1 \documentstyle[titlepage,longtable]{article}
2 % NetHack 3.6 Guidebook.tex $NHDT-Date: 1431192762 2015/12/16 17:32:42 $ $NHDT-Branch: master $:$NHDT-Revision: 1.60 $ */
3 %+% we're still limping along in LaTeX 2.09 compatibility mode
4 %-%\documentclass{article}
5 %-%\usepackage{hyperref} % before longtable
6 %-%% if hyperref isn't available, we can get by with this instead
7 %-%%\RequirePackage[errorshow]{tracefnt} \DeclareSymbolFont{typewriter}{OT1}{cmtt}{m}{n}
8 %-%\usepackage{longtable}
15 \newcommand{\nd}{\noindent}
17 \newcommand{\tb}[1]{\tt #1 \hfill}
18 \newcommand{\bb}[1]{\bf #1 \hfill}
19 \newcommand{\ib}[1]{\it #1 \hfill}
21 \newcommand{\blist}[1]
22 {\begin{list}{$\bullet$}
23 {\leftmargin 30mm \topsep 2mm \partopsep 0mm \parsep 0mm \itemsep 1mm
24 \labelwidth 28mm \labelsep 2mm
27 \newcommand{\elist}{\end{list}}
29 % this will make \tt underscores look better, but requires that
30 % math subscripts will never be used in this document
35 % input file: guidebook.mn
42 \title{\LARGE A Guide to the Mazes of Menace:\\
43 \Large Guidebook for {\it NetHack\/}}
46 \author{Original version - Eric S. Raymond\\
47 (Edited and expanded for 3.6 by Mike Stephenson and others)}
54 \section{Introduction}
58 Recently, you have begun to find yourself unfulfilled and distant
59 in your daily occupation. Strange dreams of prospecting, stealing,
60 crusading, and combat have haunted you in your sleep for many months,
61 but you aren't sure of the reason. You wonder whether you have in
62 fact been having those dreams all your life, and somehow managed to
63 forget about them until now. Some nights you awaken suddenly
64 and cry out, terrified at the vivid recollection of the strange and
65 powerful creatures that seem to be lurking behind every corner of the
66 dungeon in your dream. Could these details haunting your dreams be real?
67 As each night passes, you feel the desire to enter the mysterious caverns
68 near the ruins grow stronger. Each morning, however, you quickly put
69 the idea out of your head as you recall the tales of those who entered
70 the caverns before you and did not return. Eventually you can resist
71 the yearning to seek out the fantastic place in your dreams no longer.
72 After all, when other adventurers came back this way after spending time
73 in the caverns, they usually seemed better off than when they passed
74 through the first time. And who was to say that all of those who did
75 not return had not just kept going?
78 Asking around, you hear about a bauble, called the Amulet of Yendor by some,
79 which, if you can find it, will bring you great wealth. One legend you were
80 told even mentioned that the one who finds the amulet will be granted
81 immortality by the gods. The amulet is rumored to be somewhere beyond the
82 Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
83 legends, you immediately realize that there is some profound and
84 undiscovered reason that you are to descend into the caverns and seek
85 out that amulet of which they spoke. Even if the rumors of the amulet's
86 powers are untrue, you decide that you should at least be able to sell the
87 tales of your adventures to the local minstrels for a tidy sum, especially
88 if you encounter any of the terrifying and magical creatures of
89 your dreams along the way. You spend one last night fortifying yourself
90 at the local inn, becoming more and more depressed as you watch the odds
91 of your success being posted on the inn's walls getting lower and lower.
94 \nd In the morning you awake, collect your belongings, and
95 set off for the dungeon. After several days of uneventful
96 travel, you see the ancient ruins that mark the entrance to the
97 Mazes of Menace. It is late at night, so you make camp at the entrance
98 and spend the night sleeping under the open skies. In the morning, you
99 gather your gear, eat what may be your last meal outside, and enter the
103 \section{What is going on here?}
106 You have just begun a game of {\it NetHack}. Your goal is to grab as much
107 treasure as you can, retrieve the Amulet of Yendor, and escape the
108 Mazes of Menace alive.
111 Your abilities and strengths for dealing with the hazards of adventure
112 will vary with your background and training:
117 \item[\bb{Archeologists}]%
118 understand dungeons pretty well; this enables them
119 to move quickly and sneak up on the local nasties. They start equipped
120 with the tools for a proper scientific expedition.
123 \item[\bb{Barbarians}]%
124 are warriors out of the hinterland, hardened to battle.
125 They begin their quests with naught but uncommon strength, a trusty hauberk,
126 and a great two-handed sword.
129 \item[\bb{Cavemen {\rm and} Cavewomen}]
130 start with exceptional strength, but unfortunately, neolithic weapons.
134 are wise in medicine and apothecary. They know the
135 herbs and simples that can restore vitality, ease pain, anesthetize,
137 poisons; and with their instruments, they can divine a being's state
138 of health or sickness. Their medical practice earns them quite reasonable
139 amounts of money, with which they enter the dungeon.
143 are distinguished from the common skirmisher by their
144 devotion to the ideals of chivalry and by the surpassing excellence of
149 are ascetics, who by rigorous practice of physical and mental
150 disciplines have become capable of fighting as effectively without weapons
151 as with. They wear no armor but make up for it with increased mobility.
154 \item[\bb{Priests {\rm and} Priestesses}]%
155 are clerics militant, crusaders
156 advancing the cause of righteousness with arms, armor, and arts
157 thaumaturgic. Their ability to commune with deities via prayer
158 occasionally extricates them from peril, but can also put them in it.
162 are most at home in the woods, and some say slightly out
163 of place in a dungeon. They are, however, experts in archery as well
164 as tracking and stealthy movement.
168 are agile and stealthy thieves, with knowledge of locks,
169 traps, and poisons. Their advantage lies in surprise, which they employ
174 are the elite warriors of feudal Nippon. They are lightly
175 armored and quick, and wear the %
176 {\it dai-sho}, two swords of the deadliest
180 \item[\bb{Tourists}]%
181 start out with lots of gold (suitable for shopping with),
182 a credit card, lots of food, some maps, and an expensive camera. Most
183 monsters don't like being photographed.
186 \item[\bb{Valkyries}]%
187 are hardy warrior women. Their upbringing in the harsh
188 Northlands makes them strong, inures them to extremes of cold, and instills
189 in them stealth and cunning.
193 start out with a knowledge of magic, a selection of magical
194 items, and a particular affinity for dweomercraft. Although seemingly weak
195 and easy to overcome at first sight, an experienced Wizard is a deadly foe.
199 You may also choose the race of your character:
205 are smaller than humans or elves, but are stocky and solid
206 individuals. Dwarves' most notable trait is their great expertise in mining
207 and metalwork. Dwarvish armor is said to be second in quality not even to the
208 mithril armor of the Elves.
212 are agile, quick, and perceptive; very little of what goes
213 on will escape an Elf. The quality of Elven craftsmanship often gives
214 them an advantage in arms and armor.
218 are smaller than but generally similar to dwarves. Gnomes are
219 known to be expert miners, and it is known that a secret underground mine
220 complex built by this race exists within the Mazes of Menace, filled with
221 both riches and danger.
225 are by far the most common race of the surface world, and
226 are thus the norm to which other races are often compared. Although
227 they have no special abilities, they can succeed in any role.
231 are a cruel and barbaric race that hate every living thing
232 (including other orcs). Above all others, Orcs hate Elves with a passion
233 unequalled, and will go out of their way to kill one at any opportunity.
234 The armor and weapons fashioned by the Orcs are typically of inferior quality.
238 \section{What do all those things on the screen mean?}
240 On the screen is kept a map of where you have been and what you have
241 seen on the current dungeon level; as you explore more of the level,
242 it appears on the screen in front of you.
245 When {\it NetHack\/}'s ancestor {\it rogue\/} first appeared, its screen
246 orientation was almost unique among computer fantasy games. Since
247 then, screen orientation has become the norm rather than the
248 exception; {\it NetHack\/} continues this fine tradition. Unlike text
249 adventure games that accept commands in pseudo-English sentences and
250 explain the results in words, {\it NetHack\/} commands are all one or two
251 keystrokes and the results are displayed graphically on the screen. A
252 minimum screen size of 24 lines by 80 columns is recommended; if the
253 screen is larger, only a $21\times80$ section will be used for the map.
256 {\it NetHack\/} can even be played by blind players, with the assistance of
257 Braille readers or speech synthesisers. Instructions for configuring
258 {\it NetHack\/} for the blind are included later in this document.
261 {\it NetHack\/} generates a new dungeon every time you play it; even the
262 authors still find it an entertaining and exciting game despite
263 having won several times.
266 {\it NetHack\/} offers a variety of display options. The options available to
267 you will vary from port to port, depending on the capabilities of your
268 hardware and software, and whether various compile-time options were
269 enabled when your executable was created. The three possible display
270 options are: a monochrome character interface, a color character interface,
271 and a graphical interface using small pictures called tiles. The two
272 character interfaces allow fonts with other characters to be substituted,
273 but the default assignments use standard ASCII characters to represent
274 everything. There is no difference between the various display options
275 with respect to game play. Because we cannot reproduce the tiles or
276 colors in the Guidebook, and because it is common to all ports, we will
277 use the default ASCII characters from the monochrome character display
278 when referring to things you might see on the screen during your game.
280 In order to understand what is going on in {\it NetHack}, first you must
281 understand what {\it NetHack\/} is doing with the screen. The {\it NetHack\/}
282 screen replaces the ``You see \ldots'' descriptions of text adventure games.
283 Figure 1 is a sample of what a {\it NetHack\/} screen might look like.
284 The way the screen looks for you depends on your platform.
299 Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
300 Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
308 \subsection*{The status lines (bottom)}
311 The bottom two lines of the screen contain several cryptic pieces of
312 information describing your current status. If either status line
313 becomes longer than the width of the screen, you might not see all of
314 it. Here are explanations of what the various status items mean
315 (though your configuration may not have all the status items listed
321 Your character's name and professional ranking (based on the
322 experience level, see below).
325 A measure of your character's strength; one of your six basic
326 attributes. A human character's attributes can range from 3 to 18 inclusive;
327 non-humans may exceed these limits
328 (occasionally you may get super-strengths of the form 18/xx, and magic can
329 also cause attributes to exceed the normal limits). The
330 higher your strength, the stronger you are. Strength affects how
331 successfully you perform physical tasks, how much damage you do in
332 combat, and how much loot you can carry.
334 \item[\bb{Dexterity}]
335 Dexterity affects your chances to hit in combat, to avoid traps, and
336 do other tasks requiring agility or manipulation of objects.
338 \item[\bb{Constitution}]
339 Constitution affects your ability to recover from injuries and other
340 strains on your stamina.
341 When strength is low or modest, constitution also affects how much you
342 can carry. With sufficiently high strength, the contribution to
343 carrying capacity from your constitution no longer matters.
345 \item[\bb{Intelligence}]
346 Intelligence affects your ability to cast spells and read spellbooks.
349 Wisdom comes from your practical experience (especially when dealing with
350 magic). It affects your magical energy.
353 Charisma affects how certain creatures react toward you. In
354 particular, it can affect the prices shopkeepers offer you.
356 \item[\bb{Alignment}]
358 {\it Lawful}, {\it Neutral\/} or {\it Chaotic}. Often, Lawful is
359 taken as good and Chaotic is evil, but legal and ethical do not always
360 coincide. Your alignment influences how other
361 monsters react toward you. Monsters of a like alignment are more likely
362 to be non-aggressive, while those of an opposing alignment are more likely
363 to be seriously offended at your presence.
365 \item[\bb{Dungeon Level}]
366 How deep you are in the dungeon. You start at level one and the number
367 increases as you go deeper into the dungeon. Some levels are special,
368 and are identified by a name and not a number. The Amulet of Yendor is
369 reputed to be somewhere beneath the twentieth level.
372 The number of gold pieces you are openly carrying. Gold which you have
373 concealed in containers is not counted.
375 \item[\bb{Hit Points}]
376 Your current and maximum hit points. Hit points indicate how much
377 damage you can take before you die. The more you get hit in a fight,
378 the lower they get. You can regain hit points by resting, or by using
379 certain magical items or spells. The number in parentheses is the maximum
380 number your hit points can reach.
383 Spell points. This tells you how much mystic energy ({\it mana\/})
384 you have available for spell casting. Again, resting will regenerate the
387 \item[\bb{Armor Class}]
388 A measure of how effectively your armor stops blows from unfriendly
389 creatures. The lower this number is, the more effective the armor; it
390 is quite possible to have negative armor class.
392 \item[\bb{Experience}]
393 Your current experience level and experience points. As you
394 adventure, you gain experience points. At certain experience point
395 totals, you gain an experience level. The more experienced you are,
396 the better you fight and withstand magical attacks. Many dungeons
397 show only your experience level here.
400 The number of turns elapsed so far, displayed if you have the
401 {\it time\/} option set.
405 your current hunger status.
406 Values are {\it Satiated}, {\it Not~Hungry\/} (or {\it Normal\/}),
407 {\it Hungry}, {\it Weak}, and {\it Fainting}.
408 %.\" not mentioned: Fainted
409 Not shown when {\it Normal}.
413 an indication of how what you are carrying affects your ability to move.
414 Values are {\it Unencumbered}, {\it Encumbered}, {\it Stressed},
415 {\it Strained}, {\it Overtaxed}, and {\it Overloaded}.
416 Not shown when {\it Unencumbered}.
420 {\it Stone\/} (aka {\it Petrifying}, turning to stone),
421 {\it Slime\/} (turning into green slime),
422 {\it Strngl\/} (being strangled),
423 {\it FoodPois\/} (suffering from acute food poisoning),
424 {\it TermIll\/} (suffering from a terminal illness).
427 Non-fatal~conditions:
428 {\it Blind\/} (can't see), {\it Deaf\/} (can't hear),
429 {\it Stun\/} (stunned), {\it Conf\/} (confused), {\it Hallu\/} (hallucinating).
433 {\it Lev\/} (levitating), {\it Fly\/} (flying), {\it Ride\/} (riding).
436 Other conditions and modifiers exist, but there isn't enough room to
437 display them with the other status fields. The `{\tt \^{}X}' command shows
438 all relevant status conditions.
442 \subsection*{The message line (top)}
445 The top line of the screen is reserved for messages that describe
446 things that are impossible to represent visually. If you see a
447 ``{\tt --More--}'' on the top line, this means that {\it NetHack\/} has
448 another message to display on the screen, but it wants to make certain
449 that you've read the one that is there first. To read the next message,
450 just press the space bar.
453 To change how and what messages are shown on the message line,
454 see ``{\it Configuring Message Types\/}`` and the {\it verbose\/}
458 \subsection*{The map (rest of the screen)}
461 The rest of the screen is the map of the level as you have explored it
462 so far. Each symbol on the screen represents something. You can set
464 options to change some of the symbols the game uses; otherwise, the
465 game will use default symbols. Here is a list of what the default
470 \item[\tb{- {\rm and} |}]
471 The walls of a room, or an open door. Or a grave ({\tt |}).
474 The floor of a room, ice, or a doorless doorway.
477 A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
478 your dungeon has sinks), or a drawbridge.
481 Stairs down: a way to the next level.
484 Stairs up: a way to the previous level.
487 A closed door, or a spellbook containing a spell you may be able to learn.
490 Your character or a human.
496 A trap (once you have detected it).
502 A suit or piece of armor.
505 Something edible (not necessarily healthy).
520 A useful item (pick-axe, key, lamp \ldots).
523 An amulet or a spider web.
526 A gem or rock (possibly valuable, possibly worthless).
535 An altar, or an iron chain.
541 A pool of water or moat or a pool of lava.
543 \item[\tb{$\backslash$}]
546 \item[\tb{a-zA-Z {\rm \& other symbols}}]
547 Letters and certain other symbols represent the various inhabitants
548 of the Mazes of Menace. Watch out, they can be nasty and vicious.
549 Sometimes, however, they can be helpful.
552 This marks the last known location of an invisible or otherwise unseen
553 monster. Note that the monster could have moved.
554 The `{\tt F}' and `{\tt m}' commands may be useful here.
558 You need not memorize all these symbols; you can ask the game what any
559 symbol represents with the `{\tt /}' command (see the next section for
566 Commands can be initiated by typing one or two characters to which
567 the command is bound to, or typing the command name in the extended
568 commands entry. Some commands,
569 like ``{\tt search}'', do not require that any more information be collected
570 by {\it NetHack\/}. Other commands might require additional information, for
571 example a direction, or an object to be used. For those commands that
572 require additional information, {\it NetHack\/} will present you with either
573 a menu of choices, or with a command line prompt requesting information.
574 Which you are presented with will depend chiefly on how you have set the
579 For example, a common question in the form ``{\tt What do you want to
580 use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
581 Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices.
582 Typing `{\tt ?}' gives you an inventory list of these items, so you can see
583 what each letter refers to. In this example, there is also a `{\tt *}'
584 indicating that you may choose an object not on the list, if you
585 wanted to use something unexpected. Typing a `{\tt *}' lists your entire
586 inventory, so you can see the inventory letters of every object you're
587 carrying. Finally, if you change your mind and decide you don't want
588 to do this command after all, you can press the `ESC' key to abort the
592 You can put a number before some commands to repeat them that many
593 times; for example, ``{\tt 10s}'' will search ten times. If you have the
594 {\it number\verb+_+pad\/}
595 option set, you must type `{\tt n}' to prefix a count, so the example above
596 would be typed ``{\tt n10s}'' instead. Commands for which counts make no
597 sense ignore them. In addition, movement commands can be prefixed for
598 greater control (see below). To cancel a count or a prefix, press the
602 The list of commands is rather long, but it can be read at any time
603 during the game through the `{\tt ?}' command, which accesses a menu of
604 helpful texts. Here are the default key bindings for your reference:
609 Help menu: display one of several help texts available.
612 The {\tt whatis} command, to
613 tell what a symbol represents. You may choose to specify a location
614 or type a symbol (or even a whole word) to explain.
615 Specifying a location is done by moving the cursor to a particular spot
616 on the map and then pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}',
617 or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location,
618 information, then let you pick another location;
619 conditionally check for ``{\tt More info?}'' depending upon whether the
621 option is on, and then you will be asked to pick another location;
622 `{\tt ,}' will explain the symbol but skip any additional
623 `{\tt ;}' will skip additional info and also not bother asking
624 you to choose another location to examine; `{\tt :}' will show additional
625 info, if any, without asking for confirmation. When picking a location,
626 pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}'
627 will give a brief reminder about how it works.
632 option is on, a short description of what you see at each location is
633 shown as you move the cursor. Typing `{\tt \#}' while picking a location will
634 toggle that option on or off.
636 {\it whatis\verb+_+coord\/}
637 option controls whether the short description includes map coordinates.
640 Specifying a name rather than a location
641 always gives any additional information available about that name.
644 You may also request a description of nearby monsters,
645 all monsters currently displayed, nearby objects, or all objects.
647 {\it whatis\verb+_+coord\/}
648 option controls which format of map coordinate is included with their
652 Tell what a command does.
655 Go up to the previous level (if you are on a staircase or ladder).
658 Go down to the next level (if you are on a staircase or ladder).
660 \item[\tb{[yuhjklbn]}]
661 Go one step in the direction indicated (see Figure 2). If you sense
663 a monster there, you will fight the monster instead. Only these
664 one-step movement commands cause you to fight monsters; the others
665 (below) are ``safe.''
669 \verb+ y k u + & \verb+ 7 8 9 +\\
670 \verb+ \ | / + & \verb+ \ | / +\\
671 \verb+ h- . -l + & \verb+ 4- . -6 +\\
672 \verb+ / | \ + & \verb+ / | \ +\\
673 \verb+ b j n + & \verb+ 1 2 3 +\\
674 & (if {\it number\verb+_+pad\/} set)
682 \item[\tb{[YUHJKLBN]}]
683 Go in that direction until you hit a wall or run into something.
685 \item[\tb{m[yuhjklbn]}]
686 Prefix: move without picking up objects or fighting (even if you remember
689 A few non-movement commands use the `{\tt m}' prefix to request operating
690 via menu (to temporarily override the
691 {\it menustyle:Traditional\/}
693 Primarily useful for `{\tt ,}' (pickup) when there is only one class of
694 objects present (where there won't be any ``what kinds of objects?'' prompt,
695 so no opportunity to answer `{\tt m}' at that prompt).\\
697 A few other commands (eat food, offer sacrifice, apply tinning-kit) use
698 the `{\tt m}' prefix to skip checking for applicable objects on the floor
699 and go straight to checking inventory,
700 or (for ``{\tt \#loot}'' to remove a saddle),
701 skip containers and go straight to adjacent monsters. The prefix will
702 make ``{\tt \#travel}'' command show a menu of interesting targets in sight.
704 \item[\tb{F[yuhjklbn]}]
705 Prefix: fight a monster (even if you only guess one is there).
707 \item[\tb{M[yuhjklbn]}]
708 Prefix: Move far, no pickup.
710 \item[\tb{g[yuhjklbn]}]
711 Prefix: Move until something interesting is found.
713 \item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[yuhjklbn]}]
714 Prefix: Same as `{\tt g}', but forking of corridors is not considered
718 Travel to a map location via a shortest-path algorithm.\\
721 is computed over map locations the hero knows about (e.g. seen or
722 previously traversed). If there is no known path, a guess is made instead.
724 the same conditions as the `G' command, but without picking up
725 objects, similar to the `M' command. For ports with mouse
726 support, the command is also invoked when a mouse-click takes place on a
727 location other than the current position.
730 Wait or rest, do nothing for one turn.
733 Apply (use) a tool (pick-axe, key, lamp \ldots).\\
735 If used on a wand, that wand will be broken, releasing its magic in the
736 process. Confirmation is required.
739 Remove one or more worn items, such as armor.\\
741 Use `{\tt T}' (take off) to take off only one piece of armor
742 or `{\tt R}' (remove) to take off only one accessory.
745 Redo the previous command.
751 Call (name) a monster, an individual object, or an object type.\\
753 Same as extended command ``{\tt \#name}''.
756 Panic button. Quit the game.
760 {\tt d7a} --- drop seven items of object
764 Drop several things.\\
766 In answer to the question\\
767 ``{\tt What kinds of things do you want to drop? [!\%= BUCXaium]}''\\
768 you should type zero or more object symbols possibly followed by
769 `{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.
770 In addition, one or more of
771 the bless\-ed/\-un\-curs\-ed/\-curs\-ed groups may be typed.\\
774 {\tt DB} --- drop all objects known to be blessed.\\
775 {\tt DU} --- drop all objects known to be uncursed.\\
776 {\tt DC} --- drop all objects known to be cursed.\\
777 {\tt DX} --- drop all objects of unknown B/U/C status.\\
778 {\tt Da} --- drop all objects, without asking for confirmation.\\
779 {\tt Di} --- examine your inventory before dropping anything.\\
780 {\tt Du} --- drop only unpaid objects (when in a shop).\\
781 {\tt Dm} --- use a menu to pick which object(s) to drop.\\
782 {\tt D\%u} --- drop only unpaid food.
787 Kick something (usually a door).
792 Normally checks for edible item(s) on the floor, then if none are found
793 or none are chosen, checks for edible item(s) in inventory.
794 Precede `{\tt e}' with the `{\tt m}' prefix to bypass attempting to eat
795 anything off the floor.
797 % Make sure Elbereth is not hyphenated below, the exact spelling matters.
798 % (Only specified here to parallel Guidebook.mn; use of \tt font implicity
799 % prevents automatic hyphenation in TeX and LaTeX.)
800 \hyphenation{Elbereth} %override the deduced syllable breaks
802 Engrave a message on the floor.\\
805 {\tt E-} --- write in the dust with your fingers.\\
809 Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
810 you hand-to-hand (but if you attack, you will rub it out); this is
811 often useful to give yourself a breather.
814 Fire one of the objects placed in your quiver (or quiver sack, or that you
815 have at the ready). You may select
816 ammunition with a previous `{\tt Q}' command, or let the computer pick
817 something appropriate if {\it autoquiver\/} is true.
820 List your inventory (everything you're carrying).
823 List selected parts of your inventory, usually be specifying the character
824 for a particular set of objects, like `{\tt [}' for armor or `{\tt !}'
828 {\tt I*} --- list all gems in inventory;\\
829 {\tt Iu} --- list all unpaid items;\\
830 {\tt Ix} --- list all used up items that are on your shopping bill;\\
831 {\tt IB} --- list all items known to be blessed;\\
832 {\tt IU} --- list all items known to be uncursed;\\
833 {\tt IC} --- list all items known to be cursed;\\
834 {\tt IX} --- list all items whose bless/curse status is unknown;\\
835 {\tt I\$} --- count your money.
845 A menu showing the current option values will be
846 displayed. You can change most values simply by selecting the menu
847 entry for the given option (ie, by typing its letter or clicking upon
848 it, depending on your user interface). For the non-boolean choices,
849 a further menu or prompt will appear once you've closed this menu.
850 The available options
851 are listed later in this Guidebook. Options are usually set before the
852 game rather than with the `{\tt O}' command; see the section on options below.
855 Show overview or show dungeon layout\\
857 In normal play and in explore mode, a shortcut for the ``{\tt \#overview}''
858 extended command to list interesting dungeon levels visited.\\
860 In debug mode, an extra command which lists the placement of all special
864 Pay your shopping bill.
867 Put on an accessory (ring, amulet, blindfold).\\
869 This command may also be used to wear armor. The prompt for
870 which inventory item to use will only list accessories, but choosing
871 an unlisted item of armor will attempt to wear it.
872 (See the `{\tt W}' command below. It lists armor as the inventory
873 choices but will accept an accessory and attempt to put that on.)
876 Repeat previous message.\\
878 Subsequent {\tt \^{}P}'s repeat earlier messages.
879 The behavior can be varied via the {\it msg\verb+_+window\/} option.
882 Quaff (drink) something (potion, water, etc).
885 Select an object for your quiver, quiver sack, or just generally at
886 the ready (only one of these is available at a time). You can then throw
887 this (or one of these) using
890 (In versions prior to 3.3 this was the command to quit
891 the game, which has been moved to ``{\tt \#quit}''.)
894 Read a scroll or spellbook.
897 Remove a worn accessory (ring, amulet, or blindfold).\\
899 If you're wearing more than one, you'll be prompted for which one to
900 remove. When you're only wearing one, then by default it will be removed
901 without asking, but you can set the
902 {\it paranoid\verb+_+confirmation\/}
903 option to require a prompt.\\
905 This command may also be used to take off armor. The prompt for which
906 inventory item to remove only lists worn accessories, but an item of
907 worn armor can be chosen.
908 (See the `{\tt T}' command below. It lists armor as the inventory
909 choices but will accept an accessory and attempt to remove it.)
915 Search for secret doors and traps around you. It usually takes several
916 tries to find something.
919 Save (and suspend) the game. The game will be restored automatically the
923 Throw an object or shoot a projectile.
928 If you're wearing more than one piece, you'll be prompted for which
929 one to take off. (Note that this treats a cloak covering a suit
930 and/or a shirt, or a suit covering a shirt, as if the underlying items
932 When you're only wearing one, then by default it will
933 be taken off without asking, but you can set the
934 {\it paranoid\verb+_+confirmation\/}
935 option to require a prompt.\\
937 This command may also be used to remove accessories. The prompt
938 for which inventory item to take off only lists worn armor, but a worn
939 accessory can be chosen.
940 (See the `{\tt R}' command above. It lists accessories as the inventory
941 choices but will accept an item of armor and attempt to take it off.)
944 Teleport, if you have the ability.
947 Display version number.
950 Display the game history.
956 {\tt w-} --- wield nothing, use your bare hands.\\
959 Some characters can wield two weapons at once; use the `{\tt X}' command
960 (or the ``{\tt \#twoweapon}'' extended command) to do so.
965 This command may also be used to put on an accessory (ring, amulet, or
966 blindfold). The prompt for which inventory item to use will only list
967 armor, but choosing an unlisted accessory will attempt to put it on.
968 (See the `{\tt P}' command above. It lists accessories as the inventory
969 choices but will accept an item of armor and attempt to wear it.)
972 Exchange your wielded weapon with the item in your alternate weapon slot.\\
974 The latter is used as your secondary weapon when engaging in
975 two-weapon combat. Note that if one of these slots is empty,
976 the exchange still takes place.
979 Toggle two-weapon combat, if your character can do it. Also available
980 via the ``{\tt \#twoweapon}'' extended command.\\
983 (In versions prior to 3.6 this was the command to switch from normal
984 play to ``explore mode'', also known as ``discovery mode'', which has now
985 been moved to ``{\tt \#exploremode}''.)
988 Display basic information about your character.\\
990 Displays name, role, race, gender (unless role name makes that
991 redundant, such as {\tt Caveman} or {\tt Priestess}), and alignment,
992 along with your patron deity and his or her opposition. It also
993 shows most of the various items of information from the status line(s)
994 in a less terse form, including several additional things which don't
995 appear in the normal status display due to space considerations.
1001 {\tt z.} --- to aim at yourself, use `{\tt .}' for the direction.
1006 Zap (cast) a spell.\\
1009 {\tt Z.} --- to aim at yourself, use `{\tt .}' for the direction.
1014 Suspend the game (UNIX versions with job control only).
1017 Look at what is here.
1020 Show what type of thing a visible symbol corresponds to.
1023 Pick up some things.\\
1025 May be preceded by `{\tt m}' to force a selection menu.
1028 Toggle the {\it autopickup\/} option on and off.
1031 Ask for the type of an adjacent trap you found earlier.
1034 Tell what weapon you are wielding.
1037 Tell what armor you are wearing.
1040 Tell what rings you are wearing.
1043 Tell what amulet you are wearing.
1046 Tell what tools you are using.
1049 Tell what equipment you are using.\\
1051 Combines the preceding five type-specific
1055 Count your gold pieces.
1058 List the spells you know.\\
1060 Using this command, you can also rearrange
1061 the order in which your spells are listed, either by sorting the entire
1062 list or by picking one spell from the menu then picking another to swap
1063 places with it. Swapping pairs of spells changes their casting letters,
1064 so the change lasts after the current `{\tt +}' command finishes. Sorting
1065 the whole list is temporary. To make the most recent sort order persist
1066 beyond the current `{\tt +}' command, choose the sort option again and then
1067 pick ``reassign casting letters''. (Any spells learned after that will
1068 be added to the end of the list rather than be inserted into the sorted
1071 \item[\tb{$\backslash$}]
1072 Show what types of objects have been discovered.
1075 Show discovered types for one class of objects.
1081 Perform an extended command.\\
1083 As you can see, the authors of {\it NetHack\/}
1084 used up all the letters, so this is a way to introduce the less frequently
1086 What extended commands are available depends on what features
1087 the game was compiled with.
1089 \item[\tb{\#adjust}]
1090 Adjust inventory letters (most useful when the
1092 option is ``on''). Autocompletes. Default key is '{\tt M-a}'.\\
1094 This command allows you to move an item from one particular inventory
1095 slot to another so that it has a letter which is more meaningful for you
1096 or that it will appear in a particular location when inventory listings
1098 You can move to a currently empty slot, or if the destination is
1099 occupied--and won't merge--the item there will swap slots with the one
1101 ``{\tt \#adjust}'' can also be used to split a stack of objects; when
1102 choosing the item to adjust, enter a count prior to its letter.\\
1104 Adjusting without a count used to collect all compatible stacks when
1105 moving to the destination. That behavior has been changed; to gather
1106 compatible stacks, ``{\tt \#adjust}'' a stack into its own inventory slot.
1107 If it has a name assigned, other stacks with the same name or with
1108 no name will merge provided that all their other attributes match.
1109 If it does not have a name, only other stacks with no name are eligible.
1110 In either case, otherwise compatible stacks with a different name
1111 will not be merged. This contrasts with using ``{\tt \#adjust}'' to move
1112 from one slot to a different slot. In that situation, moving (no
1113 count given) a compatible stack will merge if either stack has a
1114 name when the other doesn't and give that name to the result, while
1115 splitting (count given) will ignore the source stack's name when
1116 deciding whether to merge with the destination stack.
1118 \item[\tb{\#annotate}]
1119 Allows you to specify one line of text to associate with the current
1120 dungeon level. All levels with annotations are displayed by the
1121 ``{\tt \#overview}'' command. Autocompletes. Default key is '{\tt M-A}',
1122 and '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
1125 Apply (use) a tool such as a pick-axe, a key, or a lamp.
1126 Default key is '{\tt a}'.\\
1127 If the tool used acts on items on the floor, using the `{\tt m}' prefix
1128 skips those items.\\
1130 If used on a wand, that wand will be broken, releasing its magic in the
1131 process. Confirmation is required.
1133 \item[\tb{\#attributes}]
1134 Show your attributes. Default key is '{\tt \^{}X}'.\\
1136 \item[\tb{\#autopickup}]
1137 Toggle the {\it autopickup\/} -option. Default key is '{\tt @}'.\\
1140 Call (name) a monster, or an object in inventory, on the floor,
1141 or in the discoveries list, or add an annotation for the
1142 current level (same as ``{\tt \#annotate}''). Default key is '{\tt C}'.
1145 Cast a spell. Default key is '{\tt Z}'.\\
1148 Talk to someone. Default key is '{\tt M-c}'.\\
1151 Close a door. Default key is '{\tt c}'.\\
1153 \item[\tb{\#conduct}]
1154 List voluntary challenges you have maintained. Autocompletes.
1155 Default key is '{\tt M-C}'.\\
1157 See the section below entitled ``Conduct'' for details.
1160 Dip an object into something. Autocompletes. Default key is '{\tt M-d}'.
1163 Go down a staircase. Default key is '{\tt >}'.
1166 Drop an item. Default key is '{\tt d}'.
1168 \item[\tb{\#droptype}]
1169 Drop specific item types. Default key is '{\tt D}'.
1172 Eat something. Default key is '{\tt e}'.
1173 The `{\tt m}' prefix skips eating items on the floor.
1175 \item[\tb{\#engrave}]
1176 Engrave writing on the floor. Default key is '{\tt E}'.
1178 \item[\tb{\#enhance}]
1179 Advance or check weapon and spell skills. Autocompletes.
1180 Default key is '{\tt M-e}'.
1182 \item[\tb{\#exploremode}]
1183 Enter the explore mode.
1186 Fire ammunition from quiver. Default key is '{\tt f}'.
1189 Force a lock. Autocompletes. Default key is '{\tt M-f}'.
1191 \item[\tb{\#glance}]
1192 Show what type of thing a map symbol corresponds to. Default key is '{\tt ;}'.
1195 Show the help menu. Default key is '{\tt ?}', and '{\tt h}' if {\it number\verb+_+pad\/} is on.
1197 \item[\tb{\#herecmdmenu}]
1198 Show a menu of possible actions in your current location.
1200 \item[\tb{\#history}]
1201 Show long version and game history. Default key is '{\tt V}'.
1203 \item[\tb{\#inventory}]
1204 Show your inventory. Default key is '{\tt i}'.
1206 \item[\tb{\#inventtype}]
1207 Inventory specific item types. Default key is '{\tt I}'.
1209 \item[\tb{\#invoke}]
1210 Invoke an object's special powers. Autocompletes. Default key is '{\tt M-i}'.
1213 Jump to another location. Autocompletes. Default key is '{\tt M-j}', and '{\tt j}' if {\it number\verb+_+pad\/} is on.
1216 Kick something. Default key is '{\tt \^{}D}', and '{\tt k}' if {\it number\verb+_+pad\/} is on.
1219 Show what object types have been discovered. Default key is '{\tt $\backslash$}'.
1221 \item[\tb{\#knownclass}]
1222 Show discovered types for one class of objects. Default key is '{\tt `}'.
1224 \item[\tb{\#levelchange}]
1225 Change your experience level. Autocompletes. Wizard-mode only.
1227 \item[\tb{\#lightsources}]
1228 Show mobile light sources. Autocompletes. Wizard-mode only.
1231 Look at what is here, under you. Default key is '{\tt :}'.
1234 Loot a box or bag on the floor beneath you, or the saddle
1235 from a steed standing next to you. Autocompletes.
1236 Default key is '{\tt M-l}', and '{\tt l}' if {\it number\verb+_+pad\/} is on.
1237 Precede with the `{\tt m}' prefix to skip containers at your location
1238 and go directly to removing a saddle.
1240 \item[\tb{\#monpolycontrol}]
1241 Control monster polymorphs. Autocompletes. Wizard-mode only.
1243 \item[\tb{\#monster}]
1244 Use a monster's special ability (when polymorphed into monster form).
1245 Autocompletes. Default key is '{\tt M-m}'.
1248 Name a monster, an individual object, or a type of object. Same as `{\tt \#call}'.
1249 Autocompletes. Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
1252 Offer a sacrifice to the gods. Autocompletes. Default key is '{\tt M-o}'.\\
1253 The `{\tt m}' prefix skips offering items on the altar.
1255 You'll need to find an altar to have any chance at success.
1256 Corpses of recently killed monsters are the fodder of choice.
1259 Open a door. Default key is '{\tt o}'.
1261 \item[\tb{\#options}]
1262 Show and change option settings. Default key is '{\tt O}'.
1264 \item[\tb{\#overview}]
1265 Display information you've discovered about the dungeon. Any visited
1266 level (unless forgotten due to amnesia) with an annotation is included,
1267 and many things (altars, thrones, fountains, and so on; extra stairs
1268 leading to another dungeon branch) trigger an automatic annotation.
1269 If dungeon overview is chosen during end-of-game disclosure, every visited
1270 level will be included regardless of annotations. Autocompletes.
1271 Default keys are '{\tt \^{}O}', and '{\tt M-O}'.
1274 Test the panic routine. Autocompletes. Wizard-mode only.
1277 Pay your shopping bill. Default key is '{\tt p}'.
1279 \item[\tb{\#pickup}]
1280 Pick up things at the current location. Default key is '{\tt ,}'.
1281 The `{\tt m}' prefix forces use of a menu.
1283 \item[\tb{\#polyself}]
1284 Polymorph self. Autocompletes. Wizard-mode only.
1287 Pray to the gods for help. Autocompletes. Default key is '{\tt M-p}'.\\
1289 Praying too soon after receiving prior help is a bad idea.
1290 (Hint: entering the dungeon alive is treated as having received help.
1291 You probably shouldn't start off a new game by praying right away.)
1292 Since using this command by accident can cause trouble, there is an
1293 option to make you confirm your intent before praying. It is enabled
1294 by default, and you can reset the
1295 {\it paranoid\verb+_+confirmation\/}
1296 option to disable it.
1298 \item[\tb{\#prevmsg}]
1299 Show previously displayed game messages. Default key is '{\tt \^{}P}'.
1302 Put on an accessory (ring, amulet, etc). Default key is '{\tt P}'.
1305 Quaff (drink) something. Default key is '{\tt q}'.
1308 Quit the program without saving your game. Autocompletes.
1309 Default key is '{\tt M-q}'.
1311 Since using this command by accident would throw away the current game,
1312 you are asked to confirm your intent before quitting. By default a
1313 response of `{\tt y}' acknowledges that intent. You can set the
1314 {\it paranoid\verb+_+confirmation\/}
1315 option to require a response of ``{\tt yes}'' instead.
1317 \item[\tb{\#quiver}]
1318 Select ammunition for quiver. Default key is '{\tt Q}'.
1321 Read a scroll, a spellbook, or something else. Default key is '{\tt r}'.
1323 \item[\tb{\#redraw}]
1324 Redraw the screen. Default key is '{\tt \^{}R}', and '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
1326 \item[\tb{\#remove}]
1327 Remove an accessory (ring, amulet, etc). Default key is '{\tt R}'.
1330 Ride (or stop riding) a saddled creature. Autocompletes.
1331 Default key is '{\tt M-R}'.
1334 Rub a lamp or a stone. Autocompletes. Default key is '{\tt M-r}'.
1337 Save the game. Default key is '{\tt S}'.
1339 \item[\tb{\#search}]
1340 Search for traps and secret doors around you. Default key is '{\tt s}'.
1342 \item[\tb{\#seeall}]
1343 Show all equipment in use. Default key is '{\tt *}'.
1345 \item[\tb{\#seeamulet}]
1346 Show the amulet currently worn. Default key is '{\tt "}'.
1348 \item[\tb{\#seearmor}]
1349 Show the armor currently worn. Default key is '{\tt [}'.
1351 \item[\tb{\#seegold}]
1352 Count your gold. Default key is '{\tt \$}'.
1355 Show seen vectors. Autocompletes. Wizard-mode only.
1357 \item[\tb{\#seerings}]
1358 Show the ring(s) currently worn. Default key is '{\tt =}'.
1360 \item[\tb{\#seespells}]
1361 List and reorder known spells. Default key is '{\tt +}'.
1363 \item[\tb{\#seetools}]
1364 Show the tools currently in use. Default key is '{\tt (}'.
1366 \item[\tb{\#seetrap}]
1367 Show the type of an adjacent trap. Default key is '{\tt \^{}}'.
1369 \item[\tb{\#seeweapon}]
1370 Show the weapon currently wielded. Default key is '{\tt )}'.
1373 Do a shell escape. Default key is '{\tt !}'.
1376 Sit down. Autocompletes. Default key is '{\tt M-s}'.
1379 Show memory statistics. Autocompletes. Wizard-mode only.
1381 \item[\tb{\#suspend}]
1382 Suspend the game. Default key is '{\tt \^{}Z}'.
1385 Swap wielded and secondary weapons. Default key is '{\tt x}'.
1387 \item[\tb{\#takeoff}]
1388 Take off one piece of armor. Default key is '{\tt T}'.
1390 \item[\tb{\#takeoffall}]
1391 Remove all armor. Default key is '{\tt A}'.
1393 \item[\tb{\#teleport}]
1394 Teleport around the level. Default key is '{\tt \^{}T}'.
1396 \item[\tb{\#terrain}]
1397 Show bare map without displaying monsters, objects, or traps.
1400 \item[\tb{\#therecmdmenu}]
1401 Show a menu of possible actions in a location next to you.
1404 Throw something. Default key is '{\tt t}'.
1406 \item[\tb{\#timeout}]
1407 Look at the timeout queue. Autocompletes. Wizard-mode only.
1410 Tip over a container (bag or box) to pour out its contents.
1411 Autocompletes. Default key is '{\tt M-T}'.
1412 The `{\tt m}' prefix makes the command use a menu.
1414 \item[\tb{\#travel}]
1415 Travel to a specific location on the map. Default key is '{\tt _}'.
1416 Using the ``request menu'' prefix shows a menu of interesting targets in sight
1417 without asking to move the cursor. When picking a target with cursor and
1418 the {\it autodescribe\/}-option is on, the top line will show "(no travel path)" if
1419 your character does not know of a path to that location.
1422 Turn undead away. Autocompletes. Default key is '{\tt M-t}'.
1424 \item[\tb{\#twoweapon}]
1425 Toggle two-weapon combat on or off. Autocompletes. Default keys are '{\tt X}',
1429 use suitable weapons for this type of combat, or it will
1430 be automatically turned off.
1432 \item[\tb{\#untrap}]
1433 Untrap something (trap, door, or chest). Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
1435 In some circumstancs it can also be used to rescue trapped monsters.
1438 Go up a staircase. Default key is '{\tt <}'.
1440 \item[\tb{\#vanquished}]
1441 List vanquished monsters. Autocompletes. Wizard-mode only.
1443 \item[\tb{\#version}]
1444 Print compile time options for this version of {\it NetHack\/}.
1445 Autocompletes. Default key is '{\tt M-v}'.
1447 \item[\tb{\#versionshort}]
1448 Show version string. Default key is '{\tt v}'.
1450 \item[\tb{\#vision}]
1451 Show vision array. Autocompletes. Wizard-mode only.
1454 Rest one move while doing nothing. Default key is '{\tt .}', and '{\tt{ }}' if {\it rest\verb+_+on\verb+_+space\/} is on.
1457 Wear a piece of armor. Default key is '{\tt W}'.
1459 \item[\tb{\#whatdoes}]
1460 Tell what a key does. Default key is '{\tt \&}'.
1462 \item[\tb{\#whatis}]
1463 Show what type of thing a symbol corresponds to. Default key is '{\tt /}'.
1466 Wield a weapon. Default key is '{\tt w}'.
1469 Wipe off your face. Autocompletes. Default key is '{\tt M-w}'.
1471 \item[\tb{\#wizdebug\verb+_+bury}]
1472 Bury objects under and around you. Autocompletes. Wizard-mode only.
1474 \item[\tb{\#wizdebug\verb+_+traveldisplay}]
1475 Toggle travel display. Autocompletes. Wizard-mode only.
1477 \item[\tb{\#wizdetect}]
1478 Search a room. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}E}'.
1480 \item[\tb{\#wizgenesis}]
1481 Create a monster. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}G}'.
1483 \item[\tb{\#wizidentify}]
1484 Identify all items in inventory. Autocompletes. Wizard-mode only.
1485 Default key is '{\tt \^{}I}'.
1487 \item[\tb{\#wizintrinsic}]
1488 Set intrinsic. Autocompletes. Wizard-mode only.
1490 \item[\tb{\#wizlevelport}]
1491 Teleport to another level. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}V}'.
1493 \item[\tb{\#wizmap}]
1494 Map the level. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}F}'.
1496 \item[\tb{\#wizrumorcheck}]
1497 Verify rumor boundaries. Autocompletes. Wizard-mode only.
1499 \item[\tb{\#wizsmell}]
1500 Smell monster. Autocompletes. Wizard-mode only.
1502 \item[\tb{\#wizwhere}]
1503 Show locations of special levels. Autocompletes. Wizard-mode only.
1505 \item[\tb{\#wizwish}]
1506 Wish for something. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}W}'.
1509 Show wall modes. Autocompletes. Wizard-mode only.
1512 Zap a wand. Default key is '{\tt z}'.
1515 Help menu: get the list of available extended commands.
1519 \nd If your keyboard has a meta key (which, when pressed in combination
1520 with another key, modifies it by setting the `meta' [8th, or `high']
1521 bit), you can invoke many extended commands by meta-ing the first
1522 letter of the command.
1523 In {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
1524 the `Alt' key can be used in this fashion;
1525 on the {\it Amiga\/}, set the {\it altmeta\/} option to get this behavior.
1526 On other systems, if typing `Alt' plus another key transmits a
1527 two character sequence consisting of an {\tt Escape}
1528 followed by the other key, you may set the {\it altmeta\/}
1529 option to have {\it NetHack\/} combine them into meta\+key.
1533 {\tt\#?} (not supported by all platforms)
1536 {\tt\#twoweapon} (unless the {\it number\verb+_+pad\/} option is enabled)
1612 \nd If the {\it number\verb+_+pad\/} option is on, some additional letter commands
1636 \section{Rooms and corridors}
1639 Rooms and corridors in the dungeon are either lit or dark.
1640 Any lit areas within your line of sight will be displayed;
1641 dark areas are only displayed if they are within one space of you.
1642 Walls and corridors remain on the map as you explore them.
1645 Secret corridors are hidden. You can find them with the `{\tt s}' (search)
1649 \subsection*{Doorways}
1652 Doorways connect rooms and corridors. Some doorways have no doors;
1653 you can walk right through. Others have doors in them, which may be
1654 open, closed, or locked. To open a closed door, use the `{\tt o}' (open)
1655 command; to close it again, use the `{\tt c}' (close) command.
1658 You can get through a locked door by using a tool to pick the lock
1659 with the `{\tt a}' (apply) command, or by kicking it open with the
1660 `{\tt \^{}D}' (kick) command.
1663 Open doors cannot be entered diagonally; you must approach them
1664 straight on, horizontally or vertically. Doorways without doors are
1665 not restricted in this fashion.
1668 Doors can be useful for shutting out monsters. Most monsters cannot
1669 open doors, although a few don't need to (ex.\ ghosts can walk through
1673 Secret doors are hidden. You can find them with the `{\tt s}' (search)
1674 command. Once found they are in all ways equivalent to normal doors.
1677 \subsection*{Traps (`{\tt \^{}}')}
1680 There are traps throughout the dungeon to snare the unwary delver.
1681 For example, you may suddenly fall into a pit and be stuck for a few
1682 turns trying to climb out. Traps don't appear on your map until you
1683 see one triggered by moving onto it, see something fall into it, or you
1684 discover it with the `{\tt s}' (search) command. Monsters can fall prey to
1685 traps, too, which can be a very useful defensive strategy.
1688 There is a special pre-mapped branch of the dungeon based on the
1689 classic computer game ``{\tt Sokoban}.'' The goal is to push the boulders
1690 into the pits or holes. With careful foresight, it is possible to
1691 complete all of the levels according to the traditional rules of
1692 Sokoban. Some allowances are permitted in case the player gets stuck;
1693 however, they will lower your luck.
1696 \subsection*{Stairs and ladders (`{\tt <}', `{\tt >}')}
1699 In general, each level in the dungeon will have a staircase going up
1700 (`{\tt <}') to the previous level and another going down (`{\tt >}')
1702 level. There are some exceptions though. For instance, fairly early
1703 in the dungeon you will find a level with two down staircases, one
1704 continuing into the dungeon and the other branching into an area
1705 known as the Gnomish Mines. Those mines eventually hit a dead end,
1706 so after exploring them (if you choose to do so), you'll need to
1707 climb back up to the main dungeon.
1710 When you traverse a set of stairs, or trigger a trap which sends you
1711 to another level, the level you're leaving will be deactivated and
1712 stored in a file on disk. If you're moving to a previously visited
1713 level, it will be loaded from its file on disk and reactivated. If
1714 you're moving to a level which has not yet been visited, it will be
1715 created (from scratch for most random levels, from a template for
1716 some ``special'' levels, or loaded from the remains of an earlier game
1717 for a ``bones'' level as briefly described below). Monsters are only
1718 active on the current level; those on other levels are essentially
1722 Ordinarily when you climb a set of stairs, you will arrive on the
1723 corresponding staircase at your destination. However, pets (see below)
1724 and some other monsters will follow along if they're close enough when
1725 you travel up or down stairs, and occasionally one of these creatures
1726 will displace you during the climb. When that occurs, the pet or other
1727 monster will arrive on the staircase and you will end up nearby.
1730 Ladders serve the same purpose as staircases, and the two types of
1731 inter-level connections are nearly indistinguishable during game play.
1734 \subsection*{Shops and shopping}
1737 Occasionally you will run across a room with a shopkeeper near the door
1738 and many items lying on the floor. You can buy items by picking them
1739 up and then using the `{\tt p}' command. You can inquire about the price
1740 of an item prior to picking it up by using the ``{\tt \#chat}'' command
1741 while standing on it. Using an item prior to paying for it will incur a
1742 charge, and the shopkeeper won't allow you to leave the shop until you
1743 have paid any debt you owe.
1746 You can sell items to a shopkeeper by dropping them to the floor while
1747 inside a shop. You will either be offered an amount of gold and asked
1748 whether you're willing to sell, or you'll be told that the shopkeeper
1749 isn't interested (generally, your item needs to be compatible with the
1750 type of merchandise carried by the shop).
1753 If you drop something in a shop by accident, the shopkeeper will usually
1754 claim ownership without offering any compensation. You'll have to buy
1755 it back if you want to reclaim it.
1758 Shopkeepers sometimes run out of money. When that happens, you'll be
1759 offered credit instead of gold when you try to sell something. Credit
1760 can be used to pay for purchases, but it is only good in the shop where
1761 it was obtained; other shopkeepers won't honor it. (If you happen to
1762 find a ``credit card'' in the dungeon, don't bother trying to use it in
1763 shops; shopkeepers will not accept it.)
1766 The {\tt \$} command, which reports the amount of gold you are carrying
1767 (in inventory, not inside bags or boxes), will also show current shop
1768 debt or credit, if any. The {\tt Iu} command lists unpaid items
1769 (those which still belong to the shop) if you are carrying any.
1770 The {\tt Ix} command shows an inventory-like display of any unpaid
1771 items which have been used up, along with other shop fees, if any.
1774 \subsubsection*{Shop idiosyncracies}
1777 Several aspects of shop behavior might be unexpected.
1780 % note: a bullet is the default item label so we could omit [$\bullet$] here
1783 The price of a given item can vary due to a variety of factors.
1786 A shopkeeper treats the spot immediately inside the door as if it were
1790 While the shopkeeper watches you like a hawk, he will generally ignore
1791 any other customers.
1794 If a shop is ``closed for inventory'', it will not open of its own accord.
1797 Shops do not get restocked with new items, regardless of inventory depletion.
1804 Monsters you cannot see are not displayed on the screen. Beware!
1805 You may suddenly come upon one in a dark place. Some magic items can
1806 help you locate them before they locate you (which some monsters can do
1810 The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
1812 monsters who are displayed on the screen. The command ``{\tt \#name}''
1813 (by default bound to `{\tt C}'), allows you
1814 to assign a name to a monster, which may be useful to help distinguish
1815 one from another when multiple monsters are present. Assigning a name
1816 which is just a space will remove any prior name.
1819 The extended command ``{\tt \#chat}'' can be used to interact with an adjacent
1820 monster. There is no actual dialog (in other words, you don't get to
1821 choose what you'll say), but chatting with some monsters such as a
1822 shopkeeper or the Oracle of Delphi can produce useful results.
1825 \subsection*{Fighting}
1828 If you see a monster and you wish to fight it, just attempt to walk
1829 into it. Many monsters you find will mind their own business unless
1830 you attack them. Some of them are very dangerous when angered.
1831 Remember: discretion is the better part of valor.
1834 In most circumstances, if you attempt to attack a peaceful monster by
1835 moving into its location, you'll be asked to confirm your intent. By
1836 default an answer of `{\tt y}' acknowledges that intent,
1837 which can be error prone if you're using `{\tt y}' to move. You can set the
1838 {\it paranoid\verb+_+confirmation\/}
1839 option to require a response of ``{\tt yes}'' instead.
1842 If you can't see a monster (if it is invisible, or if you are blinded),
1843 the symbol `I' will be shown when you learn of its presence.
1844 If you attempt to walk into it, you will try to fight it just like
1845 a monster that you can see; of course,
1846 if the monster has moved, you will attack empty air. If you guess
1847 that the monster has moved and you don't wish to fight, you can use the `m'
1848 command to move without fighting; likewise, if you don't remember a monster
1849 but want to try fighting anyway, you can use the `F' command.
1852 \subsection*{Your pet}
1855 You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
1856 or pony (`{\tt u}'), which follows
1857 you about the dungeon and fights monsters with you. Like you, your
1858 pet needs food to survive. It usually feeds itself on fresh carrion
1859 and other meats. If you're worried about it or want to train it, you
1860 can feed it, too, by throwing it food. A properly trained pet can be
1861 very useful under certain circumstances.
1864 Your pet also gains experience from killing monsters, and can grow
1865 over time, gaining hit points and doing more damage. Initially, your
1866 pet may even be better at killing things than you, which makes pets
1867 useful for low-level characters.
1870 Your pet will follow you up and down staircases if it is next to you
1871 when you move. Otherwise your pet will be stranded and may become
1872 wild. Similarly, when you trigger certain types of traps which alter
1873 your location (for instance, a trap door which drops you to a lower
1874 dungeon level), any adjacent pet will accompany you and any non-adjacent
1875 pet will be left behind. Your pet may trigger such traps itself; you
1876 will not be carried along with it even if adjacent at the time.
1879 \subsection*{Steeds}
1882 Some types of creatures in the dungeon can actually be ridden if you
1883 have the right equipment and skill. Convincing a wild beast to let
1884 you saddle it up is difficult to say the least. Many a dungeoneer
1885 has had to resort to magic and wizardry in order to forge the alliance.
1886 Once you do have the beast under your control however, you can
1887 easily climb in and out of the saddle with the ``{\tt \#ride}'' command. Lead
1888 the beast around the dungeon when riding, in the same manner as
1889 you would move yourself. It is the beast that you will see displayed
1893 Riding skill is managed by the ``{\tt \#enhance}'' command. See the section
1894 on Weapon proficiency for more information about that.
1897 Use the `{\tt a}' (apply) command and pick a saddle in your inventory to
1898 attempt to put that saddle on an adjacent creature. If successful,
1899 it will be transferred to that creature's inventory.
1902 Use the ``{\tt \#loot}'' command while adjacent to a saddled creature to
1903 try to remove the saddle from that creature. If successful, it will
1904 be transferred to your inventory.
1907 \subsection*{Bones levels}
1910 You may encounter the shades and corpses of other adventurers (or even
1911 former incarnations of yourself!) and their personal effects. Ghosts
1912 are hard to kill, but easy to avoid, since they're slow and do little
1913 damage. You can plunder the deceased adventurer's possessions;
1914 however, they are likely to be cursed. Beware of whatever killed the
1915 former player; it is probably still lurking around, gloating over its
1919 \subsection*{Persistence of Monsters}
1922 Monsters (a generic reference which also includes humans and pets) are only
1923 shown while they can be seen or otherwise sensed.
1924 Moving to a location where you can't see or sense a monster any more
1925 will result in it disappearing from your map, similarly if it is the
1926 one who moved rather than you.
1929 However, if you encounter a monster which you can't see or sense--
1930 perhaps it is invisible and has just tapped you on the noggin--
1931 a special ``remembered, unseen monster'' marker will be displayed at
1932 the location where you think it is.
1933 That will persist until you have
1934 proven that there is no monster there, even if the unseen monster
1935 moves to another location or you move to a spot where the marker's
1936 location ordinarily wouldn't be seen any more.
1942 When you find something in the dungeon, it is common to want to pick
1943 it up. In {\it NetHack\/}, this is accomplished automatically by walking over
1944 the object (unless you turn off the {\it autopickup\/}
1945 option (see below), or move with the `{\tt m}' prefix (see above)), or
1946 manually by using the `{\tt ,}' command.
1948 If you're carrying too many items, {\it NetHack\/} will tell you so and you
1949 won't be able to pick up anything more. Otherwise, it will add the object(s)
1950 to your pack and tell you what you just picked up.
1952 As you add items to your inventory, you also add the weight of that object
1953 to your load. The amount that you can carry depends on your strength and
1954 your constitution. The
1955 stronger and sturdier
1956 you are, the less the additional load will affect you. There comes
1957 a point, though, when the weight of all of that stuff you are carrying around
1958 with you through the dungeon will encumber you. Your reactions
1959 will get slower and you'll burn calories faster, requiring food more frequently
1960 to cope with it. Eventually, you'll be so overloaded that you'll either have
1961 to discard some of what you're carrying or collapse under its weight.
1963 {\it NetHack\/} will tell you how badly you have loaded yourself. The symbols
1964 `Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
1965 displayed on the bottom line display to indicate your condition.
1968 When you pick up an object, it is assigned an inventory letter. Many
1969 commands that operate on objects must ask you to find out which object
1970 you want to use. When {\it NetHack\/} asks you to choose a particular object
1971 you are carrying, you are usually presented with a list of inventory
1972 letters to choose from (see Commands, above).
1975 Some objects, such as weapons, are easily differentiated. Others, like
1976 scrolls and potions, are given descriptions which vary according to
1977 type. During a game, any two objects with the same description are
1978 the same type. However, the descriptions will vary from game to game.
1981 When you use one of these objects, if its effect is obvious, {\it NetHack\/}
1982 will remember what it is for you. If its effect isn't extremely
1983 obvious, you will be asked what you want to call this type of object
1984 so you will recognize it later. You can also use the ``{\tt \#name}''
1985 command, for the same purpose at any time, to name
1986 all objects of a particular type or just an individual object.
1987 When you use ``{\tt \#name}'' on an object which has already been named,
1988 specifying a space as the value will remove the prior name instead
1989 of assigning a new one.
1992 \subsection*{Curses and Blessings}
1995 Any object that you find may be cursed, even if the object is
1996 otherwise helpful. The most common effect of a curse is being stuck
1997 with (and to) the item. Cursed weapons weld themselves to your hand
1998 when wielded, so you cannot unwield them. Any cursed item you wear
1999 is not removable by ordinary means. In addition, cursed arms and armor
2000 usually, but not always, bear negative enchantments that make them
2001 less effective in combat. Other cursed objects may act poorly or
2002 detrimentally in other ways.
2005 Objects can also be blessed. Blessed items usually work better or
2006 more beneficially than normal uncursed items. For example, a blessed
2007 weapon will do more damage against demons.
2010 Objects which are neither cursed nor blessed are referred to as uncursed.
2011 They could just as easily have been described as unblessed, but the
2012 uncursed designation is what you will see within the game. A ``glass
2013 half full versus glass half empty'' situation; make of that what you will.
2016 There are magical means of bestowing or removing curses upon objects,
2017 so even if you are stuck with one, you can still have the curse
2018 lifted and the item removed. Priests and Priestesses have an innate
2019 sensitivity to this property in any object, so they can more easily avoid
2020 cursed objects than other character roles.
2023 An item with unknown status will be reported in your inventory with no prefix.
2024 An item which you know the state of will be distinguished in your inventory
2025 by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
2026 description of the item.
2027 In some cases ``uncursed'' will be omitted as being redundant when
2028 enough other information is displayed.
2030 {\it implicit\verb+_+uncursed\/}
2031 option can be used to control this; toggle it off to have ``uncursed''
2032 be displayed even when that can be deduced from other attributes.
2035 \subsection*{Weapons (`{\tt )}')}
2038 Given a chance, most monsters in the Mazes of Menace will gratuitously try to
2039 kill you. You need weapons for self-defense (killing them first). Without a
2040 weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
2041 Monk characters are an exception; they normally do much more damage with
2042 bare hands than they do with weapons.
2045 There are wielded weapons, like maces and swords, and thrown weapons,
2046 like arrows and spears. To hit monsters with a weapon, you must wield it and
2047 attack them, or throw it at them. You can simply elect to throw a spear.
2048 To shoot an arrow, you should first wield a bow, then throw the arrow.
2049 Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
2053 Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
2054 either positive or negative) that adds to your chance to
2055 hit and the damage you do to a monster. The only way to determine a weapon's
2056 enchantment is to have it magically identified somehow.
2057 Most weapons are subject to some type of damage like rust. Such
2058 ``erosion'' damage can be repaired.
2061 The chance that an attack will successfully hit a monster, and the amount
2062 of damage such a hit will do, depends upon many factors. Among them are:
2063 type of weapon, quality of weapon (enchantment and/or erosion), experience
2064 level, strength, dexterity, encumbrance, and proficiency (see below). The
2065 monster's armor class---a general defense rating, not necessarily due to
2066 wearing of armor---is a factor too; also, some monsters are particularly
2067 vulnerable to certain types of weapons.
2070 Many weapons can be wielded in one hand; some require both hands.
2071 When wielding a two-handed weapon, you can not wear a shield, and
2072 vice versa. When wielding a one-handed weapon, you can have another
2073 weapon ready to use by setting things up with the `{\tt x}' command, which
2074 exchanges your primary (the one being wielded) and alternate weapons.
2075 And if you have proficiency in the ``two weapon combat'' skill, you
2076 may wield both weapons simultaneously as primary and secondary; use the
2077 `{\tt \#twoweapon}' extended command to engage or disengage that. Only
2078 some types of characters (barbarians, for instance) have the necessary
2079 skill available. Even with that skill, using two weapons at once incurs
2080 a penalty in the chance to hit your target compared to using just one
2084 There might be times when you'd rather not wield any weapon at all.
2085 To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which
2086 allows you to unwield the current weapon in addition to taking off
2090 Those of you in the audience who are AD\&D players, be aware that each
2091 weapon which existed in AD\&D does roughly the same damage to monsters in
2092 {\it NetHack}. Some of the more obscure weapons (such as the %
2093 {\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined
2094 in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
2097 The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
2098 `{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
2099 `{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below).
2102 \subsection*{Throwing and shooting}
2105 You can throw just about anything via the `{\tt t}' command. It will prompt
2106 for the item to throw; picking `{\tt ?}' will list things in your inventory
2107 which are considered likely to be thrown, or picking `{\tt *}' will list
2108 your entire inventory. After you've chosen what to throw, you will
2109 be prompted for a direction rather than for a specific target. The
2110 distance something can be thrown depends mainly on the type of object
2111 and your strength. Arrows can be thrown by hand, but can be thrown
2112 much farther and will be more likely to hit when thrown while you are
2116 You can simplify the throwing operation by using the `{\tt Q}' command to
2117 select your preferred ``missile'', then using the `{\tt f}' command to
2118 throw it. You'll be prompted for a direction as above, but you don't
2119 have to specify which item to throw each time you use `{\tt f}'. There is
2122 which has {\it NetHack\/} choose another item to automatically fill your
2123 quiver (or quiver sack, or have at the ready) when the inventory slot used
2124 for `{\tt Q}' runs out.
2127 Some characters have the ability to fire a volley of multiple items in a
2128 single turn. Knowing how to load several rounds of ammunition at
2129 once---or hold several missiles in your hand---and still hit a
2130 target is not an easy task. Rangers are among those who are adept
2131 at this task, as are those with a high level of proficiency in the
2132 relevant weapon skill (in bow skill if you're wielding one to
2133 shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
2134 or in sling skill if you're wielding one to shoot stones).
2135 The number of items that the character has a chance to fire varies from
2136 turn to turn. You can explicitly limit the number of shots by using a
2137 numeric prefix before the `{\tt t}' or `{\tt f}' command.
2138 For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using
2139 {\it number\verb+_+pad\/}
2140 mode) would ensure that at most 2 arrows are shot
2141 even if you could have fired 3. If you specify
2142 a larger number than would have been shot (``{\tt 4f}'' in this example),
2143 you'll just end up shooting the same number (3, here) as if no limit
2144 had been specified. Once the volley is in motion, all of the items
2145 will travel in the same direction; if the first ones kill a monster,
2146 the others can still continue beyond that spot.
2149 \subsection*{Weapon proficiency}
2152 You will have varying degrees of skill in the weapons available.
2153 Weapon proficiency, or weapon skills, affect how well you can use
2154 particular types of weapons, and you'll be able to improve your skills
2155 as you progress through a game, depending on your role, your experience
2156 level, and use of the weapons.
2159 For the purposes of proficiency, weapons have
2160 been divided up into various groups such as daggers, broadswords, and
2161 polearms. Each role has a limit on what level of proficiency a character
2162 can achieve for each group. For instance, wizards can become highly
2163 skilled in daggers or staves but not in swords or bows.
2166 The `{\tt \#enhance}' extended command is used to review current weapons proficiency
2167 (also spell proficiency) and to choose which skill(s) to improve when
2168 you've used one or more skills enough to become eligible to do so. The
2169 skill rankings are ``none'' (sometimes also referred to as ``restricted'',
2170 because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
2171 and ``expert''. Restricted skills simply will not appear in the list
2172 shown by `{\tt \#enhance}'. (Divine intervention might unrestrict a particular
2173 skill, in which case it will start at unskilled and be limited to basic.)
2174 Some characters can enhance their barehanded combat or martial arts skill
2175 beyond expert to ``master'' or ``grand master''.
2178 Use of a weapon in which you're restricted or unskilled
2179 will incur a modest penalty in the chance to hit a monster and also in
2180 the amount of damage done when you do hit; at basic level, there is no
2181 penalty or bonus; at skilled level, you receive a modest bonus in the
2182 chance to hit and amount of damage done; at expert level, the bonus is
2183 higher. A successful hit has a chance to boost your training towards
2184 the next skill level (unless you've already reached the limit for this
2185 skill). Once such training reaches the threshold for that next level,
2186 you'll be told that you feel more confident in your skills. At that
2187 point you can use `{\tt \#enhance}' to increase one or more skills. Such skills
2188 are not increased automatically because there is a limit to your total
2189 overall skills, so you need to actively choose which skills to enhance
2190 and which to ignore.
2193 \subsection*{Two-Weapon combat}
2196 Some characters can use two weapons at once. Setting things up to
2197 do so can seem cumbersome but becomes second nature with use.
2198 To wield two weapons, you need to use the ``{\tt \#twoweapon}'' command.
2199 But first you need to have a weapon in each hand.
2200 (Note that your two weapons are not fully equal; the one in the
2201 hand you normally wield with is considered primary and the other
2202 one is considered secondary. The most noticeable difference is
2203 after you stop--or before you begin, for that matter--wielding
2204 two weapons at once. The primary is your wielded weapon and the
2205 secondary is just an item in your inventory that's been designated
2206 as alternate weapon.)
2209 If your primary weapon is wielded but your off hand is empty or has
2210 the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to first swap your
2211 primary into your off hand, wield whatever you want as secondary
2212 weapon, then swap them both back into the intended hands.
2213 If your secondary or alternate weapon is correct but your primary
2214 one is not, simply use `{\tt w}' to wield the primary.
2215 Lastly, if neither hand holds the correct weapon, use `{\tt w}', `{\tt x}', `{\tt w}'
2216 to first wield the intended secondary, swap it to off hand, and then
2220 The whole process can be simplified via use of the
2222 option. When it is enabled, then using `{\tt w}' to wield something
2223 causes the currently wielded weapon to become your alternate weapon.
2224 So the sequence `{\tt w}', `{\tt w}' can be used to first wield the weapon you
2225 intend to be secondary, and then wield the one you want as primary
2226 which will push the first into secondary position.
2229 When in two-weapon combat mode, using the ``{\tt \#twoweapon}'' command
2230 toggles back to single-weapon mode. Throwing or dropping either of the
2231 weapons or having one of them be stolen or destroyed will also make you
2232 revert to single-weapon combat.
2235 \subsection*{Armor (`{\tt [}')}
2238 Lots of unfriendly things lurk about; you need armor to protect
2239 yourself from their blows. Some types of armor offer better
2240 protection than others. Your armor class is a measure of this
2241 protection. Armor class (AC) is measured as in AD\&D, with 10 being
2242 the equivalent of no armor, and lower numbers meaning better armor.
2243 Each suit of armor which exists in AD\&D gives the same protection in
2244 {\it NetHack}. Here is an (incomplete) list of the armor classes provided by
2245 various suits of armor:
2248 \begin{tabular}{lllll}
2249 dragon scale mail & 1 & \makebox[20mm]{} & plate mail & 3\\
2250 crystal plate mail & 3 & & bronze plate mail & 4\\
2251 splint mail & 4 & & banded mail & 4\\
2252 dwarvish mithril-coat & 4 & & elven mithril-coat & 5\\
2253 chain mail & 5 & & orcish chain mail & 6\\
2254 scale mail & 6 & & dragon scales & 7\\
2255 studded leather armor & 7 & & ring mail & 7\\
2256 orcish ring mail & 8 & & leather armor & 8\\
2257 leather jacket & 9 & & no armor & 10\\
2262 \nd You can also wear other pieces of armor (ex.\ helmets, boots,
2264 to lower your armor class even further, but you can only wear one item
2265 of each category (one suit of armor, one cloak, one helmet, one
2266 shield, and so on) at a time.
2269 If a piece of armor is enchanted, its armor protection will be better
2270 (or worse) than normal, and its ``plus'' (or minus) will subtract from
2271 your armor class. For example, a +1 chain mail would give you
2272 better protection than normal chain mail, lowering your armor class one
2273 unit further to 4. When you put on a piece of armor, you immediately
2274 find out the armor class and any ``plusses'' it provides. Cursed
2275 pieces of armor usually have negative enchantments (minuses) in
2276 addition to being unremovable.
2279 Many types of armor are subject to some kind of damage like rust. Such
2280 damage can be repaired. Some types of armor may inhibit spell casting.
2283 The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
2284 The `{\tt A}' command can also be used to take off armor as well as other
2288 \subsection*{Food (`{\tt \%}')}
2291 Food is necessary to survive. If you go too long without eating you
2292 will faint, and eventually die of starvation.
2293 Some types of food will spoil, and become unhealthy to eat,
2295 Food stored in ice boxes or tins (``cans'')
2296 will usually stay fresh, but ice boxes are heavy, and tins
2297 take a while to open.
2300 When you kill monsters, they usually leave corpses which are also
2301 ``food.'' Many, but not all, of these are edible; some also give you
2302 special powers when you eat them. A good rule of thumb is ``you are
2306 Some character roles and some monsters are vegetarian. Vegetarian monsters
2307 will typically never eat animal corpses, while vegetarian players can,
2308 but with some rather unpleasant side-effects.
2311 You can name one food item after something you like to eat with the
2312 {\it fruit\/} option.
2315 The command to eat food is `{\tt e}'.
2318 \subsection*{Scrolls (`{\tt ?}')}
2321 Scrolls are labeled with various titles, probably chosen by ancient wizards
2322 for their amusement value (ex.\ ``READ ME,'' or ``THANX MAUD'' backwards).
2323 Scrolls disappear after you read them (except for blank ones, without
2324 magic spells on them).
2327 One of the most useful of these is the %
2328 {\it scroll of identify}, which
2329 can be used to determine what another object is, whether it is cursed or
2330 blessed, and how many uses it has left. Some objects of subtle
2331 enchantment are difficult to identify without these.
2334 A mail daemon may run up and deliver mail to you as a %
2335 {\it scroll of mail} (on versions compiled with this feature).
2336 To use this feature on versions where {\it NetHack\/}
2337 mail delivery is triggered by electronic mail appearing in your system mailbox,
2338 you must let {\it NetHack\/} know where to look for new mail by setting the
2339 ``MAIL'' environment variable to the file name of your mailbox.
2340 You may also want to set the ``MAILREADER'' environment variable to the
2341 file name of your favorite reader, so {\it NetHack\/} can shell to it when you
2343 On versions of {\it NetHack\/} where mail is randomly
2344 generated internal to the game, these environment variables are ignored.
2345 You can disable the mail daemon by turning off the
2346 {\it mail\/} option.
2349 The command to read a scroll is `{\tt r}'.
2352 \subsection*{Potions (`{\tt !}')}
2355 Potions are distinguished by the color of the liquid inside the flask.
2356 They disappear after you quaff them.
2359 Clear potions are potions of water. Sometimes these are
2360 blessed or cursed, resulting in holy or unholy water. Holy water is
2361 the bane of the undead, so potions of holy water are good things to
2362 throw (`{\tt t}') at them. It is also sometimes very useful to dip
2363 (``{\tt \#dip}'') an object into a potion.
2366 The command to drink a potion is `{\tt q}' (quaff).
2369 \subsection*{Wands (`{\tt /}')}
2372 Wands usually have multiple magical charges.
2373 Some types of wands require a direction in which to zap them.
2375 zap them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
2376 Be warned, however, for this is often unwise.
2377 Other types of wands
2378 don't require a direction. The number of charges in a
2379 wand is random and decreases by one whenever you use it.
2382 When the number of charges left in a wand becomes zero, attempts to use the
2383 wand will usually result in nothing happening. Occasionally, however, it may
2384 be possible to squeeze the last few mana points from an otherwise spent wand,
2385 destroying it in the process. A wand may be recharged by using suitable
2386 magic, but doing so runs the risk of causing it to explode. The chance
2387 for such an explosion starts out very small and increases each time the
2391 In a truly desperate situation, when your back is up against the wall, you
2392 might decide to go for broke and break your wand. This is not for the faint
2393 of heart. Doing so will almost certainly cause a catastrophic release of
2397 When you have fully identified a particular wand, inventory display will
2398 include additional information in parentheses: the number of times it has
2399 been recharged followed by a colon and then by its current number of charges.
2400 A current charge count of {\tt -1} is a special case indicating that the wand
2404 The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}'
2408 \subsection*{Rings (`{\tt =}')}
2411 Rings are very useful items, since they are relatively permanent
2412 magic, unlike the usually fleeting effects of potions, scrolls, and
2416 Putting on a ring activates its magic. You can wear only two
2417 rings, one on each ring finger.
2420 Most rings also cause you to grow hungry more rapidly, the rate
2421 varying with the type of ring.
2424 The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
2427 \subsection*{Spellbooks (`{\tt +}')}
2430 Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
2431 command, they transfer to the reader the knowledge of a spell (and
2432 therefore eventually become unreadable) --- unless the attempt backfires.
2433 Reading a cursed spellbook or one with mystic runes beyond
2434 your ken can be harmful to your health!
2437 A spell (even when learned) can also backfire when you cast it. If you
2438 attempt to cast a spell well above your experience level, or if you have
2439 little skill with the appropriate spell type, or cast it at
2440 a time when your luck is particularly bad, you can end up wasting both the
2441 energy and the time required in casting.
2444 Casting a spell calls forth magical energies and focuses them with
2445 your naked mind. Some of the magical energy released comes from within
2447 Casting temporarily drains your magical power, which will slowly be
2448 recovered, and causes you to need additional food.
2449 Casting of spells also requires practice. With practice, your
2450 skill in each category of spell casting will improve. Over time, however,
2451 your memory of each spell will dim, and you will need to relearn it.
2454 Some spells require a direction in which to cast them, similar to wands.
2455 To cast one at yourself, just give a `{\tt .}' or `{\tt s}' for the direction.
2456 A few spells require you to pick a target location rather than just specify
2457 a particular direction.
2458 Other spells don't require any direction or target.
2461 Just as weapons are divided into groups in which a character can become
2462 proficient (to varying degrees), spells are similarly grouped.
2463 Successfully casting a spell exercises its skill group; using the
2464 `{\tt \#enhance}' command to advance a sufficiently exercised skill
2465 will affect all spells within the group. Advanced skill may increase the
2466 potency of spells, reduce their risk of failure during casting attempts,
2467 and improve the accuracy of the estimate for how much longer they will
2468 be retained in your memory.
2469 Skill slots are shared with weapons skills. (See also the section on
2470 ``Weapon proficiency''.)
2473 Casting a spell also requires flexible movement, and wearing various types
2474 of armor may interfere with that.
2477 The command to read a spellbook is the same as for scrolls, `{\tt r}' (read).
2478 The `{\tt +}' command lists each spell you know along with its level, skill
2479 category, chance of failure when casting, and an estimate of how strongly
2481 The `{\tt Z}' (cast) command casts a spell.
2484 \subsection*{Tools (`{\tt (}')}
2487 Tools are miscellaneous objects with various purposes. Some tools
2488 have a limited number of uses, akin to wand charges. For example, lamps burn
2489 out after a while. Other tools are containers, which objects can
2490 be placed into or taken out of.
2493 The command to use tools is `{\tt a}' (apply).
2496 \subsection*{Containers}
2499 You may encounter bags, boxes, and chests in your travels. A tool of
2500 this sort can be opened with the ``{\tt \#loot}'' extended command when
2501 you are standing on top of it (that is, on the same floor spot),
2502 or with the `{\tt a}' (apply) command when you are carrying it. However,
2503 chests are often locked, and are in any case unwieldy objects.
2504 You must set one down before unlocking it by
2505 using a key or lock-picking tool with the `{\tt a}' (apply) command,
2506 by kicking it with the `{\tt \^{}D}' command,
2507 or by using a weapon to force the lock with the ``{\tt \#force}''
2511 Some chests are trapped, causing nasty things to happen when you
2512 unlock or open them. You can check for and try to deactivate traps
2513 with the ``{\tt \#untrap}'' extended command.
2516 \subsection*{Amulets (`{\tt "}')}
2519 Amulets are very similar to rings, and often more powerful. Like
2520 rings, amulets have various magical properties, some beneficial,
2521 some harmful, which are activated by putting them on.
2524 Only one amulet may be worn at a time, around your neck.
2527 The commands to use amulets are the same as for rings, `{\tt P}' (put on)
2528 and `{\tt R}' (remove).
2531 \subsection*{Gems (`{\tt *}')}
2534 Some gems are valuable, and can be sold for a lot of gold. They are also
2535 a far more efficient way of carrying your riches. Valuable gems increase
2536 your score if you bring them with you when you exit.
2539 Other small rocks are also categorized as gems, but they are much less
2540 valuable. All rocks, however, can be used as projectile weapons (if you
2541 have a sling). In the most desperate of cases, you can still throw them
2545 \subsection*{Large rocks (`{\tt `}')}
2547 Statues and boulders are not particularly useful, and are generally
2548 heavy. It is rumored that some statues are not what they seem.
2551 Very large humanoids (giants and their ilk) have been known to use boulders
2555 For some configurations of the program, statues are no longer shown
2557 but by the letter representing the monster they depict instead.
2560 \subsection*{Gold (`{\tt \$}')}
2563 Gold adds to your score, and you can buy things in shops with it.
2565 of monsters in the dungeon that may be influenced by the amount of gold
2566 you are carrying (shopkeepers aside).
2569 \subsection*{Persistence of Objects}
2572 Normally, if you have seen an object at a particular map location and
2573 move to another location which can't directly see that object any
2574 more, if will continue to be displayed on your map.
2575 That remains the case even if it is not actually there any more--
2576 perhaps a monster has picked it up or it has rotted away--
2577 until you can see or feel that location again.
2578 One notable exception is that if the object gets covered by the
2579 ``remembered, unseen monster'' marker and that marker is later removed
2580 after you've verified that no monster is there, you will forget that
2581 there was any object there regardless of whether the unseen monster
2582 actually took the object.
2583 If the object is still there, then once you see or feel that location
2584 again you will re-discover the object and resume remembering it.
2587 The situation is the same for a pile of objects, except that only the
2588 top item of the pile is displayed.
2590 {\it hilite\verb+_+pile\/}
2591 option can be enabled in order to show an item differently when is
2592 the top one of a pile.
2598 As if winning {\it NetHack\/} were not difficult enough, certain players
2599 seek to challenge themselves by imposing restrictions on the
2600 way they play the game. The game automatically tracks some of
2601 these challenges, which can be checked at any time with the {\tt \#conduct}
2602 command or at the end of the game. When you perform an action which
2603 breaks a challenge, it will no longer be listed. This gives
2604 players extra ``bragging rights'' for winning the game with these
2605 challenges. Note that it is perfectly acceptable to win the game
2606 without resorting to these restrictions and that it is unusual for
2607 players to adhere to challenges the first time they win the game.
2610 Several of the challenges are related to eating behavior. The most
2611 difficult of these is the foodless challenge. Although creatures
2612 can survive long periods of time without food, there is a physiological
2613 need for water; thus there is no restriction on drinking beverages,
2614 even if they provide some minor food benefits.
2615 Calling upon your god for help with starvation does
2616 not violate any food challenges either.
2619 A strict vegan diet is one which avoids any food derived from animals.
2620 The primary source of nutrition is fruits and vegetables. The
2621 corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
2622 also considered to be vegetable matter. Certain human
2623 food is prepared without animal products; namely, lembas wafers, cram
2624 rations, food rations (gunyoki), K-rations, and C-rations.
2625 Metal or another normally indigestible material eaten while polymorphed
2626 into a creature that can digest it is also considered vegan food.
2627 Note however that eating such items still counts against foodless conduct.
2630 Vegetarians do not eat animals;
2631 however, they are less selective about eating animal byproducts than vegans.
2632 In addition to the vegan items listed above, they may eat any kind
2633 of pudding (`P') other than the black puddings,
2634 eggs and food made from eggs (fortune cookies and pancakes),
2635 food made with milk (cream pies and candy bars), and lumps of
2636 royal jelly. Monks are expected to observe a vegetarian diet.
2639 Eating any kind of meat violates the vegetarian, vegan, and foodless
2640 conducts. This includes tripe rations, the corpses or tins of any
2641 monsters not mentioned above, and the various other chunks of meat
2642 found in the dungeon. Swallowing and digesting a monster while polymorphed
2643 is treated as if you ate the creature's corpse.
2644 Eating leather, dragon hide, or bone items while
2645 polymorphed into a creature that can digest it, or eating monster brains
2646 while polymorphed into a mind flayer, is considered eating
2647 an animal, although wax is only an animal byproduct.
2650 Regardless of conduct, there will be some items which are indigestible,
2651 and others which are hazardous to eat. Using a swallow-and-digest
2652 attack against a monster is equivalent to eating the monster's corpse.
2653 Please note that the term ``vegan'' is used here only in the context of
2654 diet. You are still free to choose not to use or wear items derived
2655 from animals (e.g. leather, dragon hide, bone, horns, coral), but the
2656 game will not keep track of this for you. Also note that ``milky''
2657 potions may be a translucent white, but they do not contain milk,
2658 so they are compatible with a vegan diet. Slime molds or
2659 player-defined ``fruits'', although they could be anything
2660 from ``cherries'' to ``pork chops'', are also assumed to be vegan.
2663 An atheist is one who rejects religion. This means that you cannot
2664 {\tt \#pray}, {\tt \#offer} sacrifices to any god,
2665 {\tt \#turn} undead, or {\tt \#chat} with a priest.
2666 Particularly selective readers may argue that playing Monk or Priest
2667 characters should violate this conduct; that is a choice left to the
2668 player. Offering the Amulet of Yendor to your god is necessary to
2669 win the game and is not counted against this conduct. You are also
2670 not penalized for being spoken to by an angry god, priest(ess), or
2671 other religious figure; a true atheist would hear the words but
2672 attach no special meaning to them.
2675 Most players fight with a wielded weapon (or tool intended to be
2676 wielded as a weapon). Another challenge is to win the game without
2677 using such a wielded weapon. You are still permitted to throw,
2678 fire, and kick weapons; use a wand, spell, or other type of item;
2679 or fight with your hands and feet.
2682 In {\it NetHack\/}, a pacifist refuses to cause the death of any other monster
2683 (i.e. if you would get experience for the death). This is a particularly
2684 difficult challenge, although it is still possible to gain experience
2688 An illiterate character cannot read or write. This includes reading
2689 a scroll, spellbook, fortune cookie message, or t-shirt; writing a
2690 scroll; or making an engraving of anything other than a single ``x'' (the
2691 traditional signature of an illiterate person). Reading an engraving,
2692 or any item that is absolutely necessary to win the game, is not counted
2693 against this conduct. The identity of scrolls and spellbooks (and
2694 knowledge of spells) in your starting inventory is assumed to be
2695 learned from your teachers prior to the start of the game and isn't
2699 There are several other challenges tracked by the game. It is possible
2700 to eliminate one or more species of monsters by genocide; playing without
2701 this feature is considered a challenge. When the game offers you an
2702 opportunity to genocide monsters, you may respond with the monster type
2703 ``none'' if you want to decline. You can change the form of an item into
2704 another item of the same type (``polypiling'') or the form of your own
2705 body into another creature (``polyself'') by wand, spell, or potion of
2706 polymorph; avoiding these effects are each considered challenges.
2707 Polymorphing monsters, including pets, does not break either of these
2709 Finally, you may sometimes receive wishes; a game without an attempt to
2710 wish for any items is a challenge, as is a game without wishing for
2711 an artifact (even if the artifact immediately disappears). When the
2712 game offers you an opportunity to make a wish for an item, you may
2713 choose ``nothing'' if you want to decline.
2719 Due to variations in personal tastes and conceptions of how {\it NetHack\/}
2720 should do things, there are options you can set to change how {\it NetHack\/}
2724 \subsection*{Setting the options}
2727 Options may be set in a number of ways. Within the game, the `{\tt O}'
2728 command allows you to view all options and change most of them.
2729 You can also set options automatically by placing them in a configuration
2730 file, or in the ``NETHACKOPTIONS'' environment variable.
2731 Some versions of {\it NetHack\/} also have front-end programs that allow
2732 you to set options before starting the game or a global configuration
2733 for system administrators.
2736 \subsection*{Using a configuration file}
2739 The default name of the configuration file varies on different
2740 operating systems. On DOS and Windows, it is \mbox{``defaults.nh''}
2741 in the same folder as \mbox{{\it nethack.exe\/}} or \mbox{{\it nethackW.exe\/}}.
2742 On Unix, Linux and Mac OS X it is \mbox{``.nethackrc''} in the user's home
2743 directory. The file may not exist, but it is a normal ASCII text file and
2744 can be created with any text editor.
2747 Any line in the configuration file starting with `{\tt \#}' is treated as a comment.
2748 Empty lines are ignored.
2751 Any line beginning with `{\tt [}' and ending in `{\tt ]}' is considered a section
2752 marker. The text between the square brackets is the section name.
2753 Lines after a section marker belong to that section, and are
2754 ignored unless a CHOOSE -statement was used to select that section.
2755 Section names are case insensitive.
2758 You can use different configuration statements in the file, some
2759 of which can be used multiple times. In general, the statements are
2760 written in capital letters, followed by an equals sign, followed by
2761 settings particular to that statement. Here is a list of allowed statements:
2766 There are two types of options, boolean and compound options.
2767 Boolean options toggle a setting on or off, while compound options
2768 take more diverse values.
2769 Prefix a boolean option with `no' or `!' to turn it off.
2770 For compound options, the option name and value are separated by a colon.
2771 Some options are persistent, and apply only to new games.
2772 You can specify multiple OPTIONS statements, and multiple options
2773 in a single OPTIONS statement.
2779 OPTIONS=dogname:Fido
2780 OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
2786 Default location of files {\it NetHack\/} needs. On Windows HACKDIR
2787 defaults to the location of the {\it NetHack.exe\/} or {\it NetHackw.exe\/} file
2788 so setting HACKDIR to override that is not usually necessary or recommended.
2790 \item[\bb{LEVELDIR}]
2791 The location that in-progress level files are stored. Defaults to HACKDIR,
2795 The location where saved games are kept. Defaults to HACKDIR, must be
2798 \item[\bb{BONESDIR}]
2799 The location that bones files are kept. Defaults to HACKDIR, must be
2803 The location that file synchronization locks are stored. Defaults to
2804 HACKDIR, must be writeable.
2806 \item[\bb{TROUBLEDIR}]
2807 The location that a record of game aborts and self-diagnosed game problems
2808 is kept. Defaults to HACKDIR, must be writeable.
2810 \item[\bb{AUTOCOMPLETE}]
2811 Enable or disable an extended command autocompletion.
2812 Autocompletion has no effect for the X11 windowport.
2813 You can specify multiple autocompletions. To enable
2814 autocompletion, list the extended command. Prefix the
2815 command with ``{{\tt !}}'' to disable the autocompletion
2822 AUTOCOMPLETE=zap,!annotate
2827 \item[\bb{AUTOPICKUP\_EXCEPTION}]
2828 Set exceptions to the {{\it pickup\_types\/}}
2829 option. See the ``Configuring Autopickup Exceptions'' section.
2831 \item[\bb{BINDINGS}]
2832 Change the key bindings of some special keys, menu accelerators, or
2833 extended commands. You can specify multiple bindings. Format is key
2834 followed by the command, separated by a colon.
2835 See the ``Changing Key Bindings`` section for more information.
2841 BIND=^X:getpos.autodescribe
2847 Chooses at random one of the comma-separated parameters as an active
2848 section name. Lines in other sections are ignored.
2855 CHOOSE=char A,char B
2857 OPTIONS=role:arc,race:dwa,align:law,gender:fem
2859 OPTIONS=role:wiz,race:elf,align:cha,gender:mal
2865 Change the way messages are shown in the top status line.
2866 See the ``Configuring Message Types`` section.
2868 \item[\bb{MENUCOLOR}]
2869 Highlight menu lines with different colors.
2870 See the ``Configuring Menu Colors`` section.
2873 Override one or more symbols in the symbols files.
2874 See the ``Modifying {\it NetHack\/} Symbols'' section.
2885 Wizard-mode extra items, in a text file containing item names,
2886 one per line, up to a maximum of 128 lines. Each line is processed
2887 by the function that handles wishing.
2896 \item[\bb{SOUNDDIR}]
2897 Define the directory that contains the sound files.
2898 See the ``Configuring User Sounds'' section.
2901 Define a sound mapping. See the ``Configuring User Sounds'' section.
2905 Here is a short example of config file contents:
2908 # Set your character's role, race, gender, and alignment.
2909 OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
2911 # Turn on autopickup, and set automatically picked up object types
2912 OPTIONS=autopickup,pickup_types:$"=/!?+
2913 # Show colored text if possible
2915 # Show lit corridors differently
2916 OPTIONS=lit_corridor
2918 # No startup splash screen. Windows GUI only.
2919 OPTIONS=!splash_screen
2924 \subsection*{Using the NETHACKOPTIONS environment variable}
2927 The NETHACKOPTIONS variable is a comma-separated list of initial
2928 values for the various options. Some can only be turned on or off.
2929 You turn one of these on by adding the name of the option to the list,
2930 and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name.
2932 character string as a value. You can set string options by typing
2933 the option name, a colon or equals sign, and then the value of the string.
2934 The value is terminated by the next comma or the end of string.
2937 For example, to set up an environment variable so that {\it autoquiver\/}
2938 is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
2939 and the {\it fruit\/} is set to ``papaya'', you would enter the command
2942 setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2947 (note the need to escape the ! since it's special to the shell), or
2950 NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2951 export NETHACKOPTIONS
2955 \nd in {\it sh\/} or {\it ksh}.
2958 NETHACKOPTIONS can also be set to the full name of a configuration file you
2959 want to use (possibly preceded by an `{\tt @}').
2962 \subsection*{Customization options}
2965 Here are explanations of what the various options do.
2966 Character strings that are too long may be truncated.
2967 Some of the options listed may be inactive in your dungeon.
2970 Some options are persistent, and are saved and reloaded along with
2971 the game. Changing a persistent option in the configuration file
2972 applies only to new games.
2976 \item[\ib{acoustics}]
2977 Enable messages about what your character hears (default on).
2978 Note that this has nothing to do with your computer's audio capabilities.
2982 Your starting alignment ({\tt align:lawful}, {\tt align:neutral},
2983 or {\tt align:chaotic}). You may specify just the first letter.
2984 The default is to randomly pick an appropriate alignment.
2985 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
2986 exclude that alignment from being picked randomly.
2987 Cannot be set with the `{\tt O}' command. Persistent.
2989 \item[\ib{autodescribe}]
2990 Automatically describe the terrain under cursor when asked to get a location
2992 {\it whatis\verb+_+coord\/}
2993 option controls whether the description includes map coordinates.
2996 Automatically dig if you are wielding a digging tool and moving into a place
2997 that can be dug (default false). Persistent.
2999 \item[\ib{autoopen}]
3000 Walking into a door attempts to open it (default true). Persistent.
3002 \item[\ib{autopickup}]
3003 Automatically pick up things onto which you move (default on). Persistent.
3004 See ``{\it pickup\verb+_+types\/}'' to refine the behavior.
3006 \item[\ib{autoquiver}]
3007 This option controls what happens when you attempt the `f' (fire)
3008 command with an empty quiver (or quiver sack or have nothing at the ready).
3009 When true, the computer will fill
3010 your quiver or quiver sack or make ready some suitable weapon. Note that it
3012 into account the blessed/cursed status, enchantment, damage, or
3013 quality of the weapon; you are free to manually fill your quiver or quiver sack
3015 with the `Q' command instead. If no weapon is found or the option is
3016 false, the `t' (throw) command is executed instead. Persistent. (default false)
3019 Start the character permanently blind. Persistent. (default false)
3022 Allow saving and loading bones files. Persistent. (default true)
3025 Set the character used to display boulders (default is the ``large rock''
3026 class symbol, `{\tt `}').
3029 Name your starting cat (ex.\ ``{\tt catname:Morris}'').
3030 Cannot be set with the `{\tt O}' command.
3032 \item[\ib{character}]
3033 Pick your type of character (ex.\ ``{\tt character:Monk}'');
3034 synonym for ``{\it role\/}''. See {\it role\/} for more details.
3036 \item[\ib{checkpoint}]
3037 Save game state after each level change, for possible recovery after
3038 program crash (default on). Persistent.
3040 \item[\ib{checkspace}]
3041 Check free disk space before writing files to disk (default on).
3042 You may have to turn this off if you have more than 2 GB free space
3043 on the partition used for your save and level files
3044 (because too much space might overflow the calculation and end up
3045 looking like insufficient space).
3046 Only applies when MFLOPPY was defined during compilation.
3048 \item[\ib{clicklook}]
3049 Allows looking at things on the screen by navigating the mouse
3050 over them and clicking the right mouse button (default off).
3052 \item[\ib{cmdassist}]
3053 Have the game provide some additional command assistance for new
3054 players if it detects some anticipated mistakes (default on).
3057 Have user confirm attacks on pets, shopkeepers, and other
3058 peaceable creatures (default on). Persistent.
3061 \item[\ib{dark\verb+_+room}]
3062 Show out-of-sight areas of lit rooms (default off). Persistent.
3063 \item[\ib{disclose}]
3064 Controls what information the program reveals when the game ends.
3065 Value is a space separated list of prompting/category pairs
3066 (default is `{\tt ni na nv ng nc no}',
3067 prompt with default response of `{\tt n}' for each candidate).
3069 The possibilities are:
3073 {\tt i} --- disclose your inventory;\\
3074 {\tt a} --- disclose your attributes;\\
3075 {\tt v} --- summarize monsters that have been vanquished;\\
3076 {\tt g} --- list monster species that have been genocided;\\
3077 {\tt c} --- display your conduct;\\
3078 {\tt o} --- display dungeon overview.
3082 Each disclosure possibility can optionally be preceded by a prefix which
3083 lets you refine how it behaves. Here are the valid prefixes:
3087 {\tt y} --- prompt you and default to yes on the prompt;\\
3088 {\tt n} --- prompt you and default to no on the prompt;\\
3089 {\tt +} --- disclose it without prompting;\\
3090 {\tt -} --- do not disclose it and do not prompt.
3094 The listing of vanquished monsters can be sorted,
3095 so there are two additional choices for `{\tt v}':
3098 {\tt ?} --- prompt you and default to ask on the prompt;\\
3099 {\tt\#} --- disclose it without prompting, ask for sort order.
3103 Asking refers to picking one of the orderings from a menu.
3104 The `{\tt +}' disclose without prompting choice,
3105 or being prompted and answering `{\tt y}' rather than `{\tt a}',
3106 will default to showing monsters in the traditional order,
3107 from high level to low level.
3111 (ex.\ ``{\tt disclose:yi na +v -g o}'')
3113 {\tt inventory} to {\it prompt\/} and default to {\it yes\/},
3114 {\tt attributes} to {\it prompt\/} and default to {\it no\/},
3115 {\tt vanquished} to {\it disclose without prompting\/},
3116 {\tt genocided} to {\it not disclose\/} and {\it not prompt\/},
3117 {\tt conduct} to implicitly {\it prompt\/} and default to {\it no\/},
3118 {\tt overview} to {\it disclose without prompting\/}.
3121 Note that the vanquished monsters list includes all monsters killed by
3122 traps and each other as well as by you.
3123 And the dungeon overview shows all levels you had visited but does not
3124 reveal things about them that you hadn't discovered.
3127 Name your starting dog (ex.\ ``{\tt dogname:Fang}'').
3128 Cannot be set with the `{\tt O}' command.
3131 Changes the extended commands interface to pop-up a menu of available commands.
3132 It is keystroke compatible with the traditional interface except that it does
3133 not require that you hit Enter. It is implemented only by the tty port
3134 (default off), when the game has been compiled to support tty graphics.
3137 An obsolete synonym for ``{\tt gender:female}''. Cannot be set with the
3141 An object's inventory letter sticks to it when it's dropped (default on).
3142 If this is off, dropping an object shifts all the remaining inventory letters.
3145 \item[\ib{force\_invmenu}]
3146 Commands asking for an inventory item show a menu instead of
3147 a text query with possible menu letters. Default is off.
3150 Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'')
3151 (default ``{\tt slime mold}''). Basically a nostalgic whimsy that
3152 {\it NetHack\/} uses from time to time. You should set this to something you
3153 find more appetizing than slime mold. Apples, oranges, pears, bananas, and
3154 melons already exist in {\it NetHack\/}, so don't use those.
3157 Your starting gender ({\tt gender:male} or {\tt gender:female}).
3158 You may specify just the first letter. Although you can
3159 still denote your gender using the ``{\tt male}'' and ``{\tt female}''
3160 options, the ``{\tt gender}'' option will take precedence.
3161 The default is to randomly pick an appropriate gender.
3162 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3163 exclude that gender from being picked randomly.
3164 Cannot be set with the `{\tt O}' command. Persistent.
3167 When filtering objects based on bless/curse state (BUCX), whether to
3168 treat gold pieces as {\tt X} (unknown bless/curse state, when `on')
3169 or {\tt U} (known to be uncursed, when `off', the default).
3170 Gold is never blessed or cursed, but it is not described as ``uncursed''
3171 even when the {\it implicit\verb+_+uncursed\/} option is `off'.
3174 If more information is available for an object looked at
3175 with the `{\tt /}' command, ask if you want to see it (default on).
3176 Turning help off makes just looking at things faster, since you aren't
3177 interrupted with the ``{\tt More info?}'' prompt, but it also means that you
3178 might miss some interesting and/or important information. Persistent.
3180 \item[\ib{herecmd\verb+_+menu}]
3181 When using a windowport that supports mouse and clicking on yourself or
3182 next to you, show a menu of possible actions for the location.
3183 Same as herecmdmenu and therecmdmenu commands.
3185 \item[\ib{hilite\verb+_+pet}]
3186 Visually distinguish pets from similar animals (default off).
3187 The behavior of this option depends on the type of windowing you use.
3188 In text windowing, text highlighting or inverse video is often used;
3189 with tiles, generally displays a heart symbol near pets.
3191 \item[\ib{hilite\verb+_+pile}]
3192 Visually distinguish piles of objects from individual objects (default off).
3193 The behavior of this option depends on the type of windowing you use.
3194 In text windowing, text highlighting or inverse video is often used;
3195 with tiles, generally displays a small plus-symbol beside the object
3196 on the top of the pile.
3198 \item[\ib{horsename}]
3199 Name your starting horse (ex.\ ``{\tt horsename:Trigger}'').
3200 Cannot be set with the `{\tt O}' command.
3202 \item[\ib{hitpointbar}]
3203 Show a hit point bar graph behind your name and title.
3204 Only available for TTY and Windows GUI, and only when statushilites is on.
3207 Ignore interrupt signals, including breaks (default off). Persistent.
3209 \item[\ib{implicit\verb+_+uncursed}]
3210 Omit ``uncursed'' from inventory lists, if possible (default on).
3213 Display an introductory message when starting the game (default on).
3216 \item[\ib{lit\verb+_+corridor}]
3217 Show corridor squares seen by night vision or a light source held by your
3218 character as lit (default off). Persistent.
3221 Use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts when
3222 looting, rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
3226 Enable mail delivery during the game (default on). Persistent.
3229 An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the
3232 \item[\ib{mention\verb+_+walls}]
3233 Give feedback when walking against a wall (default off).
3235 \item[\ib{menucolors}]
3236 Enable coloring menu lines (default off).
3237 See ``{\it Configuring Menu Colors\/}'' on how to configure the colors.
3239 \item[\ib{menustyle}]
3240 Controls the interface used when you need to choose various objects (in
3241 response to the Drop command, for instance). The value specified should
3242 be the first letter of one of the following: traditional, combination,
3244 Traditional was the only interface available for
3245 early versions; it consists of a prompt for object class characters,
3246 followed by an object-by-object prompt for all items matching the selected
3248 Combination starts with a prompt for object class(es)
3249 of interest, but then displays a menu of matching objects rather than
3250 prompting one-by-one.
3251 Full displays a menu of
3252 object classes rather than a character prompt, and then a menu of matching
3253 objects for selection.
3254 Partial skips the object class filtering and
3255 immediately displays a menu of all objects.
3257 \item[\ib{menu\verb+_+deselect\verb+_+all}]
3258 Menu character accelerator to deselect all items in a menu.
3259 Implemented by the Amiga, Gem, X11 and tty ports.
3261 \item[\ib{menu\verb+_+deselect\verb+_+page}]
3262 Menu character accelerator to deselect all items on this page of a menu.
3263 Implemented by the Amiga, Gem and tty ports.
3265 \item[\ib{menu\verb+_+first\verb+_+page}]
3266 Menu character accelerator to jump to the first page in a menu.
3267 Implemented by the Amiga, Gem and tty ports.
3269 \item[\ib{menu\verb+_+headings}]
3270 Controls how the headings in a menu are highlighted.
3271 Values are ``{\tt none}'', ``{\tt bold}'', ``{\tt dim}'',
3272 ``{\tt underline}'', ``{\tt blink}'', or ``{\tt inverse}''.
3273 Not all ports can actually display all types.
3274 \item[\ib{menu\verb+_+invert\verb+_+all}]
3275 Menu character accelerator to invert all items in a menu.
3276 Implemented by the Amiga, Gem, X11 and tty ports.
3278 \item[\ib{menu\verb+_+invert\verb+_+page}]
3279 Menu character accelerator to invert all items on this page of a menu.
3280 Implemented by the Amiga, Gem and tty ports.
3282 \item[\ib{menu\verb+_+last\verb+_+page}]
3283 Menu character accelerator to jump to the last page in a menu.
3284 Implemented by the Amiga, Gem and tty ports.
3286 \item[\ib{menu\verb+_+next\verb+_+page}]
3287 Menu character accelerator to goto the next menu page.
3288 Implemented by the Amiga, Gem and tty ports.
3290 \item[\ib{menu\verb+_+objsyms}]
3291 Show object symbols in menu headings in menus where
3292 the object symbols act as menu accelerators (default off).
3293 \item[\ib{menu\verb+_+overlay}]
3294 Do not clear the screen before drawing menus, and align
3295 menus to the right edge of the screen. Only for the tty port.
3297 \item[\ib{menu\verb+_+previous\verb+_+page}]
3298 Menu character accelerator to goto the previous menu page.
3299 Implemented by the Amiga, Gem and tty ports.
3301 \item[\ib{menu\verb+_+search}]
3302 Menu character accelerator to search for a menu item.
3303 Implemented by the Amiga, Gem, X11 and tty ports.
3305 \item[\ib{menu\verb+_+select\verb+_+all}]
3306 Menu character accelerator to select all items in a menu.
3307 Implemented by the Amiga, Gem, X11 and tty ports.
3309 \item[\ib{menu\verb+_+select\verb+_+page}]
3310 Menu character accelerator to select all items on this page of a menu.
3311 Implemented by the Amiga, Gem and tty ports.
3314 \item[\ib{msghistory}]
3315 The number of top line messages to save (and recall with `{\tt \^{}P}')
3316 (default 20). Cannot be set with the `{\tt O}' command.
3318 \item[\ib{msg\verb+_+window}]
3319 Allows you to change the way recalled messages are displayed.
3320 (It is currently implemented for tty only.) The possible values are:
3324 {\tt s} --- single message (default; only choice prior to 3.4.0);\\
3325 {\tt c} --- combination, two messages as {\it single\/}, then as {\it full\/};\\
3326 {\tt f} --- full window, oldest message first;\\
3327 {\tt r} --- full window reversed, newest message first.
3331 For backward compatibility, no value needs to be specified (which
3332 defaults to {\it full\/}), or it can be negated (which defaults
3336 Set your character's name (defaults to your user name). You can also
3337 set your character's role by appending a dash and one or more letters of
3338 the role (that is, by suffixing one of
3339 ``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
3340 If ``{\tt -@}'' is used for the role, then a random one will be
3341 automatically chosen.
3342 Cannot be set with the `{\tt O}' command.
3345 Read the {\it NetHack\/} news file, if present (default on).
3346 Since the news is shown at the beginning of the game, there's no point
3347 in setting this with the `{\tt O}' command.
3350 Start the character with no armor (default false). Persistent.
3353 Send padding nulls to the terminal (default on). Persistent.
3355 \item[\ib{number\verb+_+pad}]
3356 Use digit keys instead of letters to move (default 0 or off).\\
3362 \settowidth{\mwidth}{\tt -0}
3363 \newcommand{\numbox}[1]{\makebox[\mwidth][r]{{\tt #1}}}
3364 \numbox{0} --- move by letters; `{\tt yuhjklbn}'\\
3365 \numbox{1} --- move by numbers; digit `{\tt 5}' acts as `{\tt G}' movement prefix\\
3366 \numbox{2} --- like {\tt 1} but `{\tt 5}' works as `{\tt g}' prefix instead of as `{\tt G}'\\
3367 \numbox{3} --- by numbers using phone key layout; {\tt 123} above, {\tt 789} below\\
3368 \numbox{4} --- combines {\tt 3} with {\tt 2}; phone layout plus MSDOS compatibility\\
3369 \numbox{-1} --- by letters but use `{\tt z}' to go northwest, `{\tt y}' to zap wands
3373 For backward compatibility, omitting a value is the same as specifying {\tt 1}
3375 {\it number\verb+_+pad\/}
3376 is the same as specifying {\tt 0}.
3377 (Settings {\tt 2} and {\tt 4} are for compatibility with MSDOS or old PC Hack;
3378 in addition to the different behavior for `{\tt 5}', `{\tt Alt-5}' acts as `{\tt G}'
3379 and `{\tt Alt-0}' acts as `{\tt I}'.
3380 Setting {\tt -1} is to accommodate some QWERTZ keyboards which have the
3381 location of the `{\tt y}' and `{\tt z}' keys swapped.)
3382 When moving by numbers, to enter a count prefix for those commands
3383 which accept one (such as ``{\tt 12s}'' to search twelve times), precede it
3384 with the letter `{\tt n}' (``{\tt n12s}'').
3386 \item[\ib{packorder}]
3387 Specify the order to list object types in (default
3388 ``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
3389 containing the symbols for the various object types. Any omitted types
3390 are filled in at the end from the previous order.
3392 \item[\ib{paranoid\verb+_+confirmation}]
3393 A space separated list of specific situations where alternate
3394 prompting is desired. The default is ``{\it paranoid\verb+_+confirmation:pray}''.
3397 \newlength{\pcwidth}
3398 \settowidth{\pcwidth}{\tt Were-change}
3399 \addtolength{\pcwidth}{\labelsep}
3400 \blist{\leftmargin \pcwidth \topsep 1mm \itemsep 0mm}
3401 \item[{\tt Confirm}]
3402 for any prompts which are set to require ``yes''
3403 rather than `y', also require ``no'' to reject instead
3404 of accepting any non-yes response as no;
3405 \item[{\tt quit~~~}]
3406 require ``{\tt yes}'' rather than `{\tt y}' to confirm quitting
3407 the game or switching into non-scoring explore mode;
3408 \item[{\tt die~~~~}]
3409 require ``{\tt yes}'' rather than `{\tt y}' to confirm dying (not
3410 useful in normal play; applies to explore mode);
3411 \item[{\tt bones~~}]
3412 require ``{\tt yes}'' rather than `{\tt y}' to confirm saving
3413 bones data when dying in debug mode
3414 \item[{\tt attack~}]
3415 require ``{\tt yes}'' rather than `{\tt y}' to confirm attacking
3417 \item[{\tt wand-break}]
3418 require ``{\tt yes}'' rather than `{\tt y}' to confirm breaking
3420 \item[{\tt Were-change}]
3421 require ``{\tt yes}'' rather than `{\tt y}' to confirm changing form
3423 when hero has polymorph control;
3424 \item[{\tt pray~~~}]
3425 require `{\tt y}' to confirm an attempt to pray rather
3426 than immediately praying; on by default;
3427 \item[{\tt Remove~}] require selection from inventory for `{\tt R}'
3429 commands even when wearing just one applicable item.
3430 \item[{\tt all~~~~}]
3431 turn on all of the above.
3435 By default, the pray choice is enabled, the others disabled.
3436 To disable it without setting
3437 any of the other choices, use ``{\it paranoid\verb+_+confirmation:none}''. To keep
3438 it enabled while setting others, include it in the list,
3439 such as ``{\it par\-a\-noid\verb+_+con\-fir\-ma\-tion:attack~pray~Remove}''.
3441 \item[\ib{perm\verb+_+invent}]
3442 If true, always display your current inventory in a window. This only
3443 makes sense for windowing system interfaces that implement this feature.
3447 Specify the type of your initial pet, if you are playing a character class
3448 that uses multiple types of pets; or choose to have no initial pet at all.
3449 Possible values are ``{\tt cat}'', ``{\tt dog}'', ``{\tt horse}''
3451 If the choice is not allowed for the role you are currently playing,
3452 it will be silently ignored. For example, ``{\tt horse}'' will only be
3453 honored when playing a knight.
3454 Cannot be set with the `{\tt O}' command.
3456 \item[\ib{pickup\verb+_+burden}]
3457 When you pick up an item that would exceed this encumbrance
3458 level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
3459 or overLoaded), you will be asked if you want to continue.
3460 (Default `S'). Persistent.
3462 \item[\ib{pickup\verb+_+thrown}]
3463 If this option is on and ``{\it autopickup\/}'' is also on, try to pick up
3464 things that you threw, even if they aren't in
3465 ``{\it pickup\verb+_+types\/}'' or
3466 match an autopickup exception. Default is on. Persistent.
3468 \item[\ib{pickup\verb+_+types}]
3469 Specify the object types to be picked up when ``{\it autopickup\/}''
3470 is on. Default is all types. You can use
3471 ``{\it autopickup\verb+_+exception\/}''
3472 configuration file lines to further refine ``{\it autopickup\/}'' behavior.
3475 \item[\ib{pile\verb+_+limit}]
3476 When walking across a pile of objects on the floor, threshold at which
3477 the message ``there are few/several/many objects here'' is given instead
3478 of showing a popup list of those objects. A value of 0 means ``no limit''
3479 (always list the objects); a value of 1 effectively means ``never show
3480 the objects'' since the pile size will always be at least that big;
3481 default value is 5. Persistent.
3483 \item[\ib{playmode}]
3484 Values are {\it normal\/}, {\it explore\/}, or {\it debug\/}.
3485 Allows selection of explore mode (also known as discovery mode) or debug
3486 mode (also known as wizard mode) instead of normal play.
3487 Debug mode might only be allowed for someone logged in under a particular
3488 user name (on multi-user systems) or specifying a particular character
3489 name (on single-user systems) or it might be disabled entirely. Requesting
3490 it when not allowed or not possible results in explore mode instead.
3491 Default is normal play.
3493 \item[\ib{pushweapon}]
3494 Using the `w' (wield) command when already wielding
3495 something pushes the old item into your alternate weapon slot (default off).
3496 Likewise for the `a' (apply) command if it causes the applied item to
3497 become wielded. Persistent.
3500 Selects your race (for example, ``{\tt race:human}''). Default is random.
3501 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3502 exclude that race from being picked randomly.
3503 Cannot be set with the `{\tt O}' command. Persistent.
3505 \item[\ib{rest\verb+_+on\verb+_+space}]
3506 Make the space bar a synonym for the `{\tt .}' (\#wait) command (default off).
3510 Pick your type of character (ex.\ ``{\tt role:Samurai}'');
3511 synonym for ``{\it character\/}''. See ``{\it name\/}'' for an alternate method
3512 of specifying your role. Normally only the first letter of the
3513 value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'',
3514 and ``{\tt random}'' values.
3515 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3516 exclude that role from being picked randomly.
3517 Cannot be set with the `{\tt O}' command. Persistent.
3519 \item[\ib{roguesymset}]
3520 This option may be used to select one of the named symbol sets found within
3521 {\tt symbols} to alter the symbols displayed on the screen on the
3525 When writing out a save file, perform run length compression of the map.
3526 Not all ports support run length compression. It has no
3527 effect on reading an existing save file.
3530 Controls the amount of screen updating for the map window when engaged
3531 in multi-turn movement (running via {\tt shift}+direction
3532 or {\tt control}+direction
3533 and so forth, or via the travel command or mouse click).
3534 The possible values are:
3538 {\tt teleport} --- update the map after movement has finished;\\
3539 {\tt run} --- update the map after every seven or so steps;\\
3540 {\tt walk} --- update the map after each step;\\
3541 {\tt crawl} --- like {\it walk\/}, but pause briefly after each step.
3545 This option only affects the game's screen display, not the actual
3546 results of moving. The default is {\it run\/}; versions prior to 3.4.1
3547 used {\it teleport\/} only. Whether or not the effect is noticeable will
3548 depend upon the window port used or on the type of terminal. Persistent.
3550 \item[\ib{safe\verb+_+pet}]
3551 Prevent you from (knowingly) attacking your pets (default on). Persistent.
3554 Control what parts of the score list you are shown at the end (ex.\
3555 ``{\tt scores:5top scores/4around my score/own scores}''). Only the first
3556 letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary.
3560 Show your accumulated experience points on bottom line (default off).
3563 \item[\ib{showrace}]
3564 Display yourself as the glyph for your race, rather than the glyph
3565 for your role (default off). Note that this setting affects only
3566 the appearance of the display, not the way the game treats you.
3569 \item[\ib{showscore}]
3570 Show your approximate accumulated score on bottom line (default off).
3574 Suppress terminal beeps (default on). Persistent.
3576 \item[\ib{sortloot}]
3577 Controls the sorting behavior of pickup lists for inventory
3578 and \#loot commands and some others. Persistent.
3580 The possible values are:
3583 {\tt full} --- always sort the lists;\\
3584 {\tt loot} --- only sort the lists that don't use inventory
3585 letters, like with the \#loot and pickup commands;\\
3586 {\tt none} --- show lists the traditional way without sorting.
3590 \item[\ib{sortpack}]
3591 Sort the pack contents by type when displaying inventory (default on).
3595 Display a sparkly effect when a monster (including yourself) is hit by an
3596 attack to which it is resistant (default on). Persistent.
3598 \item[\ib{standout}]
3599 Boldface monsters and ``{\tt --More--}'' (default off). Persistent.
3601 \item[\ib{statushilites}]
3602 Controls how many turns status hilite behaviors highlight
3603 the field. If negated or set to zero, disables status hiliting.
3604 See ``{\it Configuring Status Hilites\/}'' for further information.
3606 \item[\ib{status\verb+_+updates}]
3607 Allow updates to the status lines at the bottom of the screen (default true).
3609 \item[\ib{suppress\verb+_+alert}]
3610 This option may be set to a {\it NetHack\/} version level to suppress
3611 alert notification messages about feature changes for that
3612 and prior versions (ex.\ ``{\tt suppress\verb+_+alert:3.3.1}'')
3615 This option may be used to select one of the named symbol sets found within
3616 {\tt symbols} to alter the symbols displayed on the screen.
3617 Use ``{\tt symset:default}'' to explicitly select the default symbols.
3620 Show the elapsed game time in turns on bottom line (default off). Persistent.
3622 \item[\ib{timed\verb+_+delay}]
3623 When pausing momentarily for display effect, such as with explosions and
3624 moving objects, use a timer rather than sending extra characters to the
3625 screen. (Applies to ``tty'' interface only; ``X11'' interface always
3626 uses a timer based delay. The default is on if configured into the
3627 program.) Persistent.
3629 \item[\ib{tombstone}]
3630 Draw a tombstone graphic upon your death (default on). Persistent.
3632 \item[\ib{toptenwin}]
3633 Put the ending display in a {\it NetHack\/} window instead of on stdout (default off).
3634 Setting this option makes the score list visible when a windowing version
3635 of {\it NetHack\/} is started without a parent window, but it no longer leaves
3636 the score list around after game end on a terminal or emulating window.
3639 Allow the travel command (default on). Turning this option off will
3640 prevent the game from attempting unintended moves if you make inadvertent
3641 mouse clicks on the map window. Persistent.
3644 Provide more commentary during the game (default on). Persistent.
3646 \item[\ib{whatis\verb+_+coord}]
3647 When using the `{\tt /}' or `{\tt ;}' commands to look around on the map with
3648 ``{\tt autodescribe}''
3649 on, display coordinates after the description.
3650 Also works in other situations where you are asked to pick a location.
3653 The possible settings are:
3657 {\tt c} --- \verb#compass ('east' or '3s' or '2n,4w')#;\\
3658 {\tt f} --- \verb#full compass ('east' or '3south' or '2north,4west')#;\\
3659 {\tt m} --- \verb#map <x,y> (map column x=0 is not used)#;\\
3660 {\tt s} --- \verb#screen [row,column] (row is offset to match tty usage)#;\\
3661 {\tt n} --- \verb#none (no coordinates shown) [default]#.
3667 {\it whatis\verb+_+coord\/}
3668 option is also used with
3669 the `{\tt /m}', `{\tt /M}', `{\tt /o}', and `{\tt /O}' sub-commands
3671 where the `{\it none\/}' setting is overridden with `{\it map}'.
3673 \item[\ib{whatis\verb+_+filter}]
3674 When getting a location on the map, and using the keys to cycle through
3675 next and previous targets, allows filtering the possible targets.
3678 The possible settings are:
3682 {\tt n} --- \verb#no filtering#;\\
3683 {\tt v} --- \verb#in view only#;\\
3684 {\tt a} --- \verb#in same area (room, corridor, etc)#.
3688 The area-filter tries to be slightly predictive - if you're standing on a doorway,
3689 it will consider the area on the side of the door you were last moving towards.
3691 Filtering can also be changed when getting a location with the ``getpos.filter''
3694 \item[\ib{whatis\verb+_+menu}]
3695 When getting a location on the map, and using a key to cycle through
3696 next and previous targets, use a menu instead to pick a target.
3699 \item[\ib{whatis\verb+_+moveskip}]
3700 When getting a location on the map, and using shifted movement keys or
3701 meta-digit keys to fast-move, instead of moving 8 units at a time,
3702 move by skipping the same glyphs.
3705 \item[\ib{windowtype}]
3706 Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}''
3707 (default depends on version).
3708 Cannot be set with the `{\tt O}' command.
3710 \item[\ib{zerocomp}]
3711 When writing out a save file, perform zero-comp compression of the
3712 contents. Not all ports support zero-comp compression. It has no effect
3713 on reading an existing save file.
3717 \subsection*{Window Port Customization options}
3720 Here are explanations of the various options that are
3721 used to customize and change the characteristics of the
3722 windowtype that you have chosen.
3723 Character strings that are too long may be truncated.
3724 Not all window ports will adjust for all settings listed
3725 here. You can safely add any of these options to your
3726 config file, and if the window port is capable of adjusting
3727 to suit your preferences, it will attempt to do so. If it
3728 can't it will silently ignore it. You can find out if an
3729 option is supported by the window port that you are currently
3730 using by checking to see if it shows up in the Options list.
3731 Some options are dynamic and can be specified during the game
3732 with the `{\tt O}' command.
3736 \item[\ib{align\verb+_+message}]
3737 Where to align or place the message window (top, bottom, left, or right)
3739 \item[\ib{align\verb+_+status}]
3740 Where to align or place the status window (top, bottom, left, or right).
3742 \item[\ib{ascii\verb+_+map}]
3743 If {\it NetHack\/} can, it should display an ascii map.
3746 If {\it NetHack\/} can, it should display color for different monsters,
3747 objects, and dungeon features.
3750 \item[\ib{eight\verb+_+bit\verb+_+tty}]
3751 Pass eight-bit character values (for example, specified with the
3752 {\it traps \/} option) straight through to your terminal (default off).
3754 \item[\ib{font\verb+_+map}]
3755 If {\it NetHack\/} can, it should use a font by the chosen name for the
3758 \item[\ib{font\verb+_+menu}]
3759 If {\it NetHack\/} can, it should use a font by the chosen name for menu
3762 \item[\ib{font\verb+_+message}]
3763 If {\it NetHack\/} can, it should use a font by the chosen name for the message window.
3765 \item[\ib{font\verb+_+status}]
3766 If {\it NetHack\/} can, it should use a font by the chosen name for the status window.
3768 \item[\ib{font\verb+_+text}]
3769 If {\it NetHack\/} can, it should use a font by the chosen name for text windows.
3771 \item[\ib{font\verb+_+size\verb+_+map}]
3772 If {\it NetHack\/} can, it should use this size font for the map window.
3774 \item[\ib{font\verb+_+size\verb+_+menu}]
3775 If {\it NetHack\/} can, it should use this size font for menu windows.
3777 \item[\ib{font\verb+_+size\verb+_+message}]
3778 If {\it NetHack\/} can, it should use this size font for the message window.
3780 \item[\ib{font\verb+_+size\verb+_+status}]
3781 If {\it NetHack\/} can, it should use this size font for the status window.
3783 \item[\ib{font\verb+_+size\verb+_+text}]
3784 If {\it NetHack\/} can, it should use this size font for text windows.
3786 \item[\ib{fullscreen}]
3787 If {\it NetHack\/} can, it should try and display on the entire screen rather than in a window.
3789 \item[\ib{large\verb+_+font}]
3790 If {\it NetHack\/} can, it should use a large font.
3792 \item[\ib{map\verb+_+mode}]
3793 If {\it NetHack\/} can, it should display the map in the manner specified.
3795 \item[\ib{mouse\verb+_+support}]
3796 Allow use of the mouse for input and travel.
3798 \item[\ib{player\verb+_+selection}]
3799 If {\it NetHack\/} can, it should pop up dialog boxes or use prompts for character selection.
3801 \item[\ib{popup\verb+_+dialog}]
3802 If {\it NetHack\/} can, it should pop up dialog boxes for input.
3804 \item[\ib{preload\verb+_+tiles}]
3805 If {\it NetHack\/} can, it should preload tiles into memory.
3806 For example, in the protected mode MSDOS version, control whether tiles
3807 get pre-loaded into RAM at the start of the game. Doing so
3808 enhances performance of the tile graphics, but uses more memory. (default on).
3809 Cannot be set with the `{\tt O}' command.
3811 \item[\ib{scroll\verb+_+amount}]
3812 If {\it NetHack\/} can, it should scroll the display by this number of cells
3813 when the hero reaches the scroll\verb+_+margin.
3815 \item[\ib{scroll\verb+_+margin}]
3816 If {\it NetHack\/} can, it should scroll the display when the hero or cursor
3817 is this number of cells away from the edge of the window.
3819 \item[\ib{selectsaved}]
3820 If {\it NetHack\/} can, it should display a menu of existing saved games for the player to
3821 choose from at game startup, if it can. Not all ports support this option.
3823 \item[\ib{softkeyboard}]
3824 If {\it NetHack\/} can, it should display an onscreen keyboard. Handhelds are most likely to support this option.
3826 \item[\ib{splash\verb+_+screen}]
3827 If {\it NetHack\/} can, it should display an opening splash screen when it starts up (default yes).
3829 \item[\ib{tiled\verb+_+map}]
3830 If {\it NetHack\/} can, it should display a tiled map if it can.
3832 \item[\ib{tile\verb+_+file}]
3833 Specify the name of an alternative tile file to override the default.
3835 \item[\ib{tile\verb+_+height}]
3836 Specify the preferred height of each tile in a tile capable port.
3838 \item[\ib{tile\verb+_+width}]
3839 Specify the preferred width of each tile in a tile capable port
3841 \item[\ib{use\verb+_+darkgray}]
3842 Use bold black instead of blue for black glyphs (TTY only).
3844 \item[\ib{use\verb+_+inverse}]
3845 If {\it NetHack\/} can, it should display inverse when the game specifies it.
3847 \item[\ib{vary\verb+_+msgcount}]
3848 If {\it NetHack\/} can, it should display this number of messages at a time
3849 in the message window.
3851 \item[\ib{windowcolors}]
3852 If {\it NetHack\/} can, it should display windows with the specified
3853 foreground/background colors if it can.
3855 \item[\ib{wraptext}]
3856 If {\it NetHack\/} can, it should wrap long lines of text if they don't fit
3857 in the visible area of the window.
3861 \subsection*{Platform-specific Customization options}
3864 Here are explanations of options that are used by specific platforms
3865 or ports to customize and change the port behavior.
3869 \item[\ib{altkeyhandler}]
3870 Select an alternate keystroke handler dll to load ({\it Win32 tty\/ NetHack\/} only).
3871 The name of the handler is specified without the .dll extension and without any
3873 Cannot be set with the `{\tt O}' command.
3876 On Amiga, this option controls whether typing ``Alt'' plus another key
3877 functions as a meta-shift for that key (default on).
3880 On other (non-Amiga) systems where this option is available, it can be
3881 set to tell {\it NetHack\/} to convert a two character sequence beginning with
3882 ESC into a meta-shifted version of the second character (default off).
3885 This conversion is only done for commands, not for other input prompts.
3886 Note that typing one or more digits as a count prefix prior to a
3887 command---preceded by {\tt n} if the {\it number\verb+_+pad\/}
3888 option is set---is also subject to this conversion, so attempting to
3889 abort the count by typing ESC will leave {\it NetHack\/} waiting for another
3890 character to complete the two character sequence. Type a second ESC to
3891 finish cancelling such a count. At other prompts a single ESC suffices.
3894 Use BIOS calls to update the screen display quickly and to read the keyboard
3895 (allowing the use of arrow keys to move) on machines with an IBM PC
3896 compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
3899 (default off, {\it Amiga NetHack \/} only).
3901 \item[\ib{Macgraphics}]
3902 (default on, {\it Mac NetHack \/} only).
3904 \item[\ib{page\verb+_+wait}]
3905 (default off, {\it Mac NetHack \/} only).
3908 Force raw (non-cbreak) mode for faster output and more
3909 bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle
3910 without it) (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
3911 Note: DEC Rainbows hang if this is turned on.
3912 Cannot be set with the `{\tt O}' command.
3914 \item[\ib{soundcard}]
3915 (default off, {\it PC NetHack \/} only).
3916 Cannot be set with the `{\tt O}' command.
3918 \item[\ib{subkeyvalue}]
3919 ({\it Win32 tty NetHack \/} only).
3920 May be used to alter the value of keystrokes that the operating system
3921 returns to {\it NetHack\/} to help compensate for international keyboard
3923 OPTIONS=subkeyvalue:171/92
3924 will return 92 to {\it NetHack\/}, if 171 was originally going to be returned.
3925 You can use multiple subkeyvalue statements in the config file if needed.
3926 Cannot be set with the `{\tt O}' command.
3929 Set the video mode used ({\it PC\/ NetHack\/} only).
3930 Values are {\it autodetect\/}, {\it default\/}, or {\it vga\/}.
3931 Setting {\it vga\/} (or {\it autodetect\/} with vga hardware present) will
3932 cause the game to display tiles.
3933 Cannot be set with the `{\tt O}' command.
3935 \item[\ib{videocolors}]
3937 Set the color palette for PC systems using NO\verb+_+TERMS
3938 (default 4-2-6-1-5-3-15-12-10-14-9-13-11, {\it PC\/ NetHack\/} only).
3939 The order of colors is red, green, brown, blue, magenta, cyan,
3940 bright.white, bright.red, bright.green, yellow, bright.blue,
3941 bright.magenta, and bright.cyan.
3942 Cannot be set with the `{\tt O}' command.
3945 \item[\ib{videoshades}]
3946 Set the intensity level of the three gray scales available
3947 (default dark normal light, {\it PC\/ NetHack\/} only).
3948 If the game display is difficult to read, try adjusting these scales;
3949 if this does not correct the problem, try {\tt !color}.
3950 Cannot be set with the `{\tt O}' command.
3954 \subsection*{Regular Expressions}
3957 Regular expressions are normally POSIX extended regular expressions. It is
3958 possible to compile {\it NetHack\/} without regular expression support on a platform where
3959 there is no regular expression library. While this is not true of any modern
3960 platform, if your {\it NetHack\/} was built this way, patterns are instead glob
3961 patterns. This applies to Autopickup exceptions, Message types, Menu colors,
3965 \subsection*{Configuring Autopickup Exceptions}
3968 You can further refine the behavior of the ``{\tt autopickup}'' option
3969 beyond what is available through the ``{\tt pickup\verb+_+types}'' option.
3972 By placing ``{\tt autopickup\verb+_+exception}'' lines in your configuration
3973 file, you can define patterns to be checked when the game is about to
3974 autopickup something.
3978 \item[\ib{autopickup\verb+_+exception}]
3979 Sets an exception to the `{\it pickup\verb+_+types}' option.
3980 The {\it autopickup\verb+_+exception\/} option should be followed by a regular
3981 expression to be used as a pattern to match against the singular form of the
3982 description of an object at your location.
3984 In addition, some characters are treated specially if they occur as the first
3985 character in the pattern, specifically:
3989 {\tt <} --- always pickup an object that matches rest of pattern;\\
3990 {\tt >} --- never pickup an object that matches rest of pattern.
3994 A `never pickup' rule takes precedence over an `always pickup' rule if
3998 Exceptions can be set with the `{\tt O}' command, but ones set that way will
3999 not be preserved across saves and restores.
4002 %.lp "Here are some examples:"
4003 Here are some examples:
4005 autopickup_exception="<*arrow"
4006 autopickup_exception=">*corpse"
4007 autopickup_exception=">* cursed*"
4011 The first example above will result in autopickup of any type of arrow.
4012 The second example results in the exclusion of any corpse from autopickup.
4013 The last example results in the exclusion of items known to be cursed from
4019 \subsection*{Changing Key Bindings}
4022 It is possible to change the default key bindings of some special commands,
4023 menu accelerator keys, and extended commands, by using BIND stanzas in the
4024 configuration file. Format is key, followed by the command to bind to, separated
4025 by a colon. The key can be a single character (``{\tt x}''),
4026 a control key (``{\tt \^{}X}'', ``{\tt C-x}''), a meta key (``{\tt M-x}''),
4027 or a three-digit decimal ASCII code.
4033 BIND=^X:getpos.autodescribe
4034 BIND={:menu_first_page
4039 %.lp "Extended command keys"
4040 \item[\tb{Extended command keys}]
4041 You can bind multiple keys to the same extended command. Unbind a key by
4042 using ``{\tt nothing}'' as the extended command to bind to. You can also bind
4043 the ``{\tt <esc>}'', ``{\tt <enter>}'', and ``{\tt <space>}'' keys.
4045 %.lp "Menu accelerator keys"
4046 \item[\tb{Menu accelerator keys}]
4047 The menu control or accelerator keys can also be rebound via OPTIONS-lines
4048 in the config file. You cannot bind object symbols into menu accelerators.
4050 %.lp "Special command keys"
4051 \item[\tb{Special command keys}]
4052 Below are the special commands you can rebind. Some of them can be bound to
4053 same keys with no problems, others are in the same "context", and if bound
4054 to same keys, only one of those commands will be available. Special command
4055 can only be bound to a single key.
4061 Prefix key to start a count, to repeat a command this many times. With {\it number\verb+_+pad\/} only. Default is ``{\tt n}''.
4064 Show inventory. With {\it number\verb+_+pad\/} only. Default is ``{\tt 0}''.
4067 Prefix key to force fight a direction. Default is ``{\tt F}''.
4069 \item{\bb{fight.numpad}}
4070 Prefix key to force fight a direction. With {\it number\verb+_+pad\/} only. Default is ``{\tt -}''.
4072 \item{\bb{getdir.help}}
4073 When asked for a direction, the key to show the help. Default is ``{\tt ?}''.
4075 \item{\bb{getdir.self}}
4076 When asked for a direction, the key to target yourself. Default is ``{\tt .}''.
4078 \item{\bb{getdir.self2}}
4079 When asked for a direction, the key to target yourself. Default is ``{\tt s}''.
4081 \item{\bb{getpos.autodescribe}}
4082 When asked for a location, the key to toggle {\it autodescribe\/}. Default is ``{\tt \#}''.
4084 \item{\bb{getpos.all.next}}
4085 When asked for a location, the key to go to next closest interesting thing. Default is ``{\tt a}''.
4087 \item{\bb{getpos.all.prev}}
4088 When asked for a location, the key to go to previous closest interesting thing. Default is ``{\tt A}''.
4090 \item{\bb{getpos.door.next}}
4091 When asked for a location, the key to go to next closest door or doorway. Default is ``{\tt d}''.
4093 \item{\bb{getpos.door.prev}}
4094 When asked for a location, the key to go to previous closest door or doorway. Default is ``{\tt D}''.
4096 \item{\bb{getpos.help}}
4097 When asked for a location, the key to show help. Default is ``{\tt ?}''.
4099 \item{\bb{getpos.mon.next}}
4100 When asked for a location, the key to go to next closest monster. Default is ``{\tt m}''.
4102 \item{\bb{getpos.mon.prev}}
4103 When asked for a location, the key to go to previous closest monster. Default is ``{\tt M}''.
4105 \item{\bb{getpos.obj.next}}
4106 When asked for a location, the key to go to next closest object. Default is ``{\tt o}''.
4108 \item{\bb{getpos.obj.prev}}
4109 When asked for a location, the key to go to previous closest object. Default is ``{\tt O}''.
4111 \item{\bb{getpos.menu}}
4112 When asked for a location, and using one of the next or previous keys to cycle through targets, toggle showing a menu instead. Default is '{\tt !}'.
4114 \item{\bb{getpos.moveskip}}
4115 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 ``{\tt *}''.
4117 \item{\bb{getpos.filter}}
4118 When asked for a location, change the filtering mode when using one of the next or previous keys to cycle through targets. Toggles between no filtering, in view only, and in the same area only. Default is '{\tt "}'.
4120 \item{\bb{getpos.pick}}
4121 When asked for a location, the key to choose the location, and possibly ask for more info. Default is ``{\tt .}''.
4123 \item{\bb{getpos.pick.once}}
4124 When asked for a location, the key to choose the location, and skip asking for more info. Default is ``{\tt ,}''.
4126 \item{\bb{getpos.pick.quick}}
4127 When asked for a location, the key to choose the location, skip asking for more info, and exit the location asking loop. Default is ``{\tt ;}''.
4129 \item{\bb{getpos.pick.verbose}}
4130 When asked for a location, the key to choose the location, and show more info without asking. Default is ``{\tt :}''.
4132 \item{\bb{getpos.self}}
4133 When asked for a location, the key to go to your location. Default is ``{\tt @}''.
4135 \item{\bb{getpos.unexplored.next}}
4136 When asked for a location, the key to go to next closest unexplored location. Default is ``{\tt x}''.
4138 \item{\bb{getpos.unexplored.prev}}
4139 When asked for a location, the key to go to previous closest unexplored location. Default is ``{\tt X}''.
4141 \item{\bb{getpos.valid}}
4142 When asked for a location, the key to go to show valid target locations. Default is ``{\tt \$}''.
4144 \item{\bb{getpos.valid.next}}
4145 When asked for a location, the key to go to next closest valid location. Default is ``{\tt z}''.
4147 \item{\bb{getpos.valid.prev}}
4148 When asked for a location, the key to go to previous closest valid location. Default is ``{\tt Z}''.
4150 \item{\bb{nopickup}}
4151 Prefix key to move without picking up items. Default is ``{\tt m}''.
4154 Key to redraw the screen. Default is ``{\tt \^{}R}''.
4156 \item{\bb{redraw.numpad}}
4157 Key to redraw the screen. With {\it number\verb+_+pad\/} only. Default is ``{\tt \^{}L}''.
4160 Key to repeat previous command. Default is ``{\tt \^{}A}''.
4163 Prefix key to request menu from some commands. Default is ``{\tt m}''.
4166 Prefix key to run towards a direction. Default is ``{\tt G}''.
4168 \item{\bb{run.nopickup}}
4169 Prefix key to run towards a direction without picking up items on the way. Default is ``{\tt M}''.
4171 \item{\bb{run.numpad}}
4172 Prefix key to run towards a direction. With {\it number\verb+_+pad\/} only. Default is ``{\tt 5}''.
4175 Prefix key to rush towards a direction. Default is ``{\tt g}''.
4181 \subsection*{Configuring Message Types}
4184 You can change the way the messages are shown in the message area, when
4185 the message matches a user-defined pattern.
4188 In general, the config file entries to configure the message types
4191 MSGTYPE=type "pattern"
4196 how the message should be shown:
4200 {\tt show} --- show message normally.\\
4201 {\tt hide} --- never show the message.\\
4202 {\tt stop} --- wait for user with more-prompt.\\
4203 {\tt norep} --- show the message once, but not again if no other message is shown in between.
4208 the pattern to match. The pattern should be a regular expression.
4212 Here's an example of message types using {\it NetHack's\/} internal
4213 pattern matching facility:
4216 MSGTYPE=stop "You feel hungry."
4217 MSGTYPE=hide "You displaced *."
4220 specifies that whenever a message ``You feel hungry'' is shown,
4221 the user is prompted with more-prompt, and a message matching
4222 ``You displaced \verb+<+something\verb+>+'' is not shown at all.
4225 The order of the defined MSGTYPE-lines is important; the last matching
4226 rule is used. Put the general case first, exceptions below them.
4232 \subsection*{Configuring Menu Colors}
4235 Some platforms allow you to define colors used in menu lines when the
4236 line matches a user-defined pattern. At this time the tty, win32tty and
4237 win32gui support this.
4240 In general, the config file entries to configure the menu color mappings
4243 MENUCOLOR="pattern"=color&attribute
4249 the pattern to match;
4252 the color to use for lines matching the pattern;
4254 \item[\ib{attribute}]
4255 the attribute to use for lines matching the pattern. The attribute is
4256 optional, and if left out, you must also leave out the preceding ampersand.
4257 If no attribute is defined, no attribute is used.
4261 The pattern should be a regular expression.
4264 Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
4265 {\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
4266 {\it lightgreen}, {\it yellow}, {\it lightblue}, {\it lightmagenta},
4267 {\it lightcyan}, and {\it white}.
4270 Allowed attributes are {\it none}, {\it bold}, {\it dim}, {\it underline},
4271 {\it blink}, and {\it inverse}.
4272 Note that the platform used may interpret the attributes any way it
4276 Here's an example of menu colors using {\it NetHack's\/} internal
4277 pattern matching facility:
4280 MENUCOLOR="* blessed *"=green
4281 MENUCOLOR="* cursed *"=red
4282 MENUCOLOR="* cursed *(being worn)"=red&underline
4285 specifies that any menu line with " blessed " contained
4286 in it will be shown in green color, lines with " cursed " will be
4287 shown in red, and lines with " cursed " followed by "(being worn)"
4288 on the same line will be shown in red color and underlined.
4289 You can have multiple MENUCOLOR entries in your config file,
4290 and the last MENUCOLOR-line in your config file that matches
4291 a menu line will be used for the line.
4294 Note that if you intend to have one or more color specifications match
4295 " uncursed ", you will probably want to turn the
4296 {\it implicit\verb+_+uncursed\/}
4297 option off so that all items known to be uncursed are actually
4298 displayed with the ``uncursed'' description.
4302 \subsection*{Configuring User Sounds}
4305 Some platforms allow you to define sound files to be played when a message
4306 that matches a user-defined pattern is delivered to the message window.
4307 At this time the Qt port and the win32tty and win32gui ports support the
4311 The following config file entries are relevant to mapping user sounds
4316 \item[\ib{SOUNDDIR}]
4317 The directory that houses the sound files to be played.
4320 An entry that maps a sound file to a user-specified message pattern.
4321 Each SOUND entry is broken down into the following parts:
4325 {\tt MESG } --- message window mapping (the only one supported in 3.6);\\
4326 {\tt pattern } --- the pattern to match;\\
4327 {\tt sound file} --- the sound file to play;\\
4328 {\tt volume } --- the volume to be set while playing the sound file.
4334 The pattern should be a regular expression.
4338 \subsection*{Configuring Status Hilites}
4341 Your copy of {\it NetHack\/} may have been compiled with support for {\it Status Hilites}.
4342 If so, you can customize your game display by setting thresholds to
4343 change the color or appearance of fields in the status display.
4345 The format for defining status colors is:
4347 OPTION=hilite_status: field-name/behavior/color&attributes
4350 For example, the following line in your config file will cause
4351 the hitpoints field to display in the color red if your hitpoints
4352 drop to or below a threshold of 30%:
4354 OPTION=hilite_status: hitpoints/<30%/red/normal
4357 For another example, the following line in your config file will cause
4358 wisdom to be displayed red if it drops and green if it rises.
4360 OPTION=hilite_status: wisdom/down/red/up/green
4362 You can adjust the display of the following status fields:
4365 \begin{tabular}{lll}
4367 title & strength & dexterity\\
4368 constitution & intelligence & wisdom\\
4369 charisma & alignment & score\\
4370 carrying-capacity & gold & power\\
4371 power-max & experience-level & armor-class\\
4372 HD & time & hunger\\
4373 hitpoints & hitpoints-max & dungeon-level\\
4374 experience & condition\\
4375 %TABLE_END Do not delete this line.
4380 The pseudo-field `characteristics' can be used to set all six
4381 of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit dice',
4382 an approximation of experience level displayed when polymorphed.
4383 `experience', `time', and `score' are conditionally displayed
4384 depending upon your other option settings.
4387 Instead of a behavior, `condition' takes the following condition flags:
4388 {\it stone}, {\it slime}, {\it strngl}, {\it foodpois}, {\it termill},
4389 {\it blind}, {\it deaf}, {\it stun}, {\it conf}, {\it hallu},
4390 {\it lev}, {\it fly}, and {\it ride}. You can use `major\_troubles' as an alias
4391 for stone through termill, `minor\_troubles' for blind through hallu,
4392 `movement' for lev, fly, and ride, and `all' for every condition.
4395 Allowed behaviors are "always", "up", "down", "changed", a
4396 percentage or absolute number threshold, or a text to match against.
4401 "always" will set the default attributes for that field.
4404 "up" and "down" set the field attributes for when the field
4405 value changes upwards or downwards. This attribute times out after
4406 statushilites turns.
4409 "changed" sets the field attribute for when the field value
4410 changes. This attribute times out after statushilites turns.
4413 percentage sets the field attribute when the field value
4414 matches the percentage. If the percentage is prefixed with `{\tt <}'
4415 or `{\tt >}', it also matches when value is below or above the percentage.
4416 Only valid for `power' and `hitpoints' fields.
4419 absolute value sets the attribute when the field value
4420 matches that number. If the number is prefixed with `{\tt <}'
4421 or `{\tt >}', it also matches when value is below or above.
4424 text match sets the attribute when the field value
4425 matches the text. Text matches can only be used for `alignment',
4426 `carrying-capacity', and `dungeon-level'.
4431 Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
4432 {\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
4433 {\it lightgreen}, {\it yellow}, {\it lightblue}, {\it lightmagenta},
4434 {\it lightcyan}, and {\it white}.
4437 Allowed attributes are {\it bold}, {\it inverse}, {\it underline},
4438 {\it blink}, {\it dim}, and {\it normal}.
4439 Note that the platform used may interpret the attributes any way it
4443 The in-game options menu can help you determine the correct syntax for a
4447 The whole feature can be disable by setting option {\it statushilites} to 0.
4452 OPTION=hilite_status: gold/up/yellow/down/brown
4453 OPTION=hilite_status: characteristics/up/green/down/red
4454 OPTION=hilite_status: hitpoints/100%/gray&normal
4455 OPTION=hilite_status: hitpoints/<100%/green&normal
4456 OPTION=hilite_status: hitpoints/<66%/yellow&normal
4457 OPTION=hilite_status: hitpoints/<50%/orange&normal
4458 OPTION=hilite_status: hitpoints/<33%/red&bold
4459 OPTION=hilite_status: hitpoints/<15%/red&inverse
4460 OPTION=hilite_status: condition/major/orange&inverse
4461 OPTION=hilite_status: condition/lev+fly/red&inverse
4466 \subsection*{Modifying {\it NetHack\/} Symbols}
4469 {\it NetHack\/} can load entire symbol sets from the symbol file.
4472 The options that are used to select a particular symbol set from the
4478 Set the name of the symbol set that you want to load.
4482 \item[\ib{roguesymset}]
4483 Set the name of the symbol set that you want to load for display
4487 You can also override one or more symbols using the {\it SYMBOLS\/} config
4488 file option. Symbols are specified as {\it name:value\/} pairs. Note that
4489 {\it NetHack\/} escape-processes the {\it value\/} string in conventional C
4490 fashion. This means that `\verb+\+' is a prefix to take the following
4491 character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'.
4493 `\verb+\m+' switches on the meta bit in the symbol value, and the
4494 `{\tt \^{}}' prefix causes the following character to be treated as a control
4499 \begin{longtable}{lll}
4500 \caption[]{NetHack Symbols}\\
4501 Default & Symbol Name & Description\\
4504 \verb@ @ & S\verb+_+air & (air)\\
4505 \_ & S\verb+_+altar & (altar)\\
4506 \verb@"@ & S\verb+_+amulet & (amulet)\\
4507 \verb@A@ & S\verb+_+angel & (angelic being)\\
4508 \verb@a@ & S\verb+_+ant & (ant or other insect)\\
4509 \verb@^@ & S\verb+_+anti\verb+_+magic\verb+_+trap & (anti-magic field)\\
4510 \verb@[@ & S\verb+_+armor & (suit or piece of armor)\\
4511 \verb@[@ & S\verb+_+armour & (suit or piece of armor)\\
4512 \verb@^@ & S\verb+_+arrow\verb+_+trap & (arrow trap)\\
4513 \verb@0@ & S\verb+_+ball & (iron ball)\\
4514 \# & S\verb+_+bars & (iron bars)\\
4515 \verb@B@ & S\verb+_+bat & (bat or bird)\\
4516 \verb@^@ & S\verb+_+bear\verb+_+trap & (bear trap)\\
4517 \verb@-@ & S\verb+_+blcorn & (bottom left corner)\\
4518 \verb@b@ & S\verb+_+blob & (blob)\\
4519 \verb@+@ & S\verb+_+book & (spellbook)\\
4520 \verb@)@ & S\verb+_+boomleft & (boomerang open left)\\
4521 \verb@(@ & S\verb+_+boomright & (boomerang open right)\\
4522 \verb@`@ & S\verb+_+boulder & (boulder)\\
4523 \verb@-@ & S\verb+_+brcorn & (bottom right corner)\\
4524 \verb@C@ & S\verb+_+centaur & (centaur)\\
4525 \verb@_@ & S\verb+_+chain & (iron chain)\\
4526 \# & S\verb+_+cloud & (cloud)\\
4527 \verb@c@ & S\verb+_+cockatrice & (cockatrice)\\
4528 \$ & S\verb+_+coin & (pile of coins)\\
4529 \# & S\verb+_+corr & (corridor)\\
4530 \verb@-@ & S\verb+_+crwall & (wall)\\
4531 \verb@-@ & S\verb+_+darkroom & (dark room)\\
4532 \verb@^@ & S\verb+_+dart\verb+_+trap & (dart trap)\\
4533 \verb@&@ & S\verb+_+demon & (major demon)\\
4534 \verb@*@ & S\verb+_+digbeam & (dig beam)\\
4535 \verb@>@ & S\verb+_+dnladder & (ladder down)\\
4536 \verb@>@ & S\verb+_+dnstair & (staircase down)\\
4537 \verb@d@ & S\verb+_+dog & (dog or other canine)\\
4538 \verb@D@ & S\verb+_+dragon & (dragon)\\
4539 \verb@;@ & S\verb+_+eel & (sea monster)\\
4540 \verb@E@ & S\verb+_+elemental & (elemental)\\
4541 \verb@/@ & S\verb+_+explode1 & (explosion top left)\\
4542 \verb@-@ & S\verb+_+explode2 & (explosion top center)\\
4543 \verb@\@ & S\verb+_+explode3 & (explosion top right)\\
4544 \verb@|@ & S\verb+_+explode4 & (explosion middle left)\\
4545 \verb@ @ & S\verb+_+explode5 & (explosion middle center)\\
4546 \verb@|@ & S\verb+_+explode6 & (explosion middle right)\\
4547 \verb@\@ & S\verb+_+explode7 & (explosion bottom left)\\
4548 \verb@-@ & S\verb+_+explode8 & (explosion bottom center)\\
4549 \verb@/@ & S\verb+_+explode9 & (explosion bottom right)\\
4550 \verb@e@ & S\verb+_+eye & (eye or sphere)\\
4551 \verb@^@ & S\verb+_+falling\verb+_+rock\verb+_+trap & (falling rock trap)\\
4552 \verb@f@ & S\verb+_+feline & (cat or other feline)\\
4553 \verb@^@ & S\verb+_+fire\verb+_+trap & (fire trap)\\
4554 \verb@!@ & S\verb+_+flashbeam & (flash beam)\\
4555 \% & S\verb+_+food & (piece of food)\\
4556 \{ & S\verb+_+fountain & (fountain)\\
4557 \verb@F@ & S\verb+_+fungus & (fungus or mold)\\
4558 \verb@*@ & S\verb+_+gem & (gem or rock)\\
4559 \verb@ @ & S\verb+_+ghost & (ghost)\\
4560 \verb@H@ & S\verb+_+giant & (giant humanoid)\\
4561 \verb@G@ & S\verb+_+gnome & (gnome)\\
4562 \verb@'@ & S\verb+_+golem & (golem)\\
4563 \verb@|@ & S\verb+_+grave & (grave)\\
4564 \verb@g@ & S\verb+_+gremlin & (gremlin)\\
4565 \verb@-@ & S\verb+_+hbeam & (wall)\\
4566 \# & S\verb+_+hcdbridge & (horizontal raised drawbridge)\\
4567 \verb@+@ & S\verb+_+hcdoor & (closed door)\\
4568 \verb@.@ & S\verb+_+hodbridge & (horizontal lowered drawbridge)\\
4569 \verb@|@ & S\verb+_+hodoor & (open door)\\
4570 \verb\^\ & S\verb+_+hole & (hole)\\
4571 \verb~@~ & S\verb+_+human & (human or elf)\\
4572 \verb@h@ & S\verb+_+humanoid & (humanoid)\\
4573 \verb@-@ & S\verb+_+hwall & (horizontal wall)\\
4574 \verb@.@ & S\verb+_+ice & (ice)\\
4575 \verb@i@ & S\verb+_+imp & (imp or minor demon)\\
4576 \verb@I@ & S\verb+_+invisible & (invisible monster)\\
4577 \verb@J@ & S\verb+_+jabberwock & (jabberwock)\\
4578 \verb@j@ & S\verb+_+jelly & (jelly)\\
4579 \verb@k@ & S\verb+_+kobold & (kobold)\\
4580 \verb@K@ & S\verb+_+kop & (Keystone Kop)\\
4581 \verb@^@ & S\verb+_+land\verb+_+mine & (land mine)\\
4582 \verb@}@ & S\verb+_+lava & (molten lava)\\
4583 \verb@l@ & S\verb+_+leprechaun & (leprechaun)\\
4584 \verb@^@ & S\verb+_+level\verb+_+teleporter & (level teleporter)\\
4585 \verb@L@ & S\verb+_+lich & (lich)\\
4586 \verb@y@ & S\verb+_+light & (light)\\
4587 \# & S\verb+_+litcorr & (lit corridor)\\
4588 \verb@:@ & S\verb+_+lizard & (lizard)\\
4589 \verb@\@ & S\verb+_+lslant & (wall)\\
4590 \verb@^@ & S\verb+_+magic\verb+_+portal & (magic portal)\\
4591 \verb@^@ & S\verb+_+magic\verb+_+trap & (magic trap)\\
4592 \verb@m@ & S\verb+_+mimic & (mimic)\\
4593 \verb@]@ & S\verb+_+mimic\verb+_+def & (mimic)\\
4594 \verb@M@ & S\verb+_+mummy & (mummy)\\
4595 \verb@N@ & S\verb+_+naga & (naga)\\
4596 \verb@.@ & S\verb+_+ndoor & (doorway)\\
4597 \verb@n@ & S\verb+_+nymph & (nymph)\\
4598 \verb@O@ & S\verb+_+ogre & (ogre)\\
4599 \verb@o@ & S\verb+_+orc & (orc)\\
4600 \verb@p@ & S\verb+_+piercer & (piercer)\\
4601 \verb@^@ & S\verb+_+pit & (pit)\\
4602 \# & S\verb+_+poisoncloud & (poison cloud)\\
4603 \verb@^@ & S\verb+_+polymorph\verb+_+trap & (polymorph trap)\\
4604 \verb@}@ & S\verb+_+pool & (water)\\
4605 \verb@!@ & S\verb+_+potion & (potion)\\
4606 \verb@P@ & S\verb+_+pudding & (pudding or ooze)\\
4607 \verb@q@ & S\verb+_+quadruped & (quadruped)\\
4608 \verb@Q@ & S\verb+_+quantmech & (quantum mechanic)\\
4609 \verb@=@ & S\verb+_+ring & (ring)\\
4610 \verb@`@ & S\verb+_+rock & (boulder or statue)\\
4611 \verb@r@ & S\verb+_+rodent & (rodent)\\
4612 \verb@^@ & S\verb+_+rolling\verb+_+boulder\verb+_+trap & (rolling boulder trap)\\
4613 \verb@.@ & S\verb+_+room & (floor of a room)\\
4614 \verb@/@ & S\verb+_+rslant & (wall)\\
4615 \verb@^@ & S\verb+_+rust\verb+_+trap & (rust trap)\\
4616 \verb@R@ & S\verb+_+rustmonst & (rust monster or disenchanter)\\
4617 \verb@?@ & S\verb+_+scroll & (scroll)\\
4618 \# & S\verb+_+sink & (sink)\\
4619 \verb@^@ & S\verb+_+sleeping\verb+_+gas\verb+_+trap & (sleeping gas trap)\\
4620 \verb@S@ & S\verb+_+snake & (snake)\\
4621 \verb@s@ & S\verb+_+spider & (arachnid or centipede)\\
4622 \verb@^@ & S\verb+_+spiked\verb+_+pit & (spiked pit)\\
4623 \verb@^@ & S\verb+_+squeaky\verb+_+board & (squeaky board)\\
4624 \verb@0@ & S\verb+_+ss1 & (magic shield 1 of 4)\\
4625 \# & S\verb+_+ss2 & (magic shield 2 of 4)\\
4626 \verb+@+ & S\verb+_+ss3 & (magic shield 3 of 4)\\
4627 \verb@*@ & S\verb+_+ss4 & (magic shield 4 of 4)\\
4628 \verb@^@ & S\verb+_+statue\verb+_+trap & (statue trap)\\
4629 \verb@ @ & S\verb+_+stone & (dark part of a room)\\
4630 \verb@]@ & S\verb+_+strange\verb+_+obj & (strange object)\\
4631 \verb@-@ & S\verb+_+sw\verb+_+bc & (swallow bottom center)\\
4632 \verb@\@ & S\verb+_+sw\verb+_+bl & (swallow bottom left)\\
4633 \verb@/@ & S\verb+_+sw\verb+_+br & (swallow bottom right )\\
4634 \verb@|@ & S\verb+_+sw\verb+_+ml & (swallow middle left)\\
4635 \verb@|@ & S\verb+_+sw\verb+_+mr & (swallow middle right)\\
4636 \verb@-@ & S\verb+_+sw\verb+_+tc & (swallow top center)\\
4637 \verb@/@ & S\verb+_+sw\verb+_+tl & (swallow top left)\\
4638 \verb@\@ & S\verb+_+sw\verb+_+tr & (swallow top right)\\
4639 \verb@-@ & S\verb+_+tdwall & (wall)\\
4640 \verb@^@ & S\verb+_+teleportation\verb+_+trap & (teleportation trap)\\
4641 \verb@\@ & S\verb+_+throne & (opulent throne)\\
4642 \verb@-@ & S\verb+_+tlcorn & (top left corner)\\
4643 \verb@|@ & S\verb+_+tlwall & (wall)\\
4644 \verb@(@ & S\verb+_+tool & (useful item (pick-axe\, key\, lamp...))\\
4645 \verb@^@ & S\verb+_+trap\verb+_+door & (trap door)\\
4646 \verb@t@ & S\verb+_+trapper & (trapper or lurker above)\\
4647 \verb@-@ & S\verb+_+trcorn & (top right corner)\\
4648 \# & S\verb+_+tree & (tree)\\
4649 \verb@T@ & S\verb+_+troll & (troll)\\
4650 \verb@|@ & S\verb+_+trwall & (wall)\\
4651 \verb@-@ & S\verb+_+tuwall & (wall)\\
4652 \verb@U@ & S\verb+_+umber & (umber hulk)\\
4653 \verb@u@ & S\verb+_+unicorn & (unicorn or horse)\\
4654 \verb@<@ & S\verb+_+upladder & (ladder up)\\
4655 \verb@<@ & S\verb+_+upstair & (staircase up)\\
4656 \verb@V@ & S\verb+_+vampire & (vampire)\\
4657 \verb@|@ & S\verb+_+vbeam & (wall)\\
4658 \# & S\verb+_+vcdbridge & (vertical raised drawbridge)\\
4659 \verb@+@ & S\verb+_+vcdoor & (closed door)\\
4660 \verb@.@ & S\verb+_+venom & (splash of venom)\\
4661 \verb@^@ & S\verb+_+vibrating\verb+_+square & (vibrating square)\\
4662 \verb@.@ & S\verb+_+vodbridge & (vertical lowered drawbridge)\\
4663 \verb@-@ & S\verb+_+vodoor & (open door)\\
4664 \verb@v@ & S\verb+_+vortex & (vortex)\\
4665 \verb@|@ & S\verb+_+vwall & (vertical wall)\\
4666 \verb@/@ & S\verb+_+wand & (wand)\\
4667 \verb@}@ & S\verb+_+water & (water)\\
4668 \verb@)@ & S\verb+_+weapon & (weapon)\\
4669 \verb@"@ & S\verb+_+web & (web)\\
4670 \verb@w@ & S\verb+_+worm & (worm)\\
4671 \verb@~@ & S\verb+_+worm\verb+_+tail & (long worm tail)\\
4672 \verb@W@ & S\verb+_+wraith & (wraith)\\
4673 \verb@x@ & S\verb+_+xan & (xan or other mythical/fantastic insect)\\
4674 \verb@X@ & S\verb+_+xorn & (xorn)\\
4675 \verb@Y@ & S\verb+_+yeti & (apelike creature)\\
4676 \verb@Z@ & S\verb+_+zombie & (zombie)\\
4677 \verb@z@ & S\verb+_+zruty & (zruty)
4682 There is one additional class of object, described as ``strange object'',
4683 which will occasionally be the shape taken on by mimics and shown as
4685 for maps displayed as text characters.
4686 Although the displayed character is the same as the default value for
4687 `S\verb+_+mimic\verb+_+def', it is a different symbol and there is no
4689 `S\verb+_+strange\verb+_+object' symbol nor any way to assign an
4690 alternate value for it.
4694 \subsection*{Configuring {\it NetHack\/} for Play by the Blind}
4697 {\it NetHack\/} can be set up to use only standard ASCII characters for making
4698 maps of the dungeons. This makes the MS-DOS versions of {\it NetHack\/}
4700 accessible to the blind who use speech and/or Braille access technologies.
4701 Players will require a good working knowledge of their screen-reader's
4702 review features, and will have to know how to navigate horizontally and
4703 vertically character by character. They will also find the search
4704 capabilities of their screen-readers to be quite valuable. Be certain to
4705 examine this Guidebook before playing so you have an idea what the screen
4706 layout is like. You'll also need to be able to locate the PC cursor. It is
4707 always where your character is located. Merely searching for an @-sign will
4708 not always find your character since there are other humanoids represented
4709 by the same sign. Your screen-reader should also have a function which
4710 gives you the row and column of your review cursor and the PC cursor.
4711 These co-ordinates are often useful in giving players a better sense of the
4712 overall location of items on the screen.
4714 {\it NetHack\/} can also be compiled with support for sending the game messages
4715 to an external program, such as a text-to-speech synthesizer. If the \#version
4716 extended command shows "external program as a message handler", your {\it NetHack\/}
4717 has been compiled with the capability. When compiling {\it NetHack\/} from source
4718 on Linux and other POSIX systems, define {\it MSGHANDLER\/} to enable it. To use
4719 the capability, set the environment variable {\it NETHACK\_MSGHANDLER\/} to an
4720 executable, which will be executed with the game message as the program's
4723 While it is not difficult for experienced users to edit the {\it defaults.nh\/}
4724 file to accomplish this, novices may find this task somewhat daunting.
4725 Included within the symbol file of all official distributions of {\it NetHack\/}
4726 is a symset called {\it NHAccess\/}. Selecting that symset in your
4727 configuration file will cause the game to run in a manner accessible
4728 to the blind. After you have gained some experience with the game
4729 and with editing files, you may want to alter settings via {\it SYMBOLS=\/}
4730 in your configuration file to better suit your preferences.
4731 The most crucial settings to make the game accessible are:
4735 \item[\ib{symset:NHAccess}]
4736 Load a symbol set appropriate for use by blind players.
4738 \item[\ib{roguesymset:NHAccess}]
4739 Load a symbol set for the rogue level that is appropriate for
4740 use by blind players.
4742 \item[\ib{menustyle:traditional}]
4743 This will assist in the interface to speech synthesizers.
4745 \item[\ib{nomenu\verb+_+overlay}]
4746 Show menus on a cleared screen and aligned to the left edge.
4748 \item[\ib{number\verb+_+pad}]
4749 A lot of speech access programs use the number-pad to review the screen.
4750 If this is the case, disable the number\verb+_+pad option and use the
4751 traditional Rogue-like commands.
4753 \item[\ib{autodescribe}]
4754 Automatically describe the terrain under the cursor when targeting.
4756 \item[\ib{mention\verb+_+walls}]
4757 Give feedback messages when walking towards a wall or when travel command
4760 \item[\ib{whatis\verb+_+coord:compass}]
4761 When targeting with cursor, describe the cursor position with coordinates
4762 relative to your character.
4764 \item[\ib{whatis\verb+_+filter:area}]
4765 When targeting with cursor, filter possible locations so only those in
4766 the same area (eg. same room, or same corridor) are considered.
4768 \item[\ib{whatis\verb+_+moveskip}]
4769 When targeting with cursor and using fast-move, skip the same glyphs instead
4770 of moving 8 units at a time.
4772 \item[\ib{nostatus\verb+_+updates}]
4773 Prevent updates to the status lines at the bottom of the screen, if
4774 your screen-reader reads those lines. The same information can be
4775 seen via the {\tt \#attributes} command.
4779 \subsection*{Global Configuration for System Administrators}
4782 If {\it NetHack\/} is compiled with the SYSCF option, a system administrator
4783 should set up a global configuration; this is a file in the
4784 same format as the traditional per-user configuration file (see above).
4786 This file should be named sysconf and placed in the same directory as
4787 the other {\it NetHack\/} support files.
4788 The options recognized in this file are listed below. Any option not
4789 set uses a compiled-in default (which may not be appropriate for your
4796 A space-separated list of user name who are allowed to play in wizard
4797 mode (the debugging mode, not the magic-useing role). A value of a single
4798 asterisk (*) allows anyone to start a game in wizard mode.
4800 \item[\ib{SHELLERS}]
4801 A list of users who are allowed to use the shell escape command (`{\tt !}').
4802 The syntax is the same as WIZARDS.
4804 \item[\ib{EXPLORERS}]
4805 A list of users who are allowed to use the explore mode.
4806 The syntax is the same as WIZARDS.
4808 \item[\ib{MAXPLAYERS}]
4809 Limit the maximum number of games that can be running at the same time.
4812 A string explainign how to get local support (no default value).
4815 A string explaining how to recover a game on this system (no default value).
4818 0 or 1 to disable or enable, respectively, the SEDUCE option (see the source)
4819 for details on this function.
4821 \item[\ib{CHECK\verb+_+PLNAME}]
4822 Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check
4823 for the player name instead of the user's login name.
4825 \item[\ib{CHECK\verb+_+SAVE\verb+_+UID}]
4826 0 or 1 to disable or enable, respectively, the UID checking for savefiles.
4830 The following options affect the score file:
4835 Maximum number of entries for one person
4837 \item[\ib{ENTRYMAX}]
4838 Maximum number of entries in the score file
4840 \item[\ib{POINTSMIN}]
4841 Minimum number of points to get an entry in the score file.
4843 \item[\ib{PERS\verb+_+IS\verb+_+UID}]
4844 0 or 1 to use user names or numeric userids, respectively, to identify
4845 unique people for the score file
4847 \item[\ib{DUMPLOGFILE}]
4848 A filename where the end-of-game dumplog is saved.
4849 Not defining this will prevent dumplog from being created. Only available
4850 if your game is compiled with DUMPLOG. Allows the following placeholders:
4853 {\tt \%\%} --- literal `{\tt \%}'\\
4854 {\tt \%v} --- version (eg. "3.6.1-0")\\
4855 {\tt \%u} --- game UID\\
4856 {\tt \%t} --- game start time, UNIX timestamp format\\
4857 {\tt \%T} --- current time, UNIX timestamp format\\
4858 {\tt \%d} --- game start time, YYYYMMDDhhmmss format\\
4859 {\tt \%D} --- current time, YYYYMMDDhhmmss format\\
4860 {\tt \%n} --- player name\\
4861 {\tt \%N} --- first character of player name
4870 {\it NetHack\/} maintains a list of the top scores or scorers on your machine,
4871 depending on how it is set up. In the latter case, each account on
4872 the machine can post only one non-winning score on this list. If
4873 you score higher than someone else on this list, or better your
4874 previous score, you will be inserted in the proper place under your
4875 current name. How many scores are kept can also be set up when
4876 {\it NetHack\/} is compiled.
4879 Your score is chiefly based upon how much experience you gained, how
4880 much loot you accumulated, how deep you explored, and how the game
4881 ended. If you quit the game, you escape with all of your gold intact.
4882 If, however, you get killed in the Mazes of Menace, the guild will
4883 only hear about 90\,\% of your gold when your corpse is discovered
4884 (adventurers have been known to collect finder's fees). So, consider
4885 whether you want to take one last hit at that monster and possibly
4886 live, or quit and stop with whatever you have. If you quit, you keep
4887 all your gold, but if you swing and live, you might find more.
4890 If you just want to see what the current top players/games list is, you
4898 \section{Explore mode}
4901 {\it NetHack\/} is an intricate and difficult game. Novices might falter
4902 in fear, aware of their ignorance of the means to survive. Well, fear
4903 not. Your dungeon comes equipped with an ``explore'' or ``discovery''
4904 mode that enables you to keep old save files and cheat death, at the
4905 paltry cost of not getting on the high score list.
4908 There are two ways of enabling explore mode. One is to start the game
4910 command-line switch or with the
4911 {\it playmode:explore\/}
4912 option. The other is to issue the `{\tt \#exploremode}' extended command while
4913 already playing the game. Starting a new game in explore mode provides your
4914 character with a wand of wishing in initial inventory; switching
4915 during play does not. The other benefits of explore mode are left for
4916 the trepid reader to discover.
4920 \subsection*{Debug mode}
4923 Debug mode, also known as wizard mode, is undocumented aside from this
4924 brief description. It is intended for tracking down problems within the
4925 program rather than to provide god-like powers to your character, and
4926 players who attempt debugging are expected to figure out how to use it
4927 themselves. It is initiated by starting the game with the
4929 command-line switch or with the
4930 {\it playmode:debug\/}
4934 For some systems, the player must be logged in
4935 under a particular user name to be allowed to use debug mode; for others,
4936 the hero must be given a particular character name (but may be any role;
4937 there's no connection between ``wizard mode'' and the {\it Wizard\/} role).
4938 And on any system, the program might have been configured to omit debug
4939 mode entirely. Attempting to start a game in debug mode when not allowed
4940 or not available will result in falling back to explore mode instead.
4946 {\it hack\/} game was modeled on the Berkeley
4949 {\it rogue\/} game. Large portions of this paper were shamelessly
4951 {\it A Guide to the Dungeons of Doom}, by Michael C. Toy
4952 and Kenneth C. R. C. Arnold. Small portions were adapted from
4953 {\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
4956 {\it NetHack\/} is the product of literally dozens of people's work.
4957 Main events in the course of the game development are described below:
4961 \nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
4962 Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
4966 \nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
4967 into a very different game, and published (at least) three versions (1.0.1,
4968 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
4972 \nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
4973 producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
4974 version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
4979 \nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
4980 520/1040ST, producing {\it ST Hack\/} 1.03.
4984 \nd {\it Mike Stephenson\/} merged these various versions back together,
4985 incorporating many of the added features, and produced {\it NetHack\/} version
4986 1.4. He then coordinated a cast of thousands in enhancing and debugging
4987 {\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
4991 \nd Later, Mike coordinated a major rewrite of the game, heading a team which
4992 included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
4993 {\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
4994 Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
4999 \nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
5000 {\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
5001 and {\it Kevin Darcy\/} later joined the main development team to produce
5002 subsequent revisions of 3.0.
5006 \nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it
5007 Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
5008 overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
5009 NetHack\/} 3.0 to the Macintosh. Along with various other Dungeoneers, they
5010 continued to enhance the PC, Macintosh, and Amiga ports through the later
5015 \nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
5016 {\it Janet Walz}, the development team which now included {\it Ken Arromdee},
5017 {\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
5018 {\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
5019 {\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical
5020 revision of 3.0. They re-structured the game's design, and re-wrote major
5021 parts of the code. They added multiple dungeons, a new display, special
5022 individual character quests, a new endgame and many other new features, and
5023 produced {\it NetHack\/} 3.1.
5027 \nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
5028 from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
5029 developed {\it NetHack\/} 3.1 for the Amiga.
5033 \nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
5034 {\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
5035 and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
5039 \nd {\it Jon W\{tte} and {\it Hao-yang Wang},
5040 with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
5041 {\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
5042 {\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
5043 developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
5044 Building on their development, {\it Barton House} added a Think C port.
5048 \nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
5049 {\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
5050 {\it Pat Rankin}, with help from {\it Joshua Delahunty},
5051 was responsible for the VMS version of {\it NetHack\/} 3.1.
5052 {\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
5056 \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
5058 {\it Warwick Allison} wrote a tiled version of {\it NetHack\/} for the Atari;
5059 he later contributed the tiles to the DevTeam and tile support was
5060 then added to other platforms.
5064 \nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken
5065 Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
5066 Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
5067 {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
5068 and {\it Paul Winner}, released version 3.2 in April of 1996.
5072 \nd Version 3.2 marked the tenth anniversary of the formation of the development
5073 team. In a testament to their dedication to the game, all thirteen members
5074 of the original development team remained on the team at the start of work on
5075 that release. During the interval between the release of 3.1.3 and 3.2,
5076 one of the founding members of the development team, {\it Dr. Izchak Miller},
5077 was diagnosed with cancer and passed away. That release of the game was
5078 dedicated to him by the development and porting teams.
5082 During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
5084 their own modifications to the game and made these ``variants'' publicly
5089 {\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
5090 which was quickly renamed {\it NetHack$--$}.
5091 Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
5092 {\it Tom Proudfoot} later merged {\it NetHack Plus}
5093 and his own {\it NetHack$--$} to produce {\it SLASH}.
5094 {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
5095 casting system with the Wizard Patch.
5096 {\it Warwick Allison} also ported {\it NetHack\/} to use the Qt interface.
5100 {\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
5101 to produce {\it Slash'em\/}, and
5102 with the help of {\it Kevin Hugo}, added more features.
5103 Kevin later joined the
5104 DevTeam and incorporated the best of these ideas into {\it NetHack\/} 3.3.
5108 The final update to 3.2 was the bug fix release 3.2.3, which was released
5109 simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
5113 The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee},
5114 {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
5115 {\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
5116 {\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
5117 {\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
5118 December 1999 and 3.3.1 in August of 2000.
5122 Version 3.3 offered many firsts. It was the first version to separate race
5123 and profession. The Elf class was removed in preference to an elf race,
5124 and the races of dwarves, gnomes, and orcs made their first appearance in
5125 the game alongside the familiar human race. Monk and Ranger roles joined
5126 Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
5127 Tourists, Valkyries and of course, Wizards. It was also the first version
5128 to allow you to ride a steed, and was the first version to have a publicly
5129 available web-site listing all the bugs that had been discovered. Despite
5130 that constantly growing bug list, 3.3 proved stable enough to last for
5131 more than a year and a half.
5135 The 3.4 development team initially consisted of
5136 {\it Michael Allison}, {\it Ken Arromdee},
5137 {\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
5138 {\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
5139 {\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
5140 just before the release of {\it NetHack\/} 3.4.0 in March 2002.
5144 As with version 3.3, various people contributed to the game as a whole as
5145 well as supporting ports on the different platforms that {\it NetHack\/}
5150 \nd{\it Pat Rankin} maintained 3.4 for VMS.
5154 \nd {\it Michael Allison} maintained {\it NetHack\/} 3.4 for the MS-DOS
5156 {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
5160 \nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
5161 enhanced the Macintosh port of 3.4.
5165 \nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel},
5166 {\it Dion Nicolaas}, and
5167 {\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows
5169 {\it Alex Kompel} contributed a new graphical interface for the Windows port.
5170 {\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
5174 \nd {\it Ron Van Iwaarden} was the sole maintainer of {\it NetHack\/} for
5176 several releases. Unfortunately Ron's last OS/2 machine stopped working in
5177 early 2006. A great many thanks to Ron for keeping {\it NetHack\/} alive on
5178 OS/2 all these years.
5182 \nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
5183 and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
5188 \nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
5189 resurrected it for 3.3.1.
5193 The release of {\it NetHack\/} 3.4.3 in December 2003 marked the beginning of
5194 a long release hiatus. 3.4.3 proved to be a remarkably stable version that
5195 provided continued enjoyment by the community for more than a decade. The
5196 devteam slowly and quietly continued to work on the game behind the scenes
5197 during the tenure of 3.4.3. It was during that same period that several new
5198 variants emerged within the {\it NetHack\/} community. Notably sporkhack by
5199 Derek S. Ray, {\it unnethack\/} by Patric Mueller, {\it nitrohack\/} and its
5200 successors originally by Daniel Thaler and then by Alex Smith, and
5201 {\it Dynahack\/} by Tung Nguyen. Some of those variants continue to be
5202 developed, maintained, and enjoyed by the community to this day.
5206 In September 2014, an interim snapshot of the code under development was
5207 released publicly by other parties. Since that code was a work-in-progress
5208 and had not gone through the process of debugging it as a suitable release,
5209 it was decided that the version numbers present on that code snapshot would
5210 be retired and never used in an official {\it NetHack\/} release. An
5211 announcement was posted on the devteam's official {\it nethack.org\/} website
5212 to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
5213 official release version.
5217 In January 2015, preparation began for the release of NetHack 3.6.
5221 At the beginning of development for what would eventually get released
5222 as 3.6.0, the development team consisted of {\it Warwick Allison},
5223 {\it Michael Allison}, {\it Ken Arromdee},
5224 {\it David Cohrs}, {\it Jessie Collet},
5225 {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
5226 {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}.
5227 In early 2015, ahead of the release of 3.6.0, new members
5228 {\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray}
5229 joined the {\it NetHack\/} development team.
5233 Near the end of the development of 3.6.0, one of the significant inspirations
5234 for many of the humorous and fun features found in the game,
5235 author Terry Pratchett, passed away. {\it NetHack\/} 3.6.0 introduced
5240 3.6.0 was released in December 2015, and merged work done by the development
5241 team since the release of 3.4.3 with some of the beloved community
5242 patches. Many bugs were fixed and some code was restructured.
5246 In late April 2018, several hundred bug fixes for 3.6.0 and some new features
5247 were assembled and released as NetHack 3.6.1. The development team at the
5248 time of release of 3.6.1 consisted of
5249 {\it Warwick Allison}, {\it Michael Allison}, {\it Ken Arromdee},
5250 {\it David Cohrs}, {\it Jessie Collet},
5251 {\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick},
5252 {\it Patric Mueller}, {\it Pat Rankin}, {\it Derek S. Ray},
5253 {\it Alex Smith}, {\it Mike Stephenson}, {\it Janet Walz}, and
5258 The development team, as well as {\it Steve VanDevender} and
5259 {\it Kevin Smolkowski}, ensured that {\it NetHack\/} 3.6 continued to
5260 operate on various Unix flavors and maintained the X11 interface.
5264 {\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick}
5265 maintained the port of {\it NetHack\/} 3.6 for Mac OSX.
5269 {\it Michael Allison}, {\it David Cohrs}, {\it Barton House},
5270 {\it Pasi Kallinen}, {\it Alex Kompel}, {\it Dion Nicolaas},
5271 {\it Derek S. Ray} and {\it Yitzhak Sapir}
5272 maintained the port of {\it NetHack\/} 3.6 for Microsoft Windows.
5276 {\it Pat Rankin} attempted to keep the VMS port running for NetHack 3.6.1,
5277 hindered by limited access. {it Kevin Smolkowski} has updated and tested it
5278 for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha
5279 and Integrity (aka Itanium aka IA64) but not VAX.
5283 {\it Ray Chason} resurrected the msdos port for 3.6.1 and contributed the
5284 necessary updates to the community at large.
5288 \nd The official {\it NetHack\/} web site is maintained by {\it Ken Lorber} at
5290 \special{html:<a href="http://www.nethack.org/">}}
5291 http:{\tt /}{\tt /}www.nethack.org{\tt /}.
5293 \special{html:</a>}}
5298 \subsection*{Special Thanks}
5299 \nd On behalf of the {\it NetHack\/} community, thank you very much once
5300 again to {\it M. Drew Streib}, {\it Pasi Kallinen} and {\it Robin Bandy} for
5301 providing public {\it NetHack\/} servers at {\it nethack.alt.org\/} and
5302 {\it devnull.net\/} and/or for hosting annual {\it NetHack\/} tournaments.
5306 \section*{Dungeoneers}
5308 \nd From time to time, some depraved individual out there in netland sends a
5309 particularly intriguing modification to help out with the game. The Gods of
5310 the Dungeon sometimes make note of the names of the worst of these miscreants
5311 in this, the list of Dungeoneers:
5314 \begin{tabular}{llll}
5316 Adam Aronow & J. Ali Harlow & Mikko Juola\\
5317 Alex Kompel & Janet Walz & Nathan Eady\\
5318 Alex Smith & Janne Salmij\"{a}rvi & Norm Meluch\\
5319 Andreas Dorn & Jean-Christophe Collet & Olaf Seibert\\
5320 Andy Church & Jeff Bailey & Pasi Kallinen\\
5321 Andy Swanson & Jochen Erwied & Pat Rankin\\
5322 Ari Huttunen & John Kallen & Patric Mueller\\
5323 Barton House & John Rupley & Paul Winner\\
5324 Benson I. Margulies & John S. Bien & Pierre Martineau\\
5325 Bill Dyer & Johnny Lee & Ralf Brown\\
5326 Boudewijn Waijers & Jon W\{tte & Ray Chason\\
5327 Bruce Cox & Jonathan Handler & Richard Addison\\
5328 Bruce Holloway & Joshua Delahunty & Richard Beigel\\
5329 Bruce Mewborne & Keizo Yamamoto & Richard P. Hughey\\
5330 Carl Schelin & Ken Arnold & Rob Menke\\
5331 Chris Russo & Ken Arromdee & Robin Bandy\\
5332 David Cohrs & Ken Lorber & Robin Johnson\\
5333 David Damerell & Ken Washikita & Roderick Schertler\\
5334 David Gentzel & Kevin Darcy & Roland McGrath\\
5335 David Hairston & Kevin Hugo & Ron Van Iwaarden\\
5336 Dean Luick & Kevin Sitze & Ronnen Miller\\
5337 Del Lamb & Kevin Smolkowski & Ross Brown\\
5338 Derek S. Ray & Kevin Sweet & Sascha Wostmann\\
5339 Deron Meranda & Lars Huttar & Scott Bigham\\
5340 Dion Nicolaas & Leon Arnott & Scott R. Turner\\
5341 Dylan O'Donnell & M. Drew Streib & Sean Hunt\\
5342 Eric Backus & Malcolm Ryan & Stephen Spackman\\
5343 Eric Hendrickson & Mark Gooderum & Stefan Thielscher\\
5344 Eric R. Smith & Mark Modrall & Stephen White\\
5345 Eric S. Raymond & Marvin Bressler & Steve Creps\\
5346 Erik Andersen & Matthew Day & Steve Linhart\\
5347 Frederick Roeber & Merlyn LeRoy & Steve VanDevender\\
5348 Gil Neiger & Michael Allison & Teemu Suikki\\
5349 Greg Laskin & Michael Feir & Tim Lennan\\
5350 Greg Olson & Michael Hamel & Timo Hakulinen\\
5351 Gregg Wonderly & Michael Sokolov & Tom Almy\\
5352 Hao-yang Wang & Mike Engber & Tom West\\
5353 Helge Hafting & Mike Gallop & Warren Cheung\\
5354 Irina Rempt-Drijfhout & Mike Passaretti & Warwick Allison\\
5355 Izchak Miller & Mike Stephenson & Yitzhak Sapir
5356 %TABLE_END Do not delete this line.
5364 %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
5365 %%%Don't need next line if a UNIX macro automatically inserts footnotes.
5366 %UNIX is a registered trademark of AT\&T.\\
5367 %Lattice is a trademark of Lattice, Inc.\\
5368 %Atari and 1040ST are trademarks of Atari, Inc.\\
5369 %AMIGA is a trademark of Commodore-Amiga, Inc.\\
5371 %Brand and product names are trademarks or registered trademarks
5372 %of their respective holders.