not counted.
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Hit Points
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Your current and maximum hit points. Hit points indicate how
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much damage you can take before you die. The more you get hit in
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a fight, the lower they get. You can regain hit points by rest-
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ing, or by using certain magical items or spells. The number in
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parentheses is the maximum number your hit points can reach.
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Power
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Spell points. This tells you how much mystic energy (mana) you
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have available for spell casting. Again, resting will regenerate
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the amount available.
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Armor Class
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A measure of how effectively your armor stops blows from un-
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friendly creatures. The lower this number is, the more effective
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the armor; it is quite possible to have negative armor class.
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See the Armor subsection of Objects for more information.
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Experience
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Your current experience level. If the showexp option is set, it
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will be followed by a slash and experience points. As you adven-
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ture, you gain experience points. At certain experience point
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totals, you gain an experience level. The more experienced you
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are, the better you fight and withstand magical attacks. (By the
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time your level reaches double digits, the usefulness of showing
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the points with it has dropped significantly. You can use the
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`O' command to turn showexp off to avoid using up the limited
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status line space.)
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Time
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The number of turns elapsed so far, displayed if you have the
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 7
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time option set.
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Status
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Hunger: your current hunger status. Values are Satiated, Not
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Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when
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Normal.
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Encumbrance: an indication of how what you are carrying affects
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your ability to move. Values are Unencumbered, Burdened,
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Stressed, Strained, Overtaxed, and Overloaded. Not shown when
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Unencumbered.
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Fatal conditions: Stone (aka Petrifying, turning to stone), Slime
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(turning into green slime), Strngl (being strangled), FoodPois
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(suffering from acute food poisoning), TermIll (suffering from a
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terminal illness).
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Non-fatal conditions: Blind (can't see), Deaf (can't hear), Stun
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(stunned), Conf (confused), Hallu (hallucinating).
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Movement modifiers: Lev (levitating), Fly (flying), Ride (rid-
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ing).
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Other conditions and modifiers exist, but there isn't enough room
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to display them with the other status fields.
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The #attributes command (default key ^X) will show all current status
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information in unabbreviated format. It also shows other information
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which might be included on the status lines if those had more room.
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3.2. The message line (top)
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The top line of the screen is reserved for messages that describe
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things that are impossible to represent visually. If you see a
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"--More--" on the top line, this means that NetHack has another mes-
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sage to display on the screen, but it wants to make certain that
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you've read the one that is there first. To read the next message,
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just press the space bar.
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To change how and what messages are shown on the message line,
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see "Configuring Message Types" and the verbose option.
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3.3. The map (rest of the screen)
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The rest of the screen is the map of the level as you have ex-
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plored it so far. Each symbol on the screen represents something.
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You can set various graphics options to change some of the symbols the
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game uses; otherwise, the game will use default symbols. Here is a
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list of what the default symbols mean:
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- and |
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The walls of a room, or an open door. Or a grave (|).
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 8
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. The floor of a room, ice, or a doorless doorway.
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# A corridor, or iron bars, or a tree, or possibly a kitchen sink
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(if your dungeon has sinks), or a drawbridge.
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> Stairs down: a way to the next level.
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< Stairs up: a way to the previous level.
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+ A closed door, or a spellbook containing a spell you may be able
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to learn.
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@ Your character or a human.
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$ A pile of gold.
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^ A trap (once you have detected it).
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) A weapon.
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[ A suit or piece of armor.
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% Something edible (not necessarily healthy).
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? A scroll.
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/ A wand.
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= A ring.
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! A potion.
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( A useful item (pick-axe, key, lamp...).
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" An amulet or a spider web.
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* A gem or rock (possibly valuable, possibly worthless).
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` A boulder or statue.
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0 An iron ball.
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_ An altar, or an iron chain.
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{ A fountain.
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} A pool of water or moat or a pool of lava.
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\ An opulent throne.
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a-zA-Z and other symbols
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Letters and certain other symbols represent the various inhabi-
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tants of the Mazes of Menace. Watch out, they can be nasty and
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vicious. Sometimes, however, they can be helpful.
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NetHack 3.7.0 December 08, 2023
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NetHack Guidebook 9
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I This marks the last known location of an invisible or otherwise
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unseen monster. Note that the monster could have moved. The `F'
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and `m' commands may be useful here.
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You need not memorize all these symbols; you can ask the game
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what any symbol represents with the `/' command (see the next section
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for more info).
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4. Commands
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Commands can be initiated by typing one or two characters to
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which the command is bound to, or typing the command name in the ex-
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|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
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|
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|
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 December 08, 2023
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|
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|
|
|
|
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|
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|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
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NetHack Guidebook 43
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|
|
|
|
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
|
|
|
|
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|
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NetHack Guidebook 44
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|
|
|
|
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
|
|
|
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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
|
|
|
|
|
|
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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
|
|
|
|
|
|
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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).
|
|
|
|
|
|
|
|
|
|
|
|
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|
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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.
|
|
|
|
|
|
|
|
|
|
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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.
|
|
|
|
|
|
|
|
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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
|
|
|
|
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|
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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
|
|
|
|
|
|
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|
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
|
|
|
|
|
|
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|
|
|
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|
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|
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 December 08, 2023
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|
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|
|
|
|
|
|
|
|
|
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 December 08, 2023
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|
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|
|
|
|
|
|
|
|
|
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 December 08, 2023
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|
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|
|
|
|
|
|
|
|
|
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 December 08, 2023
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|
|
|
|
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|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
autodig
|
|
Automatically dig if you are wielding a digging tool and moving into
|
|
a place that can be dug (default false). Persistent.
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 61
|
|
|
|
|
|
|
|
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.
|
|
|
|
Applying a key might set off a trap if the door or container is
|
|
trapped. Successfully kicking a door will break it and wake up
|
|
nearby monsters. Successfully forcing a container open will break
|
|
its lock and might also destroy some of its contents or damage your
|
|
weapon or both.
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 62
|
|
|
|
|
|
|
|
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
|
|
candidate). Persistent. The possibilities are:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 63
|
|
|
|
|
|
|
|
i - disclose your inventory;
|
|
a - disclose your attributes;
|
|
v - summarize monsters that have been vanquished;
|
|
g - list monster species that have been genocided;
|
|
c - display your conduct; also achievements, if any;
|
|
o - display dungeon overview.
|
|
|
|
Each disclosure possibility can optionally be preceded by a prefix
|
|
which lets you refine how it behaves. Here are the valid prefixes:
|
|
|
|
y - prompt you and default to yes on the prompt;
|
|
n - prompt you and default to no on the prompt;
|
|
+ - disclose it without prompting;
|
|
- - do not disclose it and do not prompt.
|
|
|
|
The listings of vanquished monsters and of genocided types can be
|
|
sorted, so there are two additional choices for `v' and `g':
|
|
|
|
? - prompt you and default to ask on the prompt;
|
|
# - disclose it without prompting, ask for sort order.
|
|
|
|
Asking refers to picking one of the orderings from a menu. The `+'
|
|
disclose without prompting choice, or being prompted and answering
|
|
`y' rather than `a', will default to showing monsters in the order
|
|
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).
|
|
|
|
For the X11 interface, which always uses a menu for choosing an ex-
|
|
tended command, it controls whether the menu shows all available
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 64
|
|
|
|
|
|
|
|
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. Persis-
|
|
tent.
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 65
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 98
|
|
|
|
|
|
|
|
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
|
|
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
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 99
|
|
|
|
|
|
|
|
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
|
|
in one place rather than at the standard locations.
|
|
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 100
|
|
|
|
|
|
|
|
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.
|
|
|
|
If you just want to see what the current top players/games list
|
|
is, you can type nethack -s all on most versions.
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 101
|
|
|
|
|
|
|
|
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
|
|
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
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 102
|
|
|
|
|
|
|
|
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 3.1. Version 3.1.0 was released in January of 1993.
|
|
|
|
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 103
|
|
|
|
|
|
|
|
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.
|
|
|
|
Version 3.2 proved to be more stable than previous versions.
|
|
Many bugs were fixed, abuses eliminated, and game features tuned for
|
|
|
|
|
|
NetHack 3.7.0 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 104
|
|
|
|
|
|
|
|
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 December 08, 2023
|
|
|
|
|
|
|
|
|
|
|
|
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.
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Christian "Marvin" Bressler maintained 3.4 for the Atari after he
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resurrected it for 3.3.1.
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The release of NetHack 3.4.3 in December 2003 marked the begin-
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ning of a long release hiatus. 3.4.3 proved to be a remarkably stable
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version that provided continued enjoyment by the community for more
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than a decade. The NetHack Development Team slowly and quietly contin-
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|
ued to work on the game behind the scenes during the tenure of 3.4.3.
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It was during that same period that several new variants emerged
|
|
within the NetHack community. Notably sporkhack by Derek S. Ray, un-
|
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nethack by Patric Mueller, nitrohack and its successors originally by
|
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Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen.
|
|
Some of those variants continue to be developed, maintained, and en-
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joyed by the community to this day.
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In September 2014, an interim snapshot of the code under develop-
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|
ment was released publicly by other parties. Since that code was a
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work-in-progress and had not gone through the process of debugging it
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as a suitable release, it was decided that the version numbers present
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on that code snapshot would be retired and never used in an official
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NetHack release. An announcement was posted on the NetHack Develop-
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ment Team's official nethack.org website to that effect, stating that
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NetHack 3.7.0 December 08, 2023
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|
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NetHack Guidebook 106
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there would never be a 3.4.4, 3.5, or 3.5.0 official release version.
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|
In January 2015, preparation began for the release of NetHack
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3.6.
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|
At the beginning of development for what would eventually get re-
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|
leased as 3.6.0, the NetHack Development Team consisted of Warwick Al-
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lison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken
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Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul
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Winner. In early 2015, ahead of the release of 3.6.0, new members
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|
Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Develop-
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ment Team.
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|
Near the end of the development of 3.6.0, one of the significant
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|
inspirations for many of the humorous and fun features found in the
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game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a
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tribute to him.
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|
3.6.0 was released in December 2015, and merged work done by the
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development team since the release of 3.4.3 with some of the beloved
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community patches. Many bugs were fixed and some code was restruc-
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tured.
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The NetHack Development Team, as well as Steve VanDevender and
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Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on
|
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various UNIX flavors and maintained the X11 interface.
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Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained
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the port of NetHack 3.6 for MacOS.
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Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex
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Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the
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port of NetHack 3.6 for Microsoft Windows.
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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.
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|
Ray Chason resurrected the MS-DOS port for 3.6 and contributed
|
|
the necessary updates to the community at large.
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|
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
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Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and
|
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Paul Winner.
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|
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.
|
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|
NetHack 3.7.0 December 08, 2023
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|
NetHack Guidebook 107
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Bart House, who had contributed to the game as a porting team
|
|
participant for decades, joined the NetHack Development Team in late
|
|
May 2019.
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|
|
NetHack 3.6.3 was released on December 5, 2019 containing over
|
|
190 bug fixes to NetHack 3.6.2.
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|
|
NetHack 3.6.4 was released on December 18, 2019 containing a se-
|
|
curity fix and a few bug fixes.
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|
|
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.
|
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|
|
NetHack 3.6.7 was released on February 16, 2023 containing a se-
|
|
curity fix and some bug fixes.
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|
|
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).
|
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|
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|
|
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 December 08, 2023
|
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|
|
|
|
|
|
|
|
|
|
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
|
|
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|
Brand and product names are trademarks or registered trademarks
|
|
of their respective holders.
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NetHack 3.7.0 December 08, 2023
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