









                         A Guide to the Mazes of Menace
                            (Guidebook for NetHack)


                       Original version - Eric S. Raymond
     (Edited and expanded for NetHack 3.6.7 by Mike Stephenson and others)

                                February 3, 2023



     1.  Introduction

          Recently, you have begun to find yourself unfulfilled and distant
     in your daily occupation.  Strange dreams  of  prospecting,  stealing,
     crusading,  and combat have haunted you in your sleep for many months,
     but you aren't sure of the reason.  You wonder  whether  you  have  in
     fact  been  having  those dreams all your life, and somehow managed to
     forget about them until now.  Some nights you awaken suddenly and  cry
     out,  terrified  at the vivid recollection of the strange and powerful
     creatures that seem to be lurking behind every corner of  the  dungeon
     in  your dream.  Could these details haunting your dreams be real?  As
     each night passes, you feel the desire to enter the mysterious caverns
     near  the ruins grow stronger.  Each morning, however, you quickly put
     the idea out of your head as you recall the tales of those who entered
     the  caverns before you and did not return.  Eventually you can resist
     the yearning to seek out the fantastic place in your dreams no longer.
     After  all,  when  other adventurers came back this way after spending
     time in the caverns, they usually seemed better  off  than  when  they
     passed  through  the first time.  And who was to say that all of those
     who did not return had not just kept going?

          Asking around, you hear about a bauble, called the Amulet of Yen-
     dor  by  some, which, if you can find it, will bring you great wealth.
     One legend you were told even mentioned that the  one  who  finds  the
     amulet will be granted immortality by the gods.  The amulet is rumored
     to be somewhere beyond the Valley of Gehennom, deep within  the  Mazes
     of  Menace.   Upon  hearing  the legends, you immediately realize that
     there is some profound and undiscovered reason that you are to descend
     into  the  caverns and seek out that amulet of which they spoke.  Even
     if the rumors of the amulet's powers are untrue, you decide  that  you
     should  at  least  be able to sell the tales of your adventures to the
     local minstrels for a tidy sum, especially if you encounter any of the
     terrifying  and  magical  creatures of your dreams along the way.  You
     spend one last night fortifying yourself at the  local  inn,  becoming
     more  and  more  depressed as you watch the odds of your success being
     posted on the inn's walls getting lower and lower.

          In the morning you awake, collect your belongings,  and  set  off
     for the dungeon.  After several days of uneventful travel, you see the


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     ancient ruins that mark the entrance to the Mazes of  Menace.   It  is
     late  at  night,  so you make camp at the entrance and spend the night
     sleeping under the open skies.  In the morning, you gather your  gear,
     eat what may be your last meal outside, and enter the dungeon....

     2.  What is going on here?

          You  have  just begun a game of NetHack.  Your goal is to grab as
     much treasure as you can, retrieve the Amulet of  Yendor,  and  escape
     the Mazes of Menace alive.

          Your  abilities  and  strengths  for  dealing with the hazards of
     adventure will vary with your background and training:

          Archeologists understand dungeons pretty well; this enables  them
     to  move  quickly  and  sneak  up  on  the  local nasties.  They start
     equipped with the tools for a proper scientific expedition.

          Barbarians are warriors out of the hinterland, hardened  to  bat-
     tle.   They  begin  their  quests with naught but uncommon strength, a
     trusty hauberk, and a great two-handed sword.

          Cavemen and Cavewomen start with exceptional strength but, unfor-
     tunately, with neolithic weapons.

          Healers are wise in medicine and apothecary.  They know the herbs
     and simples that can restore vitality,  ease  pain,  anesthetize,  and
     neutralize  poisons;  and  with  their  instruments, they can divine a
     being's state of health or sickness.   Their  medical  practice  earns
     them quite reasonable amounts of money, with which they enter the dun-
     geon.

          Knights are distinguished from the  common  skirmisher  by  their
     devotion to the ideals of chivalry and by the surpassing excellence of
     their armor.

          Monks are ascetics, who by rigorous practice of physical and men-
     tal disciplines have become capable of fighting as effectively without
     weapons as with.  They wear no armor but make up for it with increased
     mobility.

          Priests and Priestesses are clerics militant, crusaders advancing
     the cause of righteousness with arms, armor,  and  arts  thaumaturgic.
     Their  ability  to commune with deities via prayer occasionally extri-
     cates them from peril, but can also put them in it.

          Rangers are most at home in the woods, and some say slightly  out
     of  place in a dungeon.  They are, however, experts in archery as well
     as tracking and stealthy movement.

          Rogues are agile and stealthy thieves, with knowledge  of  locks,
     traps,  and  poisons.   Their  advantage  lies in surprise, which they
     employ to great advantage.



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          Samurai are the  elite  warriors  of  feudal  Nippon.   They  are
     lightly  armored  and  quick,  and wear the dai-sho, two swords of the
     deadliest keenness.

          Tourists start out with  lots  of  gold  (suitable  for  shopping
     with),  a  credit card, lots of food, some maps, and an expensive cam-
     era.  Most monsters don't like being photographed.

          Valkyries are hardy warrior women.  Their upbringing in the harsh
     Northlands  makes  them  strong,  inures them to extremes of cold, and
     instills in them stealth and cunning.

          Wizards start out with a knowledge of magic, a selection of magi-
     cal items, and a particular affinity for dweomercraft.  Although seem-
     ingly weak and easy to overcome at first sight, an experienced  Wizard
     is a deadly foe.

          You  may  also  choose the race of your character (within limits;
     most roles have restrictions on which races are eligible for them):

          Dwarves are smaller than humans or  elves,  but  are  stocky  and
     solid  individuals.  Dwarves' most notable trait is their great exper-
     tise in mining and metalwork.  Dwarvish armor is said to be second  in
     quality not even to the mithril armor of the Elves.

          Elves  are agile, quick, and perceptive; very little of what goes
     on will escape an Elf.  The quality of Elven craftsmanship often gives
     them an advantage in arms and armor.

          Gnomes are smaller than but generally similar to dwarves.  Gnomes
     are known to be expert miners, and it is known that  a  secret  under-
     ground mine complex built by this race exists within the Mazes of Men-
     ace, filled with both riches and danger.

          Humans are by far the most common race of the surface world,  and
     are  thus  the norm to which other races are often compared.  Although
     they have no special abilities, they can succeed in any role.

          Orcs are a cruel and barbaric race that hate every  living  thing
     (including other orcs).  Above all others, Orcs hate Elves with a pas-
     sion unequalled, and will go out of their  way  to  kill  one  at  any
     opportunity.   The  armor  and weapons fashioned by the Orcs are typi-
     cally of inferior quality.

     3.  What do all those things on the screen mean?

          On the screen is kept a map of where you have been and  what  you
     have  seen  on  the  current dungeon level; as you explore more of the
     level, it appears on the screen in front of you.

          When NetHack's ancestor rogue first appeared, its screen orienta-
     tion  was  almost  unique  among  computer fantasy games.  Since then,
     screen orientation has become the  norm  rather  than  the  exception;
     NetHack  continues  this  fine tradition.  Unlike text adventure games


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     that accept commands  in  pseudo-English  sentences  and  explain  the
     results  in  words, NetHack commands are all one or two keystrokes and
     the results are displayed graphically on the screen.  A minimum screen
     size  of  24  lines  by  80  columns  is recommended; if the screen is
     larger, only a 21x80 section will be used for the map.

          NetHack can even be played by blind players, with the  assistance
     of Braille readers or speech synthesisers.  Instructions for configur-
     ing NetHack for the blind are included later in this document.

          NetHack generates a new dungeon every time you play it; even  the
     authors still find it an entertaining and exciting game despite having
     won several times.

          NetHack offers a variety of display options.  The options  avail-
     able to you will vary from port to port, depending on the capabilities
     of your  hardware  and  software,  and  whether  various  compile-time
     options were enabled when your executable was created.  The three pos-
     sible display options are: a monochrome character interface,  a  color
     character  interface,  and  a graphical interface using small pictures
     called tiles.  The two character interfaces  allow  fonts  with  other
     characters to be substituted, but the default assignments use standard
     ASCII characters to represent  everything.   There  is  no  difference
     between  the  various  display  options  with  respect  to  game play.
     Because we cannot reproduce the tiles or colors in the Guidebook,  and
     because it is common to all ports, we will use the default ASCII char-
     acters from the monochrome character display when referring to  things
     you might see on the screen during your game.

          In  order  to  understand  what is going on in NetHack, first you
     must understand what NetHack is doing with the  screen.   The  NetHack
     screen  replaces  the  "You  see  ..."  descriptions of text adventure
     games.  Figure 1 is a sample of what a NetHack screen might look like.
     The way the screen looks for you depends on your platform.






















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        +---------------------------------------------------------------+
        |The bat bites!                                                 |
        |                                                               |
        |    ------                                                     |
        |    |....|    ----------                                       |
        |    |.<..|####...@...$.|                                       |
        |    |....-#   |...B....+                                       |
        |    |....|    |.d......|                                       |
        |    ------    -------|--                                       |
        |                                                               |
        |                                                               |
        |                                                               |
        |Player the Rambler   St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
        |Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf |
        +---------------------------Figure-1----------------------------+









































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        +---------------------------------------------------------------+
        |Player the Rambler   St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15         |
        |Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry           |
        |Dlvl:1 T:752                                  Conf             |
        +---------------------------Figure-2----------------------------+

     3.1.  The status lines (bottom)

          The bottom two lines of the screen contain several cryptic pieces
     of information describing your current status.  If either status  line
     becomes  longer than the width of the screen, you might not see all of
     it.  Here are explanations of  what  the  various  status  items  mean
     (though  your  configuration  may not have all the status items listed
     below):

     Rank
          Your character's name and  professional  ranking  (based  on  the
          experience level, see below).

          Here are explanations of what the various status items mean:

     Title
          Your character's name and professional ranking (based on role and
          experience level, see below).

     Strength
          A measure of your character's strength; one  of  your  six  basic
          attributes.   A  human character's attributes can range from 3 to
          18 inclusive; non-humans may exceed  these  limits  (occasionally
          you may get super-strengths of the form 18/xx, and magic can also
          cause attributes to exceed the normal limits).  The  higher  your
          strength,  the  stronger  you are.  Strength affects how success-
          fully you perform physical tasks, how much damage you do in  com-
          bat, and how much loot you can carry.

     Dexterity
          Dexterity  affects your chances to hit in combat, to avoid traps,
          and do other tasks requiring agility or manipulation of objects.

     Constitution
          Constitution affects your ability to recover  from  injuries  and
          other  strains  on your stamina.  When strength is low or modest,
          constitution also affects how much you can  carry.   With  suffi-
          ciently high strength, the contribution to carrying capacity from
          your constitution no longer matters.

     Intelligence
          Intelligence affects your ability to cast spells and read  spell-
          books.

     Wisdom
          Wisdom  comes  from  your  practical  experience (especially when
          dealing with magic).  It affects your magical energy.



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     Charisma
          Charisma affects how certain creatures react toward you.  In par-
          ticular, it can affect the prices shopkeepers offer you.

     Alignment
          Lawful,  Neutral, or Chaotic.  Often, Lawful is taken as good and
          Chaotic as evil, but legal and ethical do  not  always  coincide.
          Your  alignment  influences  how other monsters react toward you.
          Monsters of a like alignment are more likely  to  be  non-aggres-
          sive,  while those of an opposing alignment are more likely to be
          seriously offended at your presence.

     Dungeon Level
          How deep you are in the dungeon.  You start at level one and  the
          number  increases as you go deeper into the dungeon.  Some levels
          are special, and are identified by a name and not a number.   The
          Amulet of Yendor is reputed to be somewhere beneath the twentieth
          level.

     Gold
          The number of gold pieces you are openly  carrying.   Gold  which
          you have concealed in containers is not counted.

     Hit Points
          Your  current  and  maximum  hit points.  Hit points indicate how
          much damage you can take before you die.  The more you get hit in
          a  fight, the lower they get.  You can regain hit points by rest-
          ing, or by using certain magical items or spells.  The number  in
          parentheses is the maximum number your hit points can reach.

     Power
          Spell  points.   This tells you how much mystic energy (mana) you
          have available for spell casting.  Again, resting will regenerate
          the amount available.

     Armor Class
          A  measure  of  how  effectively  your  armor  stops  blows  from
          unfriendly creatures.  The lower this number is, the more  effec-
          tive  the  armor;  it  is  quite  possible to have negative armor
          class.  See the Armor subsection of Objects for more information.

     Experience
          Your current experience level  and  experience  points.   As  you
          adventure,  you  gain  experience  points.  At certain experience
          point totals, you gain an experience level.  The more experienced
          you  are,  the  better  you  fight and withstand magical attacks.
          Many dungeons show only your experience level here.

     Time
          The number of turns elapsed so far, displayed  if  you  have  the
          time option set.

     Status
          Hunger:  your  current  hunger  status.  Values are Satiated, Not


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          Hungry (or Normal), Hungry, Weak, and Fainting.  Not  shown  when
          Normal.

          Encumbrance:  an  indication of how what you are carrying affects
          your ability  to  move.   Values  are  Unencumbered,  Encumbered,
          Stressed,  Strained,  Overtaxed,  and Overloaded.  Not shown when
          Unencumbered.

          Fatal conditions: Stone (aka Petrifying, turning to stone), Slime
          (turning  into  green  slime), Strngl (being strangled), FoodPois
          (suffering from acute food poisoning), TermIll (suffering from  a
          terminal illness).

          Non-fatal  conditions: Blind (can't see), Deaf (can't hear), Stun
          (stunned), Conf (confused), Hallu (hallucinating).

          Movement modifiers: Lev (levitating), Fly  (flying),  Ride  (rid-
          ing).

          Other conditions and modifiers exist, but there isn't enough room
          to display them with the other status fields.  The  `^X'  command
          shows all relevant status conditions.

     3.2.  The message line (top)

          The top line of the screen is reserved for messages that describe
     things that are impossible  to  represent  visually.   If  you  see  a
     "--More--"  on  the top line, this means that NetHack has another mes-
     sage to display on the screen, but  it  wants  to  make  certain  that
     you've  read  the  one that is there first.  To read the next message,
     just press the space bar.

          To change how and what messages are shown on  the  message  line,
     see "Configuring Message Types" and the verbose option.

     3.3.  The map (rest of the screen)

          The  rest  of  the  screen  is  the  map of the level as you have
     explored it so far.  Each symbol on the screen  represents  something.
     You can set various graphics options to change some of the symbols the
     game uses; otherwise, the game will use default symbols.   Here  is  a
     list of what the default symbols mean:

     - and |
          The walls of a room, or an open door.  Or a grave (|).

     .    The floor of a room, ice, or a doorless doorway.

     #    A  corridor,  or iron bars, or a tree, or possibly a kitchen sink
          (if your dungeon has sinks), or a drawbridge.

     >    Stairs down: a way to the next level.




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     <    Stairs up: a way to the previous level.

     +    A closed door, or a spellbook containing a spell you may be  able
          to learn.

     @    Your character or a human.

     $    A pile of gold.

     ^    A trap (once you have detected it).

     )    A weapon.

     [    A suit or piece of armor.

     %    Something edible (not necessarily healthy).

     ?    A scroll.

     /    A wand.

     =    A ring.

     !    A potion.

     (    A useful item (pick-axe, key, lamp...).

     "    An amulet or a spider web.

     *    A gem or rock (possibly valuable, possibly worthless).

     `    A boulder or statue.

     0    An iron ball.

     _    An altar, or an iron chain.

     {    A fountain.

     }    A pool of water or moat or a pool of lava.

     \    An opulent throne.

     a-zA-Z and other symbols
          Letters  and  certain other symbols represent the various inhabi-
          tants of the Mazes of Menace.  Watch out, they can be  nasty  and
          vicious.  Sometimes, however, they can be helpful.

     I    This  marks  the last known location of an invisible or otherwise
          unseen monster.  Note that the monster could have moved.  The `F'
          and `m' commands may be useful here.

          You  need  not  memorize  all these symbols; you can ask the game
     what any symbol represents with the `/' command (see the next  section


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     for more info).

     4.  Commands

          Commands  can  be  initiated  by  typing one or two characters to
     which the command is bound to, or  typing  the  command  name  in  the
     extended commands entry.  Some commands, like "search", do not require
     that any more information be collected  by  NetHack.   Other  commands
     might  require  additional information, for example a direction, or an
     object to be used.  For those commands that require additional  infor-
     mation, NetHack will present you with either a menu of choices or with
     a command line prompt requesting information.  Which you are presented
     with will depend chiefly on how you have set the menustyle option.

          For  example, a common question, in the form "What do you want to
     use? [a-zA-Z ?*]", asks you to choose  an  object  you  are  carrying.
     Here,  "a-zA-Z"  are  the  inventory letters of your possible choices.
     Typing `?' gives you an inventory list of these items, so you can  see
     what  each  letter  refers  to.   In this example, there is also a `*'
     indicating that you may choose an object  not  on  the  list,  if  you
     wanted  to  use  something unexpected.  Typing a `*' lists your entire
     inventory, so you can see the inventory letters of every object you're
     carrying.   Finally, if you change your mind and decide you don't want
     to do this command after all, you can press the ESC key to  abort  the
     command.

          You  can  put  a  number before some commands to repeat them that
     many times; for example, "10s" will search ten times.  If you have the
     number_pad  option  set,  you  must type `n' to prefix a count, so the
     example above would be  typed  "n10s"  instead.   Commands  for  which
     counts  make no sense ignore them.  In addition, movement commands can
     be prefixed for greater control (see below).  To cancel a count  or  a
     prefix, press the ESC key.

          The  list  of  commands is rather long, but it can be read at any
     time during the game through the `?' command, which accesses a menu of
     helpful texts.  Here are the default key bindings for your reference:

     ?    Help menu:  display one of several help texts available.

     /    The  "whatis" command, to tell what a symbol represents.  You may
          choose to specify a location or type a symbol (or  even  a  whole
          word)  to  explain.   Specifying a location is done by moving the
          cursor to a particular spot on the map and then pressing  one  of
          `.', `,', `;', or `:'.  `.' will explain the symbol at the chosen
          location, conditionally check for  "More  info?"  depending  upon
          whether the help option is on, and then you will be asked to pick
          another location; `,' will explain the symbol but skip any  addi-
          tional  information, then let you pick another location; `;' will
          skip additional info and also not bother  asking  you  to  choose
          another  location  to  examine; `:' will show additional info, if
          any, without asking for confirmation.  When picking  a  location,
          pressing the ESC key will terminate this command, or pressing `?'
          will give a brief reminder about how it works.


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          If the autodescribe option is on, a short description of what you
          see at each location is shown as you move the cursor.  Typing `#'
          while picking a location will toggle that option on or off.   The
          whatis_coord   option  controls  whether  the  short  description
          includes map coordinates.

          Specifying a name rather than a location always gives  any  addi-
          tional information available about that name.

          You  may  also request a description of nearby monsters, all mon-
          sters currently displayed, nearby objects, or all  objects.   The
          whatis_coord  option  controls  which format of map coordinate is
          included with their descriptions.

     &    Tell what a command does.

     <    Go up to the previous level (if you are on a  staircase  or  lad-
          der).

     >    Go down to the next level (if you are on a staircase or ladder).

     [yuhjklbn]
          Go  one  step  in the direction indicated (see Figure 2).  If you
          sense or remember a monster there, you  will  fight  the  monster
          instead.   Only  these  one-step  movement  commands cause you to
          fight monsters; the others (below) are "safe."

                               y  k  u          7  8  9
                                \ | /            \ | /
                               h- . -l          4- . -6
                                / | \            / | \
                               b  j  n          1  2  3
                                         (if number_pad is set)

                                      Figure 2

     [YUHJKLBN]
          Go in that direction until you hit a wall or run into something.

     m[yuhjklbn]
          Prefix:  move without picking up objects or fighting (even if you
          remember a monster there).

          A few non-movement commands use the `m' prefix to request operat-
          ing via menu (to temporarily override  the  menustyle:Traditional
          option).   Primarily  useful  for `,' (pickup) when there is only
          one class of objects present (where  there  won't  be  any  "what
          kinds  of  objects?"   prompt, so no opportunity to answer `m' at
          that prompt).

          A few other commands (eat food, offer sacrifice,  apply  tinning-
          kit)  use  the `m' prefix to skip checking for applicable objects
          on the floor and go  straight  to  checking  inventory,  or  (for
          "#loot"  to  remove a saddle), skip containers and go straight to


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          adjacent monsters.  The prefix will make "#travel" command show a
          menu of interesting targets in sight.  In debug mode (aka "wizard
          mode"), the `m' prefix may also be used with the "#teleport"  and
          "#wizlevelport" commands.

     F[yuhjklbn]
          Prefix:  fight a monster (even if you only guess one is there).

     M[yuhjklbn]
          Prefix:  move far, no pickup.

     g[yuhjklbn]
          Prefix:  move until something interesting is found.

     G[yuhjklbn] or <CONTROL->[yuhjklbn]
          Prefix:   same as `g', but forking of corridors is not considered
          interesting.

     _    Travel to a map location via a shortest-path algorithm.

          The shortest path is computed over map locations the  hero  knows
          about  (e.g. seen or previously traversed).  If there is no known
          path, a guess is made instead.  Stops on most of the same  condi-
          tions as the `G' command, but without picking up objects, similar
          to the `M' command.  For ports with mouse support, the command is
          also  invoked  when a mouse-click takes place on a location other
          than the current position.

     .    Wait or rest, do nothing for one turn.

     a    Apply (use) a tool (pick-axe, key, lamp...).

          If used on a wand, that wand will be broken, releasing its  magic
          in the process.  Confirmation is required.

     A    Remove one or more worn items, such as armor.

          Use  `T'  (take  off)  to take off only one piece of armor or `R'
          (remove) to take off only one accessory.

     ^A   Redo the previous command.

     c    Close a door.

     C    Call (name) a monster, an individual object, or a type of object.

          Same as extended command "#name".

     ^C   Panic button.  Quit the game.

     d    Drop something.

          For example "d7a" means drop seven items of object a.



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     D    Drop several things.

          In answer to the question

          "What kinds of things do you want to drop? [!%= BUCXaium]"

          you should type zero or more object symbols possibly followed  by
          `a'  and/or  `i' and/or `u' and/or `m'.  In addition, one or more
          of the blessed/uncursed/cursed groups may be typed.

          DB  - drop all objects known to be blessed.
          DU  - drop all objects known to be uncursed.
          DC  - drop all objects known to be cursed.
          DX  - drop all objects of unknown B/U/C status.
          Da  - drop all objects, without asking for confirmation.
          Di  - examine your inventory before dropping anything.
          Du  - drop only unpaid objects (when in a shop).
          Dm  - use a menu to pick which object(s) to drop.
          D%u - drop only unpaid food.

          The last example shows a combination.  There are three categories
          of object filtering: class (`!' for potions, `?' for scrolls, and
          so on), shop status (`u' for unpaid, in other words, owned by the
          shop),  and  bless/curse  state  (`B', `U', `C', and `X' as shown
          above).  If you specify more than one value in a  category  (such
          as  "!?"  for  potions  and  scrolls  or  "BU"  for  blessed  and
          uncursed), an inventory object  will  meet  the  criteria  if  it
          matches  any  of the specified values (so "!?" means `!' or `?').
          If you specify more than one category, an inventory  object  must
          meet  each  of the category criteria (so "%u" means class `%' and
          unpaid `u').  Lastly, you may specify multiple values within mul-
          tiple  categories:  "!?BU"  will  select  all potions and scrolls
          which are known to be blessed or uncursed.  (In versions prior to
          3.6, filter combinations behaved differently.)

     ^D   Kick something (usually a door).

     e    Eat food.

          Normally checks for edible item(s) on the floor, then if none are
          found or none are chosen, checks for edible item(s) in inventory.
          Precede  `e' with the `m' prefix to bypass attempting to eat any-
          thing off the floor.

          If you attempt to eat while already satiated, you might choke  to
          death.   If  you  risk it, you will be asked whether to "continue
          eating?" if you survive the first bite.  You can  set  the  para-
          noid_confirmation:eating  option  to  require  a  response of yes
          instead of just y.

     E    Engrave a message on the floor.

               E- - write in the dust with your fingers.



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          Engraving the word "Elbereth" will cause  most  monsters  to  not
          attack you hand-to-hand (but if you attack, you will rub it out);
          this is often useful to give yourself a breather.

     f    Fire (shoot or throw) one of the objects placed  in  your  quiver
          (or  quiver sack, or that you have at the ready).  You may select
          ammunition with a previous `Q' command, or let the computer  pick
          something appropriate if autoquiver is true.

          See also `t' (throw) for more general throwing and shooting.

     i    List your inventory (everything you're carrying).

     I    List  selected parts of your inventory, usually be specifying the
          character for a particular set of objects, like `[' for armor  or
          `!' for potions.

          I* - list all gems in inventory;
          Iu - list all unpaid items;
          Ix - list all used up items that are on your shopping bill;
          IB - list all items known to be blessed;
          IU - list all items known to be uncursed;
          IC - list all items known to be cursed;
          IX - list all items whose bless/curse status is unknown;
          I$ - count your money.

     o    Open a door.

     O    Set options.

          A  menu showing the current option values will be displayed.  You
          can change most values simply by selecting the menu entry for the
          given  option  (ie,  by  typing  its  letter or clicking upon it,
          depending on your user interface).  For the non-boolean  choices,
          a  further  menu  or  prompt  will appear once you've closed this
          menu.  The available options are listed later in this  Guidebook.
          Options  are usually set before the game rather than with the `O'
          command; see the section on options below.

     ^O   Show overview.

          Shortcut for "#overview":  list interesting dungeon  levels  vis-
          ited.

          (Prior  to  3.6.0, `^O' was a debug mode command which listed the
          placement of all special levels.  Use  "#wizwhere"  to  run  that
          command.)

     p    Pay your shopping bill.

     P    Put on an accessory (ring, amulet, or blindfold).

          This  command  may  also  be  used to wear armor.  The prompt for
          which inventory item to  use  will  only  list  accessories,  but


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          choosing an unlisted item of armor will attempt to wear it.  (See
          the `W' command below.  It lists armor as the  inventory  choices
          but will accept an accessory and attempt to put that on.)

     ^P   Repeat previous message.

          Subsequent  `^P's  repeat earlier messages.  For some interfaces,
          the behavior can be varied via the msg_window option.

     q    Quaff (drink) something (potion, water, etc).

     Q    Select an object for your quiver, quiver sack, or just  generally
          at the ready (only one of these is available at a time).  You can
          then throw this (or one of these) using the `f' command.

          (In versions prior to 3.3 this was the command to quit the  game,
          which has been moved to "#quit".)

     r    Read a scroll or spellbook.

     R    Remove a worn accessory (ring, amulet, or blindfold).

          If you're wearing more than one, you'll be prompted for which one
          to remove.  When you're only wearing one, then by default it will
          be removed without asking, but you can set the paranoid_confirma-
          tion option to require a prompt.

          This command may also be used to take off armor.  The prompt  for
          which  inventory  item to remove only lists worn accessories, but
          an item of worn armor can be chosen.  (See the `T' command below.
          It lists armor as the inventory choices but will accept an acces-
          sory and attempt to remove it.)

     ^R   Redraw the screen.

     s    Search for secret doors and traps around you.  It  usually  takes
          several tries to find something.

          Can  also  be used to figure out whether there is still a monster
          at an adjacent "remembered, unseen monster" marker.

     S    Save the game (which suspends play and exits the  program).   The
          saved  game will be restored automatically the next time you play
          using the same character name.

          In normal play, once a saved game is restored the  file  used  to
          hold  the  saved data is deleted.  In explore mode, once restora-
          tion is accomplished you are asked whether to keep or delete  the
          file.   Keeping  the  file  makes it feasible to play for a while
          then quit without saving and later restore again.

          There is no "save current game state and keep  playing"  command,
          not  even  in explore mode where saved game files can be kept and
          re-used.


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     t    Throw an object or shoot a projectile.

          There's no separate "shoot" command.  If you throw an arrow while
          wielding  a bow, you are shooting that arrow and any weapon skill
          bonus or penalty for bow applies.  If you throw  an  arrow  while
          not  wielding a bow, you are throwing it by hand and it will gen-
          erally be less effective than when shot.

          See also `f' (fire) for throwing or shooting an item pre-selected
          via the `Q' (quiver) command.

     T    Take off armor.

          If  you're  wearing  more  than one piece, you'll be prompted for
          which one to take off.  (Note that this treats a cloak covering a
          suit and/or a shirt, or a suit covering a shirt, as if the under-
          lying items weren't there.)  When you're only wearing  one,  then
          by  default  it will be taken off without asking, but you can set
          the paranoid_confirmation option to require a prompt.

          This command may also be used to remove accessories.  The  prompt
          for which inventory item to take off only lists worn armor, but a
          worn accessory can be chosen.  (See the `R'  command  above.   It
          lists  accessories  as  the  inventory choices but will accept an
          item of armor and attempt to take it off.)

     ^T   Teleport, if you have the ability.

     v    Display version number.

     V    Display the game history.

     w    Wield weapon.

               w- - wield nothing, use your bare (or gloved) hands.

          Some characters can wield two weapons at once; use the  `X'  com-
          mand (or the "#twoweapon" extended command) to do so.

     W    Wear armor.

          This  command  may  also  be  used  to put on an accessory (ring,
          amulet, or blindfold).  The prompt for which  inventory  item  to
          use will only list armor, but choosing an unlisted accessory will
          attempt to put it on.  (See the  `P'  command  above.   It  lists
          accessories  as  the inventory choices but will accept an item of
          armor and attempt to wear it.)

     x    Exchange your wielded weapon with  the  item  in  your  alternate
          weapon slot.

          The latter is used as your secondary weapon when engaging in two-
          weapon combat.  Note that if one of these  slots  is  empty,  the
          exchange still takes place.


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     X    Toggle  two-weapon  combat,  if  your  character can do it.  Also
          available via the "#twoweapon" extended command.

          (In versions prior to 3.6 this was the  command  to  switch  from
          normal  play  to  "explore mode", also known as "discovery mode",
          which has now been moved to "#exploremode".)

     ^X   Display basic information about your character.

          Displays name, role, race, gender (unless role  name  makes  that
          redundant,  such  as  Caveman or Priestess), and alignment, along
          with your patron deity and his or her opposition.  It also  shows
          most  of the various items of information from the status line(s)
          in a less terse form, including several additional  things  which
          don't appear in the normal status display due to space considera-
          tions.

          In normal play, that's all that `^X' displays.  In explore  mode,
          the role and status feedback is augmented by the information pro-
          vided by enlightenment magic.

     z    Zap a wand.

               z. - to aim at yourself, use `.' for the direction.

     Z    Zap (cast) a spell.

               Z. - to cast at yourself, use `.' for the direction.

     ^Z   Suspend the game (UNIX(R) versions with job control only).

     :    Look at what is here.

     ;    Show what type of thing a visible symbol corresponds to.

     ,    Pick up some things from the floor beneath you.

          May be preceded by `m' to force a selection menu.

     @    Toggle the autopickup option on and off.

     ^    Ask for the type of an adjacent trap you found earlier.

     )    Tell what weapon you are wielding.

     [    Tell what armor you are wearing.

     =    Tell what rings you are wearing.

     "    Tell what amulet you are wearing.


     __________
     (R)UNIX is a registered trademark of The Open Group.


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     (    Tell what tools you are using.

     *    Tell what equipment you are using.

          Combines the preceding five type-specific commands into one.

     $    Count your gold pieces.

     +    List the spells you know.

          Using this command, you can also rearrange  the  order  in  which
          your  spells  are listed, either by sorting the entire list or by
          picking one spell from the menu  then  picking  another  to  swap
          places  with  it.  Swapping pairs of spells changes their casting
          letters, so the change lasts after the current `+'  command  fin-
          ishes.   Sorting  the  whole list is temporary.  To make the most
          recent sort order persist beyond the current `+' command,  choose
          the  sort  option again and then pick "reassign casting letters".
          (Any spells learned after that will be added to the  end  of  the
          list rather than be inserted into the sorted ordering.)

     \    Show what types of objects have been discovered.

     `    Show discovered types for one class of objects.

     !    Escape to a shell.

     #    Perform an extended command.



          As  you  can see, the authors of NetHack used up all the letters,
     so this is a way to introduce the less frequently used commands.  What
     extended  commands are available depends on what features the game was
     compiled with.

     #adjust
          Adjust inventory letters (most useful when the fixinv  option  is
          "on").  Autocompletes.  Default key is `M-a'.

          This  command  allows  you  to  move  an item from one particular
          inventory slot to another so that it has a letter which  is  more
          meaningful  for  you or that it will appear in a particular loca-
          tion when inventory listings are displayed.  You can  move  to  a
          currently  empty  slot,  or if the destination is occupied -- and
          won't merge -- the item there will swap slots with the one  being
          moved.   "#adjust"  can also be used to split a stack of objects;
          when choosing the item to adjust, enter a count prior to its let-
          ter.

          Adjusting  without  a count used to collect all compatible stacks
          when moving to the destination.  That behavior has been  changed;
          to  gather  compatible  stacks,  "#adjust"  a  stack into its own
          inventory slot.  If it has a name assigned, other stacks with the


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          same  name  or  with  no  name will merge provided that all their
          other attributes match.  If it does not have a name,  only  other
          stacks with no name are eligible.  In either case, otherwise com-
          patible stacks with a different name will not  be  merged.   This
          contrasts with using "#adjust" to move from one slot to a differ-
          ent slot.  In that situation, moving (no count given) a  compati-
          ble  stack  will  merge if either stack has a name when the other
          doesn't and give that name to the result, while splitting  (count
          given)  will ignore the source stack's name when deciding whether
          to merge with the destination stack.

     #annotate
          Allows you to specify one line of text to associate with the cur-
          rent dungeon level.  All levels with annotations are displayed by
          the "#overview" command.  Autocompletes.  Default key  is  `M-A',
          and also `^N' if number_pad is on.

     #apply
          Apply (use) a tool such as a pick-axe, a key, or a lamp.  Default
          key is `a'.

          If the tool used acts on items on the floor, using the `m' prefix
          skips those items.

          If  used on a wand, that wand will be broken, releasing its magic
          in the process.  Confirmation is required.

     #attributes
          Show your attributes.  Default key is `^X'.

     #autopickup
          Toggle the autopickup option on/off.  Default key is `@'.

     #call
          Call (name) a monster, or an object in inventory, on  the  floor,
          or  in the discoveries list, or add an annotation for the current
          level (same as "#annotate").  Default key is `C'.

     #cast
          Cast a spell.  Default key is `Z'.

     #chat
          Talk to someone.  Default key is `M-c'.

     #close
          Close a door.  Default key is `c'.

     #conduct
          List voluntary challenges you  have  maintained.   Autocompletes.
          Default key is `M-C'.

          See the section below entitled "Conduct" for details.




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     #dip
          Dip an object into something.  Autocompletes.  Default key is `M-
          d'.

     #down
          Go down a staircase.  Default key is `>'.

     #drop
          Drop an item.  Default key is `d'.

     #droptype
          Drop specific item types.  Default key is `D'.

     #eat
          Eat something.  Default key is `e'.  The `m' prefix skips  eating
          items on the floor.

     #engrave
          Engrave writing on the floor.  Default key is `E'.

     #enhance
          Advance   or  check  weapon  and  spell  skills.   Autocompletes.
          Default key is `M-e'.

     #exploremode
          Enter the explore mode.

          Requires confirmation; default response is  n  (no).   To  really
          switch  to  explore  mode, respond with y.  You can set the para-
          noid_confirmation:quit  option  to  require  a  response  of  yes
          instead.

     #fire
          Fire ammunition from quiver.  Default key is `f'.

     #force
          Force a lock.  Autocompletes.  Default key is `M-f'.

     #glance
          Show what type of thing a map symbol corresponds to.  Default key
          is `;'.

     #help
          Show the help menu.  Default key is `?', and  also  `h'  if  num-
          ber_pad is on.

     #herecmdmenu
          Show a menu of possible actions in your current location.

     #history
          Show long version and game history.  Default key is `V'.

     #inventory
          Show your inventory.  Default key is `i'.


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     #inventtype
          Inventory specific item types.  Default key is `I'.

     #invoke
          Invoke  an  object's special powers.  Autocompletes.  Default key
          is `M-i'.

     #jump
          Jump to another location.  Autocompletes.  Default key is  `M-j',
          and also `j' if number_pad is on.

     #kick
          Kick  something.   Default  key is `^D', and `k' if number_pad is
          on.

     #known
          Show what object types have been discovered.  Default key is `\'.

     #knownclass
          Show discovered types for one class of objects.  Default  key  is
          ``'.

     #levelchange
          Change your experience level.  Autocompletes.  Debug mode only.

     #lightsources
          Show mobile light sources.  Autocompletes.  Debug mode only.

     #look
          Look at what is here, under you.  Default key is `:'.

     #loot
          Loot  a box or bag on the floor beneath you, or the saddle from a
          steed standing next to you.  Autocompletes.  Precede with the `m'
          prefix  to  skip  containers  at your location and go directly to
          removing a saddle.  Default key is `M-l', and also  `l'  if  num-
          ber_pad is on.

     #monster
          Use  a  monster's  special ability (when polymorphed into monster
          form).  Autocompletes.  Default key is `M-m'.

     #name
          Name a monster, an individual object, or a type of object.   Same
          as "#call".  Autocompletes.  Default keys are `N', `M-n', and `M-
          N'.

     #offer
          Offer a sacrifice to the gods.  Autocompletes.   Default  key  is
          `M-o'.

          You'll  need  to  find  an  altar  to have any chance at success.
          Corpses of recently killed monsters are the fodder of choice.



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          The `m' prefix skips offering any items which are on the altar.

     #open
          Open a door.  Default key is `o'.

     #options
          Show and change option settings.  Default key is `O'.

     #overview
          Display information you've discovered  about  the  dungeon.   Any
          visited  level  (unless forgotten due to amnesia) with an annota-
          tion is included, and many things  (altars,  thrones,  fountains,
          and  so on; extra stairs leading to another dungeon branch) trig-
          ger an automatic annotation.  If dungeon overview is chosen  dur-
          ing  end-of-game disclosure, every visited level will be included
          regardless of  annotations.   Autocompletes.   Default  keys  are
          `^O', and `M-O'.

     #panic
          Test  the  panic routine.  Terminates the current game.  Autocom-
          pletes.  Debug mode only.

          Asks for confirmation; default is n (no); continue  playing.   To
          really panic, respond with y.  You can set the paranoid_confirma-
          tion:quit option to require a response of yes instead.

     #pay
          Pay your shopping bill.  Default key is `p'.

     #pickup
          Pick up things at the current location.  Default key is `,'.  The
          `m' prefix forces use of a menu.

     #polyself
          Polymorph self.  Autocompletes.  Debug mode only.

     #pray
          Pray to the gods for help.  Autocompletes.  Default key is `M-p'.

          Praying  too  soon  after  receiving  prior  help  is a bad idea.
          (Hint: entering the dungeon alive is treated as  having  received
          help.   You  probably  shouldn't  start off a new game by praying
          right away.)  Since using this  command  by  accident  can  cause
          trouble,  there  is  an  option  to  make you confirm your intent
          before praying.  It is enabled by default, and you can reset  the
          paranoid_confirmation option to disable it.

     #prevmsg
          Show previously displayed game messages.  Default key is `^P'.

     #puton
          Put on an accessory (ring, amulet, etc).  Default key is `P'.




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     #quaff
          Quaff (drink) something.  Default key is `q'.

     #quit
          Quit  the  program  without  saving  your  game.   Autocompletes.
          Default key is `M-q'.

          Since using this command by accident would throw away the current
          game,  you  are  asked  to  confirm  your intent before quitting.
          Default response is n (no); continue playing.   To  really  quit,
          respond  with  y.   You  can  set  the paranoid_confirmation:quit
          option to require a response of yes instead.

     #quiver
          Select ammunition for quiver.  Default key is `Q'.

     #read
          Read a scroll, a spellbook, or something else.   Default  key  is
          `r'.

     #redraw
          Redraw  the  screen.   Default key is `^R', and also `^L' if num-
          ber_pad is on.

     #remove
          Remove an accessory (ring, amulet, etc).  Default key is `R'.

     #ride
          Ride  (or  stop  riding)  a  saddled  creature.    Autocompletes.
          Default key is `M-R'.

     #rub
          Rub a lamp or a stone.  Autocompletes.  Default key is `M-r'.

     #save
          Save the game and exit the program.  Default key is `S'.

     #search
          Search  for  traps  and  secret doors around you.  Default key is
          `s'.

     #seeall
          Show all equipment in use.  Default key is `*'.

     #seeamulet
          Show the amulet currently worn.  Default key is `"'.

     #seearmor
          Show the armor currently worn.  Default key is `['.

     #seegold
          Count your gold.  Default key is `$'.




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     #seenv
          Show seen vectors.  Autocompletes.  Debug mode only.

     #seerings
          Show the ring(s) currently worn.  Default key is `='.

     #seespells
          List and reorder known spells.  Default key is `+'.

     #seetools
          Show the tools currently in use.  Default key is `('.

     #seetrap
          Show the type of an adjacent trap.  Default key is `^'.

     #seeweapon
          Show the weapon currently wielded.  Default key is `)'.

     #shell
          Do a shell escape.  Default key is `!'.

     #sit
          Sit down.  Autocompletes.  Default key is `M-s'.

     #stats
          Show memory usage statistics.  Autocompletes.  Debug mode only.

     #suspend
          Suspend the game.  Default key is `^Z'.

     #swap
          Swap wielded and secondary weapons.  Default key is `x'.

     #takeoff
          Take off one piece of armor.  Default key is `T'.

     #takeoffall
          Remove all armor.  Default key is `A'.

     #teleport
          Teleport around the level.  Default key is `^T'.

     #terrain
          Show bare map without displaying  monsters,  objects,  or  traps.
          Autocompletes.

     #therecmdmenu
          Show a menu of possible actions in a location next to you.

     #throw
          Throw something.  Default key is `t'.

     #timeout
          Look at the timeout queue.  Autocompletes.  Debug mode only.


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     #tip
          Tip  over  a  container  (bag  or  box) to pour out its contents.
          Autocompletes.  Default key is `M-T'.  The `m' prefix  makes  the
          command use a menu.

     #travel
          Travel  to  a  specific location on the map.  Default key is `_'.
          Using the "request menu" prefix shows a menu of interesting  tar-
          gets  in sight without asking to move the cursor.  When picking a
          target with cursor and the autodescribe option  is  on,  the  top
          line will show "(no travel path)" if your character does not know
          of a path to that location.

     #turn
          Turn undead away.  Autocompletes.  Default key is `M-t'.

     #twoweapon
          Toggle two-weapon combat on or off.  Autocompletes.  Default  key
          is `X', and also `M-2' if number_pad is off.

          Note  that you must use suitable weapons for this type of combat,
          or it will be automatically turned off.

     #untrap
          Untrap something (trap, door, or chest).  Default key  is  `M-u',
          and `u' if number_pad is on.

          In  some circumstances it can also be used to rescue trapped mon-
          sters.

     #up
          Go up a staircase.  Default key is `<'.

     #vanquished
          List vanquished monsters.  Autocompletes.  Debug mode only.

     #version
          Print compile time options for this version of NetHack.  Autocom-
          pletes.  Default key is `M-v'.

     #versionshort
          Show version string.  Default key is `v'.

     #vision
          Show vision array.  Autocompletes.  Debug mode only.

     #wait
          Rest  one move while doing nothing.  Default key is `.', and also
          ` ' if rest_on_space is on.

     #wear
          Wear a piece of armor.  Default key is `W'.




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     #whatdoes
          Tell what a key does.  Default key is `&'.

     #whatis
          Show what type of thing a symbol corresponds to.  Default key  is
          `/'.

     #wield
          Wield a weapon.  Default key is `w'.

     #wipe
          Wipe off your face.  Autocompletes.  Default key is `M-w'.

     #wizbury
          Bury  objects  under  and around you.  Autocompletes.  Debug mode
          only.

     #wizdetect
          Search for hidden things (secret doors or traps  or  unseen  mon-
          sters)  within a modest radius.  Autocompletes.  Debug mode only.
          Default key is `^E'.

     #wizgenesis
          Create a monster.  May be prefixed by a count to create more than
          one.  Autocompletes.  Debug mode only.  Default key is `^G'.

     #wizidentify
          Identify  all  items  in  inventory.   Autocompletes.  Debug mode
          only.  Default key is `^I'.

     #wizintrinsic
          Set one or more intrinsic attributes.  Autocompletes.  Debug mode
          only.

     #wizlevelport
          Teleport  to  another  level.   Autocompletes.   Debug mode only.
          Default key is `^V'.

     #wizmap
          Map the level.  Autocompletes.  Debug mode only.  Default key  is
          `^F'.

     #wizrumorcheck
          Verify rumor boundaries.  Autocompletes.  Debug mode only.

     #wizsmell
          Smell monster.  Autocompletes.  Debug mode only.

     #wizwhere
          Show  locations  of  special  levels.  Autocompletes.  Debug mode
          only.

     #wizwish
          Wish for something.  Autocompletes.  Debug  mode  only.   Default


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          key is `^W'.

     #wmode
          Show wall modes.  Autocompletes.  Debug mode only.

     #zap
          Zap a wand.  Default key is `z'.

     #?
          Help menu:  get the list of available extended commands.



          If  your keyboard has a meta key (which, when pressed in combina-
     tion with another key, modifies it by  setting  the  "meta"  [8th,  or
     "high"]  bit),  you  can invoke many extended commands by meta-ing the
     first letter of the command.

          In NT, OS/2, PC and ST NetHack, the "Alt" key can be used in this
     fashion;  on  the  Amiga, set the altmeta option to get this behavior.
     On other systems, if typing "Alt" plus another  key  transmits  a  two
     character  sequence consisting of an Escape followed by the other key,
     you may set the altmeta option  to  have  NetHack  combine  them  into
     meta+key.

     M-?  #? (not supported by all platforms)

     M-2  #twoweapon (unless the number_pad option is enabled)

     M-a  #adjust

     M-A  #annotate

     M-c  #chat

     M-C  #conduct

     M-d  #dip

     M-e  #enhance

     M-f  #force

     M-i  #invoke

     M-j  #jump

     M-l  #loot

     M-m  #monster

     M-n  #name




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     M-o  #offer

     M-O  #overview

     M-p  #pray

     M-q  #quit

     M-r  #rub

     M-R  #ride

     M-s  #sit

     M-t  #turn

     M-T  #tip

     M-u  #untrap

     M-v  #version

     M-w  #wipe



          If  the  number_pad option is on, some additional letter commands
     are available:

     h    #help

     j    #jump

     k    #kick

     l    #loot

     N    #name

     u    #untrap

     5.  Rooms and corridors

          Rooms and corridors in the dungeon are either lit or  dark.   Any
     lit  areas within your line of sight will be displayed; dark areas are
     only displayed if they are within one space of you.  Walls and  corri-
     dors remain on the map as you explore them.

          Secret  corridors  are  hidden.   You  can find them with the `s'
     (search) command.






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     5.1.  Doorways

          Doorways connect rooms and  corridors.   Some  doorways  have  no
     doors;  you  can walk right through.  Others have doors in them, which
     may be open, closed, or locked.  To open a closed door,  use  the  `o'
     (open) command; to close it again, use the `c' (close) command.

          You  can  get  through  a locked door by using a tool to pick the
     lock with the `a' (apply) command, or by kicking it open with the `^D'
     (kick) command.

          Open  doors  cannot be entered diagonally; you must approach them
     straight on, horizontally or vertically.  Doorways without  doors  are
     not restricted in this fashion.

          Doors  can  be  useful  for shutting out monsters.  Most monsters
     cannot open doors, although a few don't need to (for  example,  ghosts
     can walk through doors).

          Secret doors are hidden.  You can find them with the `s' (search)
     command.  Once found they are in all ways equivalent to normal doors.

     5.2.  Traps (`^')

          There are traps  throughout  the  dungeon  to  snare  the  unwary
     delver.   For  example,  you may suddenly fall into a pit and be stuck
     for a few turns trying to climb out.  Traps don't appear on  your  map
     until you see one triggered by moving onto it, see something fall into
     it, or you discover it with the `s' (search)  command.   Monsters  can
     fall  prey  to traps, too, which can be a very useful defensive strat-
     egy.

          There is a special pre-mapped branch of the dungeon based on  the
     classic  computer  game  "Sokoban."   The goal is to push the boulders
     into the pits or holes.  With careful foresight,  it  is  possible  to
     complete  all  of  the  levels  according  to the traditional rules of
     Sokoban.  Some allowances are permitted in case the player gets stuck;
     however, they will lower your luck.

     5.3.  Stairs and ladders (`<', `>')

          In general, each level in the dungeon will have a staircase going
     up (`<') to the previous level and another going  down  (`>')  to  the
     next  level.   There are some exceptions though.  For instance, fairly
     early in the dungeon you will find a level with two  down  staircases,
     one  continuing  into the dungeon and the other branching into an area
     known as the Gnomish Mines.  Those mines eventually hit a dead end, so
     after  exploring  them  (if you choose to do so), you'll need to climb
     back up to the main dungeon.

          When you traverse a set of stairs, or trigger a trap which  sends
     you to another level, the level you're leaving will be deactivated and
     stored in a file on disk.  If you're moving to  a  previously  visited
     level,  it  will  be loaded from its file on disk and reactivated.  If


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     you're moving to a level which has not yet been visited,  it  will  be
     created (from scratch for most random levels, from a template for some
     "special" levels, or loaded from the remains of an earlier game for  a
     "bones"  level  as briefly described below).  Monsters are only active
     on the current level; those on other  levels  are  essentially  placed
     into stasis.

          Ordinarily when you climb a set of stairs, you will arrive on the
     corresponding staircase  at  your  destination.   However,  pets  (see
     below)  and  some  other  monsters  will follow along if they're close
     enough when you travel up or down  stairs,  and  occasionally  one  of
     these creatures will displace you during the climb.  When that occurs,
     the pet or other monster will arrive on the staircase and you will end
     up nearby.

          Ladders  serve  the same purpose as staircases, and the two types
     of inter-level connections are nearly  indistinguishable  during  game
     play.

     5.4.  Shops and shopping

          Occasionally  you  will  run across a room with a shopkeeper near
     the door and many items lying on the floor.   You  can  buy  items  by
     picking them up and then using the `p' command.  You can inquire about
     the price of an item prior to picking it up by using the "#chat"  com-
     mand  while standing on it.  Using an item prior to paying for it will
     incur a charge, and the shopkeeper won't allow you to leave  the  shop
     until you have paid any debt you owe.

          You  can sell items to a shopkeeper by dropping them to the floor
     while inside a shop.  You will either be offered an amount of gold and
     asked whether you're willing to sell, or you'll be told that the shop-
     keeper isn't interested (generally, your item needs to  be  compatible
     with the type of merchandise carried by the shop).

          If  you drop something in a shop by accident, the shopkeeper will
     usually claim ownership without  offering  any  compensation.   You'll
     have to buy it back if you want to reclaim it.

          Shopkeepers  sometimes  run  out  of  money.   When that happens,
     you'll be offered credit instead of gold when you try  to  sell  some-
     thing.   Credit  can be used to pay for purchases, but it is only good
     in the shop where it was obtained; other shopkeepers won't  honor  it.
     (If  you  happen  to find a "credit card" in the dungeon, don't bother
     trying to use it in shops; shopkeepers will not accept it.)

          The `$' command, which reports the amount of gold you are  carry-
     ing  (in  inventory, not inside bags or boxes), will also show current
     shop debt or credit, if any.  The  "Iu"  command  lists  unpaid  items
     (those  which  still belong to the shop) if you are carrying any.  The
     "Ix" command shows an inventory-like display of any unpaid items which
     have been used up, along with other shop fees, if any.




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     5.4.1.  Shop idiosyncrasies

          Several aspects of shop behavior might be unexpected.

     * The price of a given item can vary due to a variety of factors.

     * A  shopkeeper  treats  the spot immediately inside the door as if it
       were outside the shop.

     * While the shopkeeper watches you like  a  hawk,  he  will  generally
       ignore any other customers.

     * If  a  shop  is  "closed for inventory," it will not open of its own
       accord.

     * Shops do not get restocked with new items, regardless  of  inventory
       depletion.

     6.  Monsters

          Monsters you cannot see are not displayed on the screen.  Beware!
     You may suddenly come upon one in a dark place.  Some magic items  can
     help  you  locate them before they locate you (which some monsters can
     do very well).

          The commands `/' and `;' may be used to obtain information  about
     those  monsters  who are displayed on the screen.  The command "#name"
     (by default bound to `C'), allows you to assign a name to  a  monster,
     which may be useful to help distinguish one from another when multiple
     monsters are present.  Assigning a name which is  just  a  space  will
     remove any prior name.

          The  extended  command  "#chat"  can  be used to interact with an
     adjacent monster.  There is no actual  dialog  (in  other  words,  you
     don't  get to choose what you'll say), but chatting with some monsters
     such as a shopkeeper or  the  Oracle  of  Delphi  can  produce  useful
     results.

     6.1.  Fighting

          If  you  see  a monster and you wish to fight it, just attempt to
     walk into it.  Many monsters you find will  mind  their  own  business
     unless you attack them.  Some of them are very dangerous when angered.
     Remember:  discretion is the better part of valor.

          In most circumstances, if you attempt to attack a  peaceful  mon-
     ster  by  moving  into  its  location, you'll be asked to confirm your
     intent.  By default an answer of `y' acknowledges that  intent,  which
     can be error prone if you're using `y' to move.  You can set the para-
     noid_confirmation option to require a response of "yes" instead.

          If you can't see a monster (if it is invisible,  or  if  you  are
     blinded), the symbol `I' will be shown when you learn of its presence.
     If you attempt to walk into it, you will try to fight it just  like  a


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     monster  that  you  can  see; of course, if the monster has moved, you
     will attack empty air.  If you guess that the monster  has  moved  and
     you  don't  wish to fight, you can use the `m' command to move without
     fighting; likewise, if you don't remember a monster but  want  to  try
     fighting anyway, you can use the `F' command.

     6.2.  Your pet

          You start the game with a little dog (`d'), kitten (`f'), or pony
     (`u'), which follows you about the dungeon and  fights  monsters  with
     you.  Like you, your pet needs food to survive.  Dogs and cats usually
     feed themselves on fresh carrion and other meats; horses need vegetar-
     ian food which is harder to come by.  If you're worried about your pet
     or want to train it, you can feed it, too, by  throwing  it  food.   A
     properly trained pet can be very useful under certain circumstances.

          Your  pet  also  gains  experience from killing monsters, and can
     grow over time, gaining hit points and doing more damage.   Initially,
     your  pet  may  even be better at killing things than you, which makes
     pets useful for low-level characters.

          Your pet will follow you up and down staircases if it is next  to
     you when you move.  Otherwise your pet will be stranded and may become
     wild.  Similarly, when you trigger certain types of traps which  alter
     your  location  (for  instance, a trap door which drops you to a lower
     dungeon level), any adjacent pet will accompany you and any  non-adja-
     cent pet will be left behind.  Your pet may trigger such traps itself;
     you will not be carried along with it even if adjacent at the time.

     6.3.  Steeds

          Some types of creatures in the dungeon can actually be ridden  if
     you  have  the  right equipment and skill.  Convincing a wild beast to
     let you saddle it up is difficult to say the least.  Many a dungeoneer
     has  had  to  resort  to  magic  and  wizardry  in  order to forge the
     alliance.  Once you do have the beast under your control however,  you
     can  easily  climb  in and out of the saddle with the "#ride" command.
     Lead the beast around the dungeon when riding, in the same  manner  as
     you  would move yourself.  It is the beast that you will see displayed
     on the map.

          Riding skill is managed by the "#enhance" command.  See the  sec-
     tion on Weapon proficiency for more information about that.

          Use  the  `a' (apply) command and pick a saddle in your inventory
     to attempt to put that saddle on an adjacent creature.  If successful,
     it will be transferred to that creature's inventory.

          Use  the  "#loot" command while adjacent to a saddled creature to
     try to remove the saddle from that creature.  If successful,  it  will
     be transferred to your inventory.





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     6.4.  Bones levels

          You may encounter the shades and corpses of other adventurers (or
     even former incarnations of yourself!)  and  their  personal  effects.
     Ghosts  are hard to kill, but easy to avoid, since they're slow and do
     little damage.  You can plunder the deceased adventurer's possessions;
     however,  they are likely to be cursed.  Beware of whatever killed the
     former player; it is probably still lurking around, gloating over  its
     last victory.

     6.5.  Persistence of Monsters

          Monsters  (a  generic  reference  which  also includes humans and
     pets) are only shown while they can be seen or otherwise sensed.  Mov-
     ing to a location where you can't see or sense a monster any more will
     result in it disappearing from your map, similarly if it  is  the  one
     who moved rather than you.

          However,  if you encounter a monster which you can't see or sense
     -- perhaps it is invisible and has just tapped you on the noggin --  a
     special  "remembered,  unseen monster" marker will be displayed at the
     location where you think it is.  That  will  persist  until  you  have
     proven  that  there  is  no  monster there, even if the unseen monster
     moves to another location or you move to a  spot  where  the  marker's
     location ordinarily wouldn't be seen any more.

     7.  Objects

          When  you  find something in the dungeon, it is common to want to
     pick it up.  In NetHack, this is accomplished automatically by walking
     over  the  object  (unless  you  turn  off  the autopickup option (see
     below), or move with the `m' prefix (see above)), or manually by using
     the `,' command.

          If  you're  carrying too many items, NetHack will tell you so and
     you won't be able to pick up anything more.  Otherwise,  it  will  add
     the object(s) to your pack and tell you what you just picked up.

          As  you  add  items to your inventory, you also add the weight of
     that object to your load.  The amount that you can  carry  depends  on
     your  strength  and  your constitution.  The stronger and sturdier you
     are, the less the additional load will  affect  you.   There  comes  a
     point,  though,  when the weight of all of that stuff you are carrying
     around with you through the dungeon will encumber you.  Your reactions
     will  get  slower and you'll burn calories faster, requiring food more
     frequently to cope with it.  Eventually, you'll be so overloaded  that
     you'll either have to discard some of what you're carrying or collapse
     under its weight.

          NetHack will tell you how badly you have loaded yourself.  If you
     are   encumbered,   one  of  the  conditions  "Burdened",  "Stressed",
     "Strained", "Overtaxed" or "Overloaded" will be shown  on  the  bottom
     line status display.



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          When  you  pick up an object, it is assigned an inventory letter.
     Many commands that operate on objects must ask you to find  out  which
     object  you want to use.  When NetHack asks you to choose a particular
     object you are carrying, you are usually  presented  with  a  list  of
     inventory letters to choose from (see Commands, above).

          Some  objects,  such as weapons, are easily differentiated.  Oth-
     ers, like scrolls and  potions,  are  given  descriptions  which  vary
     according  to  type.   During  a  game,  any two objects with the same
     description are the same type.  However, the  descriptions  will  vary
     from game to game.

          When  you  use  one  of  these objects, if its effect is obvious,
     NetHack will remember what  it  is  for  you.   If  its  effect  isn't
     extremely  obvious,  you will be asked what you want to call this type
     of object so you will recognize  it  later.   You  can  also  use  the
     "#name" command, for the same purpose at any time, to name all objects
     of a particular type or just  an  individual  object.   When  you  use
     "#name"  on an object which has already been named, specifying a space
     as the value will remove the prior name instead  of  assigning  a  new
     one.

     7.1.  Curses and Blessings

          Any  object  that  you  find may be cursed, even if the object is
     otherwise helpful.  The most common effect of a curse is  being  stuck
     with  (and  to) the item.  Cursed weapons weld themselves to your hand
     when wielded, so you cannot unwield them.  Any cursed item you wear is
     not  removable  by ordinary means.  In addition, cursed arms and armor
     usually, but not always, bear negative  enchantments  that  make  them
     less  effective  in  combat.   Other  cursed objects may act poorly or
     detrimentally in other ways.

          Objects can also be blessed.  Blessed items usually  work  better
     or  more  beneficially  than  normal  uncursed  items.  For example, a
     blessed weapon will do more damage against demons.

          Objects which are neither cursed nor blessed are referred  to  as
     uncursed.  They could just as easily have been described as unblessed,
     but the uncursed designation is what you will see within the game.   A
     "glass half full versus glass half empty" situation; make of that what
     you will.

          There are magical means of  bestowing  or  removing  curses  upon
     objects,  so  even  if  you are stuck with one, you can still have the
     curse lifted and the item removed.  Priests and  Priestesses  have  an
     innate  sensitivity  to  this property in any object, so they can more
     easily avoid cursed objects than other character roles.

          An item with unknown status will be reported  in  your  inventory
     with  no  prefix.  An item which you know the state of will be distin-
     guished in your inventory  by  the  presence  of  the  word  "cursed",
     "uncursed" or "blessed" in the description of the item.  In some cases
     "uncursed" will be omitted as being redundant when enough other infor-


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     mation is displayed.  The implicit_uncursed option can be used to con-
     trol this; toggle it off to have "uncursed"  be  displayed  even  when
     that can be deduced from other attributes.

     7.2.  Weapons (`)')

          Given  a chance, most monsters in the Mazes of Menace will gratu-
     itously try to kill you.  You need weapons for  self-defense  (killing
     them  first).   Without a weapon, you do only 1-2 hit points of damage
     (plus bonuses, if any).  Monk characters are an exception;  they  nor-
     mally  do  more  damage  with bare (or gloved) hands than they do with
     weapons.

          There are wielded weapons, like  maces  and  swords,  and  thrown
     weapons,  like  arrows and spears.  To hit monsters with a weapon, you
     must wield it and attack them, or throw it at them.   You  can  simply
     elect  to  throw a spear.  To shoot an arrow, you should first wield a
     bow, then throw the arrow.  Crossbows shoot  crossbow  bolts.   Slings
     hurl rocks and (other) stones (like gems).

          Enchanted  weapons  have  a "plus" (or "to hit enhancement" which
     can be either positive or negative) that adds to your  chance  to  hit
     and  the  damage  you  do  to  a monster.  The only way to determine a
     weapon's enchantment is to have it magically identified somehow.  Most
     weapons  are subject to some type of damage like rust.  Such "erosion"
     damage can be repaired.

          The chance that an attack will successfully hit  a  monster,  and
     the  amount  of  damage such a hit will do, depends upon many factors.
     Among them are: type of weapon, quality of weapon (enchantment  and/or
     erosion), experience level, strength, dexterity, encumbrance, and pro-
     ficiency (see below).  The monster's armor class -- a general  defense
     rating,  not  necessarily  due to wearing of armor -- is a factor too;
     also, some monsters are particularly vulnerable to  certain  types  of
     weapons.

          Many weapons can be wielded in one hand; some require both hands.
     When wielding a two-handed weapon, you can not wear a shield, and vice
     versa.  When wielding a one-handed weapon, you can have another weapon
     ready to use  by  setting  things  up  with  the  `x'  command,  which
     exchanges  your primary (the one being wielded) and alternate weapons.
     And if you have proficiency in the "two weapon combat" skill, you  may
     wield  both  weapons  simultaneously as primary and secondary; use the
     `X' command to engage or disengage that.  Only some types  of  charac-
     ters  (barbarians,  for  instance) have the necessary skill available.
     Even with that skill, using two weapons at once incurs  a  penalty  in
     the  chance  to hit your target compared to using just one weapon at a
     time.

          There might be times when you'd rather not wield  any  weapon  at
     all.  To accomplish that, wield `-', or else use the `A' command which
     allows you to unwield the current weapon in  addition  to  taking  off
     other worn items.



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          Those  of you in the audience who are AD&D players, be aware that
     each weapon which existed in AD&D does roughly the same damage to mon-
     sters  in  NetHack.   Some  of  the  more obscure weapons (such as the
     aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to
     Unearthed Arcana, an AD&D supplement.

          The  commands  to  use  weapons are `w' (wield), `t' (throw), `f'
     (fire, an alternate way of throwing), `Q'  (quiver),  `x'  (exchange),
     `X' (twoweapon), and "#enhance" (see below).

     7.2.1.  Throwing and shooting

          You  can  throw just about anything via the `t' command.  It will
     prompt for the item to throw; picking `?' will  list  things  in  your
     inventory  which  are  considered  likely to be thrown, or picking `*'
     will list your entire inventory.  After you've chosen what  to  throw,
     you  will  be prompted for a direction rather than for a specific tar-
     get.  The distance something can be thrown depends mainly on the  type
     of object and your strength.  Arrows can be thrown by hand, but can be
     thrown much farther and will be more likely to hit when  thrown  while
     you are wielding a bow.

          You  can simplify the throwing operation by using the `Q' command
     to select your preferred "missile", then  using  the  `f'  command  to
     throw  it.  You'll be prompted for a direction as above, but you don't
     have to specify which item to throw each time you use `f'.   There  is
     also  an  option, autoquiver, which has NetHack choose another item to
     automatically fill your quiver (or quiver sack, or have at the  ready)
     when the inventory slot used for `Q' runs out.

          Some  characters  have  the  ability to fire a volley of multiple
     items in a single turn.  Knowing how to load several rounds of ammuni-
     tion at once -- or hold several missiles in your hand -- and still hit
     a target is not an easy task.  Rangers are among those who  are  adept
     at  this  task,  as  are those with a high level of proficiency in the
     relevant weapon skill (in bow skill if you're wielding  one  to  shoot
     arrows, in crossbow skill if you're wielding one to shoot bolts, or in
     sling skill if you're wielding one to shoot stones).   The  number  of
     items  that  the  character  has  a chance to fire varies from turn to
     turn.  You can explicitly limit the number of shots by using a numeric
     prefix  before the `t' or `f' command.  For example, "2f" (or "n2f" if
     using number_pad mode) would ensure that at most  2  arrows  are  shot
     even  if  you could have fired 3.  If you specify a larger number than
     would have been shot ("4f" in this example), you'll just end up shoot-
     ing the same number (3, here) as if no limit had been specified.  Once
     the volley is in motion, all of the items  will  travel  in  the  same
     direction; if the first ones kill a monster, the others can still con-
     tinue beyond that spot.

     7.2.2.  Weapon proficiency

          You will have varying degrees of skill in the weapons  available.
     Weapon proficiency, or weapon skills, affect how well you can use par-
     ticular types of weapons, and you'll be able to improve your skills as


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     you  progress  through a game, depending on your role, your experience
     level, and use of the weapons.

          For the purposes of proficiency, weapons  have  been  divided  up
     into  various groups such as daggers, broadswords, and polearms.  Each
     role has a limit on what level of proficiency a character can  achieve
     for  each  group.   For instance, wizards can become highly skilled in
     daggers or staves but not in swords or bows.

          The "#enhance" extended command is used to review current weapons
     proficiency  (also  spell proficiency) and to choose which skill(s) to
     improve when you've used one or more skills enough to become  eligible
     to  do  so.  The skill rankings are "none" (sometimes also referred to
     as "restricted", because you won't be able to  advance),  "unskilled",
     "basic",  "skilled",  and "expert".  Restricted skills simply will not
     appear in the list shown by "#enhance".   (Divine  intervention  might
     unrestrict  a  particular  skill,  in  which  case  it  will  start at
     unskilled and be limited to basic.)  Some characters can enhance their
     barehanded  combat  or martial arts skill beyond expert to "master" or
     "grand master".

          Use of a weapon in which  you're  restricted  or  unskilled  will
     incur  a modest penalty in the chance to hit a monster and also in the
     amount of damage done when you do hit; at basic  level,  there  is  no
     penalty  or bonus; at skilled level, you receive a modest bonus in the
     chance to hit and amount of damage done; at expert level, the bonus is
     higher.   A successful hit has a chance to boost your training towards
     the next skill level (unless you've already reached the limit for this
     skill).  Once such training reaches the threshold for that next level,
     you'll be told that you feel more confident in your skills.   At  that
     point  you  can  use  "#enhance" to increase one or more skills.  Such
     skills are not increased automatically because there  is  a  limit  to
     your total overall skills, so you need to actively choose which skills
     to enhance and which to ignore.

     7.2.3.  Two-Weapon combat

          Some characters can use two weapons at once.  Setting  things  up
     to  do  so can seem cumbersome but becomes second nature with use.  To
     wield two weapons, you need to  use  the  "#twoweapon"  command.   But
     first  you  need  to  have a weapon in each hand.  (Note that your two
     weapons are not fully equal; the one in the hand  you  normally  wield
     with  is considered primary and the other one is considered secondary.
     The most noticeable difference is after you  stop  --  or  before  you
     begin,  for  that matter -- wielding two weapons at once.  The primary
     is your wielded weapon and the secondary  is  just  an  item  in  your
     inventory that's been designated as alternate weapon.)

          If  your  primary weapon is wielded but your off hand is empty or
     has the wrong weapon, use the sequence `x', `w',  `x'  to  first  swap
     your  primary into your off hand, wield whatever you want as secondary
     weapon, then swap them both back into the  intended  hands.   If  your
     secondary  or alternate weapon is correct but your primary one is not,
     simply use `w' to wield the primary.  Lastly, if  neither  hand  holds


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     the correct weapon, use `w', `x', `w' to first wield the intended sec-
     ondary, swap it to off hand, and then wield the primary.

          The whole process can be simplified via  use  of  the  pushweapon
     option.   When it is enabled, then using `w' to wield something causes
     the currently wielded weapon to become your alternate weapon.  So  the
     sequence  `w', `w' can be used to first wield the weapon you intend to
     be secondary, and then wield the one you want as  primary  which  will
     push the first into secondary position.

          When  in  two-weapon  combat  mode, using the `X' command toggles
     back to single-weapon mode.  Throwing or dropping either of the  weap-
     ons  or  having  one of them be stolen or destroyed will also make you
     revert to single-weapon combat.

     7.3.  Armor (`[')

          Lots of unfriendly things lurk about; you need armor  to  protect
     yourself  from  their blows.  Some types of armor offer better protec-
     tion than others.  Your armor class is a measure of  this  protection.
     Armor  class (AC) is measured as in AD&D, with 10 being the equivalent
     of no armor, and lower numbers meaning better  armor.   Each  suit  of
     armor which exists in AD&D gives the same protection in NetHack.  Here
     is an (incomplete) list of the armor classes provided by various suits
     of armor:
                           dragon scale mail         1
                           plate mail                3
                           crystal plate mail        3
                           bronze plate mail         4
                           splint mail               4
                           banded mail               4
                           dwarvish mithril-coat     4
                           elven mithril-coat        5
                           chain mail                5
                           orcish chain mail         6
                           scale mail                6
                           dragon scales             7
                           studded leather armor     7
                           ring mail                 7
                           orcish ring mail          8
                           leather armor             8
                           leather jacket            9
                           no armor                 10

          You  can  also  wear  other pieces of armor (for example helmets,
     boots, shields, cloaks) to lower your armor class  even  further,  but
     you  can  only  wear one item of each category (one suit of armor, one
     cloak, one helmet, one shield, and so on) at a time.

          If a piece of armor is enchanted, its armor  protection  will  be
     better (or worse) than normal, and its "plus" (or minus) will subtract
     from your armor class.  For example, a +1 chain mail  would  give  you
     better  protection  than  normal chain mail, lowering your armor class
     one unit further to 4.  When you put on a piece of armor, you  immedi-


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     ately  find out the armor class and any "plusses" it provides.  Cursed
     pieces of armor usually have negative enchantments (minuses) in  addi-
     tion to being unremovable.

          Many types of armor are subject to some kind of damage like rust.
     Such damage can be repaired.  Some types of armor  may  inhibit  spell
     casting.

          The commands to use armor are `W' (wear) and `T' (take off).  The
     `A' command can also be used to take off armor as well as  other  worn
     items.

     7.4.  Food (`%')

          Food  is necessary to survive.  If you go too long without eating
     you will faint, and eventually die of starvation.  Some types of  food
     will  spoil,  and  become  unhealthy  to  eat, if not protected.  Food
     stored in ice boxes or tins ("cans") will usually stay fresh, but  ice
     boxes are heavy, and tins take a while to open.

          When you kill monsters, they usually leave corpses which are also
     "food."  Many, but not all, of these are edible; some  also  give  you
     special  powers  when  you eat them.  A good rule of thumb is "you are
     what you eat."

          Some character roles and some monsters are vegetarian.   Vegetar-
     ian monsters will typically never eat animal corpses, while vegetarian
     players can, but with some rather unpleasant side-effects.

          You can name one food item after something you like to  eat  with
     the fruit option.

          The command to eat food is `e'.

     7.5.  Scrolls (`?')

          Scrolls  are  labeled  with  various  titles,  probably chosen by
     ancient wizards for their amusement value (for example "READ  ME,"  or
     "THANX  MAUD"  backwards).   Scrolls  disappear  after  you  read them
     (except for blank ones, without magic spells on them).

          One of the most useful of these is the scroll of identify,  which
     can  be used to determine what another object is, whether it is cursed
     or blessed, and how many uses it has left.   Some  objects  of  subtle
     enchantment are difficult to identify without these.

          A  mail  daemon may run up and deliver mail to you as a scroll of
     mail (on versions compiled with this feature).  To use this feature on
     versions  where  NetHack mail delivery is triggered by electronic mail
     appearing in your system mailbox, you must let NetHack know  where  to
     look  for  new  mail by setting the "MAIL" environment variable to the
     file name of your mailbox.  You may also want to set the  "MAILREADER"
     environment  variable  to  the  file  name of your favorite reader, so
     NetHack can shell to it when you read  the  scroll.   On  versions  of


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     NetHack  where  mail is randomly generated internal to the game, these
     environment variables are ignored.  You can disable the mail daemon by
     turning off the mail option.

          The command to read a scroll is `r'.

     7.6.  Potions (`!')

          Potions  are  distinguished by the color of the liquid inside the
     flask.  They disappear after you quaff them.

          Clear potions are potions of water.  Sometimes these are  blessed
     or  cursed, resulting in holy or unholy water.  Holy water is the bane
     of the undead, so potions of holy water are good things to throw (`t')
     at  them.   It is also sometimes very useful to dip ("#dip") an object
     into a potion.

          The command to drink a potion is `q' (quaff).

     7.7.  Wands (`/')

          Wands usually have multiple magical charges.  Some types of wands
     require  a  direction  in which to zap them.  You can also zap them at
     yourself (just give a `.' or `s' for the direction).  Be warned,  how-
     ever,  for this is often unwise.  Other types of wands don't require a
     direction.  The number of charges in a wand is random and decreases by
     one whenever you use it.

          When  the number of charges left in a wand becomes zero, attempts
     to use the wand will usually result in nothing  happening.   Occasion-
     ally,  however, it may be possible to squeeze the last few mana points
     from an otherwise spent wand, destroying it in the  process.   A  wand
     may  be  recharged by using suitable magic, but doing so runs the risk
     of causing it to explode.  The chance for such an explosion starts out
     very small and increases each time the wand is recharged.

          In  a truly desperate situation, when your back is up against the
     wall, you might decide to go for broke and break your wand.   This  is
     not  for  the  faint of heart.  Doing so will almost certainly cause a
     catastrophic release of magical energies.

          When you have fully identified a particular wand, inventory  dis-
     play will include additional information in parentheses: the number of
     times it has been recharged followed by a colon and then by  its  cur-
     rent  number  of  charges.   A current charge count of -1 is a special
     case indicating that the wand has been cancelled.

          The command to use a wand is `z' (zap).  To break  one,  use  the
     `a' (apply) command.

     7.8.  Rings (`=')

          Rings  are very useful items, since they are relatively permanent
     magic, unlike the usually fleeting effects of  potions,  scrolls,  and


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     wands.

          Putting  on  a  ring  activates its magic.  You can wear only two
     rings, one on each ring finger.

          Most rings also cause you to grow hungry more rapidly,  the  rate
     varying with the type of ring.

          The commands to use rings are `P' (put on) and `R' (remove).

     7.9.  Spellbooks (`+')

          Spellbooks  are tomes of mighty magic.  When studied with the `r'
     (read) command, they transfer to the reader the knowledge of  a  spell
     (and  therefore  eventually  become  unreadable) -- unless the attempt
     backfires.  Reading a cursed spellbook or one with mystic runes beyond
     your ken can be harmful to your health!

          A  spell  (even when learned) can also backfire when you cast it.
     If you attempt to cast a spell well above your experience level, or if
     you have little skill with the appropriate spell type, or cast it at a
     time when your luck is particularly bad, you can end up  wasting  both
     the energy and the time required in casting.

          Casting  a  spell  calls  forth magical energies and focuses them
     with your naked mind.  Some of the magical energy released comes  from
     within you.  Casting temporarily drains your magical power, which will
     slowly be recovered, and causes you to need additional food.   Casting
     of  spells  also requires practice.  With practice, your skill in each
     category of spell casting will improve.  Over time, however, your mem-
     ory of each spell will dim, and you will need to relearn it.

          Some spells require a direction in which to cast them, similar to
     wands.  To cast one at yourself, just give a `.' or `s' for the direc-
     tion.   A few spells require you to pick a target location rather than
     just specify a particular direction.  Other spells don't  require  any
     direction or target.

          Just  as weapons are divided into groups in which a character can
     become proficient (to varying degrees), spells are similarly  grouped.
     Successfully  casting  a  spell  exercises  its skill group; using the
     "#enhance" command to advance  a  sufficiently  exercised  skill  will
     affect  all  spells within the group.  Advanced skill may increase the
     potency of  spells,  reduce  their  risk  of  failure  during  casting
     attempts, and improve the accuracy of the estimate for how much longer
     they will be retained in your memory.  Skill  slots  are  shared  with
     weapons skills.  (See also the section on "Weapon proficiency".)

          Casting a spell also requires flexible movement, and wearing var-
     ious types of armor may interfere with that.

          The command to read a spellbook is the same as for  scrolls,  `r'
     (read).   The  `+'  command  lists  each spell you know along with its
     level, skill category, chance of failure when casting, and an estimate


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     of  how  strongly  it  is  remembered.  The `Z' (cast) command casts a
     spell.

     7.10.  Tools (`(')

          Tools are miscellaneous  objects  with  various  purposes.   Some
     tools  have a limited number of uses, akin to wand charges.  For exam-
     ple, lamps burn out after a while.  Other tools are containers,  which
     objects can be placed into or taken out of.

          The command to use a tool is `a' (apply).

     7.10.1.  Containers

          You  may  encounter  bags,  boxes, and chests in your travels.  A
     tool of this sort can be opened with the "#loot" extended command when
     you  are  standing  on top of it (that is, on the same floor spot), or
     with the `a' (apply) command  when  you  are  carrying  it.   However,
     chests  are  often  locked, and are in any case unwieldy objects.  You
     must set one down before unlocking it by using a key  or  lock-picking
     tool  with  the  `a' (apply) command, by kicking it with the `^D' com-
     mand, or by using a  weapon  to  force  the  lock  with  the  "#force"
     extended command.

          Some  chests are trapped, causing nasty things to happen when you
     unlock or open them.  You can check for and try  to  deactivate  traps
     with the "#untrap" extended command.

     7.11.  Amulets (`"')

          Amulets are very similar to rings, and often more powerful.  Like
     rings, amulets have various magical properties, some beneficial,  some
     harmful, which are activated by putting them on.

          Only one amulet may be worn at a time, around your neck.

          The  commands  to use amulets are the same as for rings, `P' (put
     on) and `R' (remove).

     7.12.  Gems (`*')

          Some gems are valuable, and can be sold for a lot of gold.   They
     are  also  a far more efficient way of carrying your riches.  Valuable
     gems increase your score if you bring them with you when you exit.

          Other small rocks are also categorized as gems, but they are much
     less  valuable.  All rocks, however, can be used as projectile weapons
     (if you have a sling).  In the most desperate of cases, you can  still
     throw them by hand.

     7.13.  Large rocks (``')

          Statues  and boulders are not particularly useful, and are gener-
     ally heavy.  It is rumored that some statues are not what they seem.


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          Very large humanoids (giants and their ilk) have  been  known  to
     use boulders as weapons.

          For  some  configurations  of  the program, statues are no longer
     shown as ``' but by the letter representing the  monster  they  depict
     instead.

     7.14.  Gold (`$')

          Gold adds to your score, and you can buy things in shops with it.
     There are a number of monsters in the dungeon that may  be  influenced
     by the amount of gold you are carrying (shopkeepers aside).

     7.15.  Persistence of Objects

          Normally, if you have seen an object at a particular map location
     and move to another location where you can't directly see that  object
     any  more, it will continue to be displayed on your map.  That remains
     the case even if it is not actually there any more -- perhaps  a  mon-
     ster  has  picked  it up or it has rotted away -- until you can see or
     feel that location again.  One notable exception is that if the object
     gets  covered  by  the "remembered, unseen monster" marker.  When that
     marker is later removed after  you've  verified  that  no  monster  is
     there,  you  will forget that there was any object there regardless of
     whether the unseen monster actually took the object.  If the object is
     still  there,  then  once you see or feel that location again you will
     re-discover the object and resume remembering it.

          The situation is the same for a pile of objects, except that only
     the  top item of the pile is displayed.  The hilite_pile option can be
     enabled in order to show an item differently when it is the top one of
     a pile.

     8.  Conduct

          As  if winning NetHack were not difficult enough, certain players
     seek to challenge themselves by imposing restrictions on the way  they
     play  the  game.   The  game  automatically tracks some of these chal-
     lenges, which can be checked at any time with the #conduct command  or
     at  the  end  of  the game.  When you perform an action which breaks a
     challenge, it will no longer be  listed.   This  gives  players  extra
     "bragging  rights"  for  winning the game with these challenges.  Note
     that it is perfectly acceptable to win the game without  resorting  to
     these  restrictions  and  that  it is unusual for players to adhere to
     challenges the first time they win the game.

          Several of the challenges are related to  eating  behavior.   The
     most difficult of these is the foodless challenge.  Although creatures
     can survive long periods of time without food, there is a  physiologi-
     cal  need  for  water; thus there is no restriction on drinking bever-
     ages, even if they provide some minor  food  benefits.   Calling  upon
     your god for help with starvation does not violate any food challenges
     either.



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          A strict vegan diet is one which avoids  any  food  derived  from
     animals.   The  primary  source of nutrition is fruits and vegetables.
     The corpses and tins of blobs (`b'), jellies (`j'),  and  fungi  (`F')
     are  also  considered  to  be vegetable matter.  Certain human food is
     prepared without animal products; namely, lembas wafers, cram rations,
     food  rations  (gunyoki),  K-rations, and C-rations.  Metal or another
     normally indigestible material eaten while polymorphed into a creature
     that  can  digest it is also considered vegan food.  Note however that
     eating such items still counts against foodless conduct.

          Vegetarians do not eat animals; however, they are less  selective
     about  eating animal byproducts than vegans.  In addition to the vegan
     items listed above, they may eat any kind of pudding (`P') other  than
     the  black puddings, eggs and food made from eggs (fortune cookies and
     pancakes), food made with milk (cream pies and candy bars), and  lumps
     of royal jelly.  Monks are expected to observe a vegetarian diet.

          Eating any kind of meat violates the vegetarian, vegan, and food-
     less conducts.  This includes tripe rations, the corpses  or  tins  of
     any monsters not mentioned above, and the various other chunks of meat
     found in the dungeon.  Swallowing and digesting a monster while  poly-
     morphed  is  treated  as  if  you  ate  the creature's corpse.  Eating
     leather, dragon hide, or bone items while polymorphed into a  creature
     that  can digest it, or eating monster brains while polymorphed into a
     mind flayer, is considered eating an animal, although wax is  only  an
     animal byproduct.

          Regardless  of  conduct, there will be some items which are indi-
     gestible, and others which are hazardous to eat.  Using a swallow-and-
     digest  attack against a monster is equivalent to eating the monster's
     corpse.  Please note that the term "vegan" is used here  only  in  the
     context  of  diet.   You  are  still free to choose not to use or wear
     items derived from animals (e.g. leather, dragon  hide,  bone,  horns,
     coral),  but  the game will not keep track of this for you.  Also note
     that "milky" potions may be a translucent white, but they do not  con-
     tain  milk,  so they are compatible with a vegan diet.  Slime molds or
     player-defined "fruits", although they could be anything  from  "cher-
     ries" to "pork chops", are also assumed to be vegan.

          An atheist is one who rejects religion.  This means that you can-
     not #pray, #offer sacrifices to any god, #turn undead, or #chat with a
     priest.  Particularly selective readers may argue that playing Monk or
     Priest characters should violate this conduct; that is a  choice  left
     to the player.  Offering the Amulet of Yendor to your god is necessary
     to win the game and is not counted against this conduct.  You are also
     not  penalized  for  being  spoken to by an angry god, priest(ess), or
     other religious figure; a true atheist would hear the words but attach
     no special meaning to them.

          Most  players fight with a wielded weapon (or tool intended to be
     wielded as a weapon).  Another challenge is to win  the  game  without
     using  such a wielded weapon.  You are still permitted to throw, fire,
     and kick weapons; use a wand, spell, or other type of item;  or  fight
     with your hands and feet.


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          In  NetHack,  a  pacifist refuses to cause the death of any other
     monster (i.e. if you would get experience for the death).  This  is  a
     particularly  difficult  challenge,  although  it is still possible to
     gain experience by other means.

          An illiterate character cannot  read  or  write.   This  includes
     reading a scroll, spellbook, fortune cookie message, or t-shirt; writ-
     ing a scroll; or making an engraving of anything other than  a  single
     "X"  (the  traditional signature of an illiterate person).  Reading an
     engraving, or any item that is absolutely necessary to win  the  game,
     is  not  counted  against  this  conduct.  The identity of scrolls and
     spellbooks (and knowledge of spells) in  your  starting  inventory  is
     assumed  to  be  learned  from your teachers prior to the start of the
     game and isn't counted.

          There are several other challenges tracked by the  game.   It  is
     possible  to  eliminate  one  or more species of monsters by genocide;
     playing without this feature is considered a challenge.  When the game
     offers  you  an opportunity to genocide monsters, you may respond with
     the monster type "none" if you want to decline.  You  can  change  the
     form  of  an item into another item of the same type ("polypiling") or
     the form of your own body into another creature ("polyself") by  wand,
     spell, or potion of polymorph; avoiding these effects are each consid-
     ered challenges.  Polymorphing  monsters,  including  pets,  does  not
     break  either of these challenges.  Finally, you may sometimes receive
     wishes; a game without an attempt to wish for any  items  is  a  chal-
     lenge, as is a game without wishing for an artifact (even if the arti-
     fact immediately disappears).  When the game offers you an opportunity
     to  make  a  wish for an item, you may choose "nothing" if you want to
     decline.

     9.  Options

          Due to variations in  personal  tastes  and  conceptions  of  how
     NetHack  should do things, there are options you can set to change how
     NetHack behaves.

     9.1.  Setting the options

          Options may be set in a number of ways.  Within the game, the `O'
     command  allows  you to view all options and change most of them.  You
     can also set options automatically by placing them in a  configuration
     file, or in the NETHACKOPTIONS environment variable.  Some versions of
     NetHack also have front-end programs that allow  you  to  set  options
     before starting the game or a global configuration for system adminis-
     trators.

     9.2.  Using a configuration file

          The default name of the configuration file  varies  on  different
     operating systems.

          On  UNIX,  Linux,  and  Mac OS X it is ".nethackrc" in the user's
     home directory.  The file may not exist, but it is a normal ASCII text


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     file and can be created with any text editor.

          On   Windows,  it  is  ".nethackrc"  in  the  folder  "\%USERPRO-
     FILE%\NetHack\(rq.  The file may not exist, but it is a  normal  ASCII
     text  file  can  can  be  created with any text editor.  After running
     NetHack for the first time, you should find a default template for the
     configuration   file   named   ".nethackrc.template"   in  "\%USERPRO-
     FILE%\NetHack\(rq.  If you had not  created  the  configuration  file,
     NetHack  will  create the configuration file for you using the default
     template file.

          On MS-DOS, it is "defaults.nh" in the same folder as nethack.exe.

          Any line in the configuration file starting with `#'  is  treated
     as a comment.  Empty lines are ignored.

          Any  line  beginning  with  `[' and ending in `]' is considered a
     section marker.  The text between the square brackets is  the  section
     name.   Lines  after  a section marker belong to that section, and are
     ignored unless a CHOOSE statement was used  to  select  that  section.
     Section names are case insensitive.

          You  can use different configuration statements in the file, some
     of which can be used multiple times.  In general, the  statements  are
     written  in  capital  letters, followed by an equals sign, followed by
     settings particular to that statement.

          Here is a list of allowed statements:

     OPTIONS
       There are two types of options, boolean and compound options.  Bool-
       ean  options toggle a setting on or off, while compound options take
       more diverse values.  Prefix a boolean option with "no"  or  `!'  to
       turn  it  off.   For compound options, the option name and value are
       separated by a colon.  Some options are persistent, and  apply  only
       to new games.  You can specify multiple OPTIONS statements, and mul-
       tiple options separated by commas in  a  single  OPTIONS  statement.
       (Comma separated options are processed from right to left.)

       Example:

            OPTIONS=dogname:Fido
            OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+

     HACKDIR
       Default location of files NetHack needs. On Windows HACKDIR defaults
       to the location of the NetHack.exe or NetHackw.exe file  so  setting
       HACKDIR to override that is not usually necessary or recommended.

     LEVELDIR
       The  location  that  in-progress level files are stored. Defaults to
       HACKDIR, must be writable.




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     SAVEDIR
       The location where saved games are kept. Defaults to  HACKDIR,  must
       be writable.

     BONESDIR
       The location that bones files are kept. Defaults to HACKDIR, must be
       writable.

     LOCKDIR
       The location that file synchronization locks are stored. Defaults to
       HACKDIR, must be writable.

     TROUBLEDIR
       The  location  that  a record of game aborts and self-diagnosed game
       problems is kept. Defaults to HACKDIR, must be writable.

     AUTOCOMPLETE
       Enable or disable an extended command  autocompletion.   Autocomple-
       tion has no effect for the X11 windowport.  You can specify multiple
       autocompletions.  To enable autocompletion, list the  extended  com-
       mand.  Prefix the command with "!" to disable the autocompletion for
       that command.

       Example:

            AUTOCOMPLETE=zap,!annotate

     AUTOPICKUP_EXCEPTION
       Set exceptions to the pickup_types  option.   See  the  "Configuring
       Autopickup Exceptions" section.

     BINDINGS
       Change  the key bindings of some special keys, menu accelerators, or
       extended commands.  You can specify multiple  bindings.   Format  is
       key  followed by the command, separated by a colon.  See the "Chang-
       ing Key Bindings" section for more information.

       Example:

            BIND=^X:getpos.autodescribe

     CHOOSE
       Chooses at random one of the comma-separated parameters as an active
       section name. Lines in other sections are ignored.

       Example:

            OPTIONS=color
            CHOOSE=char A,char B
            [char A]
            OPTIONS=role:arc,race:dwa,align:law,gender:fem
            [char B]
            OPTIONS=role:wiz,race:elf,align:cha,gender:mal



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     MENUCOLOR
       Highlight  menu  lines  with different colors.  See the "Configuring
       Menu Colors" section.

     MSGTYPE
       Change the way messages are shown in the top status line.   See  the
       "Configuring Message Types" section.

     ROGUESYMBOLS
       Custom  symbols  for  for the rogue level's symbol set.  See SYMBOLS
       below.

     SOUND
       Define a sound mapping.  See the "Configuring User Sounds" section.

     SOUNDDIR
       Define the directory that contains the sound files.  See  the  "Con-
       figuring User Sounds" section.

     SYMBOLS
       Override  one or more symbols in the symbol set used for all dungeon
       levels except for the  special  rogue  level.   See  the  "Modifying
       NetHack Symbols" section.

       Example:

            # replace small punctuation (tick marks) with digits
            SYMBOLS=S_boulder:0,S_golem:7

     WIZKIT
       Debug mode only:  extra items to add to initial inventory.  Value is
       the name of a text file containing a list of  item  names,  one  per
       line,  up  to a maximum of 128 lines.  Each line is processed by the
       function that handles wishing.

       Example:

            WIZKIT=~/wizkit.txt



     Here is an example of configuration file contents:














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     # Set your character's role, race, gender, and alignment.
     OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
     #
     # Turn on autopickup, set automatically picked up object types
     OPTIONS=autopickup,pickup_types:$"=/!?+
     #
     # Map customization
     OPTIONS=color           # Display things in color if possible
     OPTIONS=lit_corridor    # Show lit corridors differently
     OPTIONS=hilite_pet,hilite_pile
     # Replace small punctuation (tick marks) with digits
     SYMBOLS=S_boulder:0,S_golem:7
     #
     # No startup splash screen. Windows GUI only.
     OPTIONS=!splash_screen



     9.3.  Using the NETHACKOPTIONS environment variable

          The NETHACKOPTIONS variable is a comma-separated list of  initial
     values  for  the  various options.  Some can only be turned on or off.
     You turn one of these on by adding the name of the option to the list,
     and  turn it off by typing a `!' or "no" before the name.  Others take
     a character string as a value.  You can set string options  by  typing
     the  option  name,  a  colon or equals sign, and then the value of the
     string.  The value is terminated by the  next  comma  or  the  end  of
     string.

          For  example,  to set up an environment variable so that color is
     on, legacy is off, character name is set to "Blue Meanie",  and  named
     fruit is set to "lime", you would enter the command

     % setenv NETHACKOPTIONS "color,\!leg,name:Blue Meanie,fruit:lime"

     in  csh  (note  the  need to escape the `!' since it's special to that
     shell), or the pair of commands

     $ NETHACKOPTIONS="color,!leg,name:Blue Meanie,fruit:lime"
     $ export NETHACKOPTIONS

     in sh, ksh, or bash.

          The NETHACKOPTIONS value is effectively  the  same  as  a  single
     OPTIONS  statement  in a configuration file.  The "OPTIONS=" prefix is
     implied and comma separated options are processed from right to  left.
     Other  types  of  configuration statements such as BIND or MSGTYPE are
     not allowed.

          Instead of a comma-separated list of options, NETHACKOPTIONS  can
     be  set  to the full name of a configuration file you want to use.  If
     that full name doesn't start with a slash, precede it  with  `@'  (at-
     sign)  to  let  NetHack know that the rest is intended as a file name.
     If it does start with `/', the at-sign is optional.


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     9.4.  Customization options

          Here are explanations of what the various options do.   Character
     strings  that  are  too  long  may  be truncated.  Some of the options
     listed may be inactive in your dungeon.

          Some options are persistent, and are  saved  and  reloaded  along
     with the game.  Changing a persistent option in the configuration file
     applies only to new games.

     acoustics
       Enable messages about what your character hears (default on).   Note
       that this has nothing to do with your computer's audio capabilities.
       Persistent.

     align
       Your   starting   alignment   (align:lawful,    align:neutral,    or
       align:chaotic).  You may specify just the first letter.  The default
       is to randomly pick an appropriate alignment.   If  you  prefix  the
       value  with  `!' or "no", you will exclude that alignment from being
       picked randomly.  Cannot be set with the `O' command.  Persistent.

     autodescribe
       Automatically describe the terrain under cursor when asked to get  a
       location  on  the  map (default true).  The whatis_coord option con-
       trols whether the description includes map coordinates.

     autodig
       Automatically dig if you are wielding a digging tool and moving into
       a place that can be dug (default false). Persistent.

     autoopen
       Walking into a door attempts to open it (default true). Persistent.

     autopickup
       Automatically  pick up things onto which you move (default on). Per-
       sistent.  See pickup_types to refine the behavior.

     autoquiver
       This option controls what happens when you attempt  the  `f'  (fire)
       command  when  nothing is quivered or readied (default false).  When
       true, the computer will fill your quiver  or  quiver  sack  or  make
       ready some suitable weapon.  Note that it will not take into account
       the blessed/cursed status, enchantment, damage, or  quality  of  the
       weapon;  you are free to manually fill your quiver or quiver sack or
       make ready with the `Q' command instead.  If no weapon is  found  or
       the  option  is  false, the `t' (throw) command is executed instead.
       Persistent.

     blind
       Start the character permanently blind (default false).  Persistent.

     bones
       Allow saving and loading bones files (default true).  Persistent.


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     boulder
       Set the character used to display boulders (default  is  the  "large
       rock" class symbol, ``').

     catname
       Name  your  starting  cat (for example "catname:Morris").  Cannot be
       set with the `O' command.

     character
       Synonym for "role" to pick the type of your character  (for  example
       "character:Monk").  See role for more details.

     checkpoint
       Save game state after each level change, for possible recovery after
       program crash (default on).  Persistent.

     checkspace
       Check free disk space before writing files  to  disk  (default  on).
       You  may have to turn this off if you have more than 2 GB free space
       on the partition used for your save and  level  files  (because  too
       much  space  might  overflow the calculation and end up looking like
       insufficient space).  Only applies when MFLOPPY was  defined  during
       compilation.

     clicklook
       Allows  looking at things on the screen by navigating the mouse over
       them and clicking the right mouse button (default off).

     cmdassist
       Have the game provide some additional  command  assistance  for  new
       players if it detects some anticipated mistakes (default on).

     confirm
       Have  user confirm attacks on pets, shopkeepers, and other peaceable
       creatures (default on).  Persistent.

     dark_room
       Show out-of-sight areas of lit rooms (default on).  Persistent.

     disclose
       Controls what information the program reveals when  the  game  ends.
       Value is a space separated list of prompting/category pairs (default
       is "ni na nv ng nc no", prompt with default response of `n' for each
       candidate).  Persistent.  The possibilities are:

            i - disclose your inventory;
            a - disclose your attributes;
            v - summarize monsters that have been vanquished;
            g - list monster species that have been genocided;
            c - display your conduct;
            o - display dungeon overview.

       Each  disclosure  possibility can optionally be preceded by a prefix
       which lets you refine how it behaves.  Here are the valid prefixes:


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            y - prompt you and default to yes on the prompt;
            n - prompt you and default to no on the prompt;
            + - disclose it without prompting;
            - - do not disclose it and do not prompt.

       The listing of vanquished monsters can be sorted, so there  are  two
       additional choices for `v':

            ? - prompt you and default to ask on the prompt;
            # - disclose it without prompting, ask for sort order.

       Asking  refers to picking one of the orderings from a menu.  The `+'
       disclose without prompting choice, or being prompted  and  answering
       `y'  rather than `a', will default to showing monsters in the tradi-
       tional order, from high level to low level.

       Omitted categories are implicitly added with `n' prefix.   Specified
       categories  with omitted prefix implicitly use `+' prefix.  Order of
       the disclosure categories does not matter, program display for  end-
       of-game disclosure follows a set sequence.

       (for example "disclose:yi na +v -g o") The example sets inventory to
       prompt and default to yes, attributes to prompt and default  to  no,
       vanquished  to disclose without prompting, genocided to not disclose
       and not prompt, conduct to implicitly prompt and default to no,  and
       overview to disclose without prompting.

       Note  that the vanquished monsters list includes all monsters killed
       by traps and each other as well as by you.  And the dungeon overview
       shows  all  levels  you had visited but does not reveal things about
       them that you hadn't discovered.

     dogname
       Name your starting dog (for example "dogname:Fang").  Cannot be  set
       with the `O' command.

     extmenu
       Changes  the  extended commands interface to pop-up a menu of avail-
       able commands.  It is  keystroke  compatible  with  the  traditional
       interface except that it does not require that you hit Enter.  It is
       implemented for the tty interface (default off).

       For the X11 interface, which always uses  a  menu  for  choosing  an
       extended  command,  it controls whether the menu shows all available
       commands (on) or just the subset of commands which  have  tradition-
       ally been considered extended ones (off).

     female
       An obsolete synonym for "gender:female".  Cannot be set with the `O'
       command.

     fixinv
       An object's inventory letter sticks to it when it's dropped (default
       on).   If  this  is off, dropping an object shifts all the remaining


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       inventory letters.  Persistent.

     force_invmenu
       Commands asking for an inventory item show a menu instead of a  text
       query with possible menu letters. Default is off.

     fruit
       Name   a  fruit  after  something  you  enjoy  eating  (for  example
       "fruit:mango") (default "slime mold").  Basically a nostalgic whimsy
       that  NetHack  uses from time to time.  You should set this to some-
       thing you find more appetizing than slime  mold.   Apples,  oranges,
       pears,  bananas,  and  melons already exist in NetHack, so don't use
       those.

     gender
       Your starting gender (gender:male or gender:female).  You may  spec-
       ify  just the first letter.  Although you can still denote your gen-
       der using the "male" and "female" options, the "gender" option  will
       take  precedence.   The  default  is to randomly pick an appropriate
       gender.  If you prefix the value with `!' or "no", you will  exclude
       that  gender from being picked randomly.  Cannot be set with the `O'
       command.  Persistent.

     goldX
       When filtering objects based on bless/curse state (BUCX), whether to
       treat  gold  pieces as X (unknown bless/curse state, when "on") or U
       (known to be uncursed, when "off",  the  default).   Gold  is  never
       blessed  or  cursed, but it is not described as "uncursed" even when
       the implicit_uncursed option is "off".

     help
       If more information is available for an object looked  at  with  the
       `/'  command,  ask if you want to see it (default on).  Turning help
       off makes just looking at things faster,  since  you  aren't  inter-
       rupted  with  the  "More  info?"  prompt, but it also means that you
       might miss some interesting and/or important  information.   Persis-
       tent.

     herecmd_menu
       When using a windowport that supports mouse and clicking on yourself
       or next to you, show a menu of possible actions  for  the  location.
       Same as "#herecmdmenu" and "#therecmdmenu" commands.

     hilite_pet
       Visually  distinguish  pets from similar animals (default off).  The
       behavior of this option depends on the type of  windowing  you  use.
       In text windowing, text highlighting or inverse video is often used;
       with tiles, generally displays a heart symbol near pets.

       With the curses interface, the petattr option controls how to  high-
       light  pets and setting it will turn the hilite_pet option on or off
       as warranted.




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     hilite_pile
       Visually  distinguish  piles  of  objects  from  individual  objects
       (default  off).   The behavior of this option depends on the type of
       windowing you use.  In text windowing, text highlighting or  inverse
       video  is  often  used; with tiles, generally displays a small plus-
       symbol beside the object on the top of the pile.

     hitpointbar
       Show a hit point bar graph behind your name and title.  Only  avail-
       able for TTY and Windows GUI, and only when statushilites is on.

     horsename
       Name  your starting horse (for example "horsename:Trigger").  Cannot
       be set with the `O' command.

     ignintr
       Ignore interrupt signals, including breaks (default  off).   Persis-
       tent.

     implicit_uncursed
       Omit "uncursed" from inventory lists, if possible (default on).

     legacy
       Display an introductory message when starting the game (default on).
       Persistent.

     lit_corridor
       Show corridor squares seen by night vision or a light source held by
       your character as lit (default off).  Persistent.

     lootabc
       When  using  a  menu  to interact with a container, use the old `a',
       `b', and `c' keyboard shortcuts rather than the mnemonics `o',  `i',
       and `b' (default off).  Persistent.

     mail
       Enable mail delivery during the game (default on).  Persistent.

     male
       An  obsolete  synonym for "gender:male".  Cannot be set with the `O'
       command.

     mention_walls
       Give feedback when walking against a wall (default off).

     menucolors
       Enable coloring menu lines (default  off).   See  "Configuring  Menu
       Colors" on how to configure the colors.

     menustyle
       Controls  the interface used when you need to choose various objects
       (in response to the Drop command, for instance).  The  value  speci-
       fied  should  be  the  first letter of one of the following:  tradi-
       tional, combination, full, or partial.   Traditional  was  the  only


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       interface  available for early versions; it consists of a prompt for
       object class characters, followed by an object-by-object prompt  for
       all  items  matching  the  selected  object  class(es).  Combination
       starts with a prompt for object class(es) of interest, but then dis-
       plays  a  menu of matching objects rather than prompting one-by-one.
       Full displays a menu of  object  classes  rather  than  a  character
       prompt,  and then a menu of matching objects for selection.  Partial
       skips the object class filtering and immediately displays a menu  of
       all objects.  Persistent.

     menu_deselect_all
       Menu  character accelerator to deselect all items in a menu.  Imple-
       mented by the Amiga, Gem, X11 and tty ports.  Default `-'.

     menu_deselect_page
       Menu character accelerator to deselect all items on this page  of  a
       menu.  Implemented by the Amiga, Gem and tty ports.  Default `\'.

     menu_first_page
       Menu  character  accelerator  to  jump  to the first page in a menu.
       Implemented by the Amiga, Gem and tty ports.  Default `^'.

     menu_headings
       Controls how the headings in a menu  are  highlighted.   Values  are
       "none",  "bold", "dim", "underline", "blink", or "inverse".  Not all
       ports can actually display all types.

     menu_invert_all
       Menu character accelerator to invert all items in  a  menu.   Imple-
       mented by the Amiga, Gem, X11 and tty ports.  Default `@'.

     menu_invert_page
       Menu  character  accelerator  to  invert all items on this page of a
       menu.  Implemented by the Amiga, Gem and tty ports.  Default `~'.

     menu_last_page
       Menu character accelerator to jump to  the  last  page  in  a  menu.
       Implemented by the Amiga, Gem and tty ports.  Default `|'.

     menu_next_page
       Menu  character accelerator to goto the next menu page.  Implemented
       by the Amiga, Gem and tty ports.  Default `>'.

     menu_objsyms
       Show object symbols in menu headings in menus where the object  sym-
       bols act as menu accelerators (default off).

     menu_overlay
       Do not clear the screen before drawing menus, and align menus to the
       right edge of the screen. Only for the tty port.  (default on)

     menu_previous_page
       Menu character accelerator to goto the previous menu  page.   Imple-
       mented by the Amiga, Gem and tty ports.  Default `<'.


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     menu_search
       Menu  character  accelerator to search for a menu item.  Implemented
       by the Amiga, Gem, X11 and tty ports.  Default `:'.

     menu_select_all
       Menu character accelerator to select all items in  a  menu.   Imple-
       mented by the Amiga, Gem, X11 and tty ports.  Default `.'.

     menu_select_page
       Menu  character  accelerator  to  select all items on this page of a
       menu.  Implemented by the Amiga, Gem and tty ports.  Default `,'.

     monpolycontrol
       Prompt for new form whenever  any  monster  changes  shape  (default
       off).  Debug mode only.

     mouse_support
       Allow use of the mouse for input and travel.  Valid settings are:

            0 - disabled
            1 - enabled and make OS adjustments to support mouse use
            2 - like 1 but does not make any OS adjustments

       Omitting a value is the same as specifying 1 and negating mouse_sup-
       port is the same as specifying 0.

     msghistory
       The number of top line messages to keep (and be able to recall  with
       `^P') (default 20).  Cannot be set with the `O' command.

     msg_window
       Allows  you to change the way recalled messages are displayed.  Cur-
       rently it is only supported for  tty  (all  four  choices)  and  for
       curses (`f' and `r' choices, default `r').  The possible values are:

            s - single message (default; only choice prior to 3.4.0);
            c - combination, two messages as "single", then as "full";
            f - full window, oldest message first;
            r - full window reversed, newest message first.

       For  backward  compatibility,  no value needs to be specified (which
       defaults to "full"), or it can be negated (which defaults  to  "sin-
       gle").

     name
       Set  your  character's  name  (defaults to your user name).  You can
       also set your character's role by appending a dash and one  or  more
       letters  of the role (that is, by suffixing one of -A -B -C -H -K -M
       -P -Ra -Ro -S -T -V -W).  If -@ is used for the role, then a  random
       one  will  be automatically chosen.  Cannot be set with the `O' com-
       mand.

     news
       Read the NetHack news file, if present (default on).  Since the news


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       is  shown  at the beginning of the game, there's no point in setting
       this with the `O' command.

     nudist
       Start the character with no armor (default false).  Persistent.

     null
       Send padding nulls to the terminal (default on).  Persistent.

     number_pad
       Use digit keys instead of letters to move (default 0 or off).  Valid
       settings are:

        0 - move by letters; "yuhjklbn"
        1 - move by numbers; digit `5' acts as `G' movement prefix
        2 - like 1 but `5' works as `g' prefix instead of as `G'
        3 - by numbers using phone key layout; 123 above, 789 below
        4 - combines 3 with 2; phone layout plus MS-DOS compatibility
       -1 - by letters but use `z' to go northwest, `y' to zap wands

       For backward compatibility, omitting a value is the same as specify-
       ing 1 and negating number_pad is the same as  specifying  0.   (Set-
       tings  2  and 4 are for compatibility with MS-DOS or old PC Hack; in
       addition to the different behavior for `5', `Alt-5' acts as `G'  and
       `Alt-0'  acts as `I'.  Setting -1 is to accommodate some QWERTZ key-
       boards which have the location of the `y'  and  `z'  keys  swapped.)
       When  moving  by numbers, to enter a count prefix for those commands
       which accept one (such as "12s" to search twelve times), precede  it
       with the letter `n' ("n12s").

     packorder
       Specify    the    order   to   list   object   types   in   (default
       "")[%?+!=/(*`0_").  The value of this option should be a string con-
       taining the symbols for the various object types.  Any omitted types
       are filled in at the end from the previous order.

     paranoid_confirmation
       A space  separated  list  of  specific  situations  where  alternate
       prompting is desired.  The default is paranoid_confirmation:pray.

       Confirm     - for  any prompts which are set to require "yes" rather
                     than `y', also  require  "no"  to  reject  instead  of
                     accepting any non-yes response as no
       quit        - require  "yes" rather than `y' to confirm quitting the
                     game or switching into non-scoring explore mode;
       die         - require "yes" rather than `y' to  confirm  dying  (not
                     useful in normal play; applies to explore mode);
       bones       - require  "yes" rather than `y' to confirm saving bones
                     data when dying in debug mode;
       attack      - require "yes" rather than `y' to confirm  attacking  a
                     peaceful monster;
       wand-break  - require  "yes"  rather  than `y' to confirm breaking a
                     wand;
       eating      - require "yes" rather than `y' to  confirm  whether  to


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                     continue eating;
       Were-change - require "yes" rather than `y' to confirm changing form
                     due to lycanthropy when hero has polymorph control;
       pray        - require `y' to confirm an attempt to pray rather  than
                     immediately praying; on by default;
       Remove      - require  selection from inventory for `R' and `T' com-
                     mands even when wearing just one applicable item.
       all         - turn on all of the above.

       By default, the pray choice is enabled,  the  others  disabled.   To
       disable  it  without  setting  any  of the other choices, use "para-
       noid_confirmation:none".  To keep it enabled while  setting  any  of
       the  others,  include  it  in  the list, such as "paranoid_confirma-
       tion:attack pray Remove".

     perm_invent
       If true, always display your current inventory in  a  window.   This
       only makes sense for windowing system interfaces that implement this
       feature.

     petattr
       Specifies one or more text highlighting attributes to use when show-
       ing pets on the map.  Effectively a superset of the hilite_pet bool-
       ean option.  Curses interface only; value is one or more of the fol-
       lowing letters.

            n - Normal text (no highlighting)
            i - Inverse video (default)
            b - Bold text
            u - Underlined text
            k - blinKing text
            d - Dim text
            t - iTalic text
            l - Left line indicator
            r - Right line indicator

       Some  of those choices might not work, particularly the final three,
       depending upon terminal hardware or terminal emulation software.

       Currently multiple highlight-style letters can be combined by simply
       stringing  them together (for example, "bk"), but in the future they
       might require being separated by plus signs (such  as  "b+k",  which
       works  already).   When using the `n' choice, it should be specified
       on its own, not in combination with any of the other letters.

     pettype
       Specify the type of your initial pet, if you are playing a character
       class that uses multiple types of pets; or choose to have no initial
       pet at all.  Possible values are "cat", "dog", "horse", and  "none".
       If the choice is not allowed for the role you are currently playing,
       it will be silently ignored.  For example, "horse" will only be hon-
       ored when playing a knight.  Cannot be set with the `O' command.




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     pickup_burden
       When  you  pick  up an item that would exceed this encumbrance level
       (Unencumbered, Burdened, streSsed,  straiNed,  overTaxed,  or  over-
       Loaded),  you will be asked if you want to continue.  (Default `S').
       Persistent.

     pickup_thrown
       If this option is on and autopickup is  also  on,  try  to  pick  up
       things  that you threw, even if they aren't in pickup_types or match
       an autopickup exception.  Default is on.  Persistent.

     pickup_types
       Specify the object types to be picked  up  when  autopickup  is  on.
       Default  is  all types.  You can use autopickup_exception configura-
       tion file lines to further refine autopickup behavior.  Persistent.

     pile_limit
       When walking across a pile of objects on  the  floor,  threshold  at
       which the message "there are few/several/many objects here" is given
       instead of showing a popup list of those  objects.   A  value  of  0
       means "no limit" (always list the objects); a value of 1 effectively
       means "never show the objects" since the pile size will always be at
       least that big; default value is 5.  Persistent.

     playmode
       Values  are  "normal",  "explore",  or "debug".  Allows selection of
       explore mode (also known as discovery  mode)  or  debug  mode  (also
       known as wizard mode) instead of normal play.  Debug mode might only
       be allowed for someone logged in under a particular  user  name  (on
       multi-user  systems)  or  specifying a particular character name (on
       single-user systems) or it might be disabled  entirely.   Requesting
       it when not allowed or not possible results in explore mode instead.
       Default is normal play.

     pushweapon
       Using the `w' (wield) command when already wielding something pushes
       the  old  item into your alternate weapon slot (default off).  Like-
       wise for the `a' (apply) command if it causes the  applied  item  to
       become wielded.  Persistent.

     race
       Selects  your  race (for example, "race:human").  Default is random.
       If you prefix the value with `!' or "no", you will exclude that race
       from  being  picked  randomly.   Cannot be set with the `O' command.
       Persistent.

     rest_on_space
       Make the space bar a synonym for the `.'  (#wait)  command  (default
       off).  Persistent.

     role
       Pick  your  type  of character (for example "role:Samurai"); synonym
       for "character".  See "name" for an alternate method  of  specifying
       your role.  Normally only the first letter of the value is examined;


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       `r' is an exception with "Rogue", "Ranger", and "random" values.  If
       you  prefix  the  value with `!' or "no", you will exclude that role
       from being picked randomly.  Cannot be set  with  the  `O'  command.
       Persistent.

     roguesymset
       This option may be used to select one of the named symbol sets found
       within "symbols" to alter the symbols displayed on the screen on the
       rogue level.

     rlecomp
       When  writing out a save file, perform run length compression of the
       map.  Not all ports support run length compression. It has no effect
       on reading an existing save file.

     runmode
       Controls  the  amount  of  screen  updating  for the map window when
       engaged in multi-turn movement (running via shift+direction or  con-
       trol+direction  and  so  forth,  or  via the travel command or mouse
       click).  The possible values are:

       teleport - update the map after movement has finished;
       run      - update the map after every seven or so steps;
       walk     - update the map after each step;
       crawl    - like walk, but pause briefly after each step.

       This option only affects the game's screen display, not  the  actual
       results  of  moving.   The default is "run"; versions prior to 3.4.1
       used "teleport" only.  Whether or not the effect is noticeable  will
       depend  upon  the window port used or on the type of terminal.  Per-
       sistent.

     safe_pet
       Prevent you from (knowingly) attacking your pets (default on).  Per-
       sistent.

     sanity_check
       Evaluate  monsters,  objects,  and  map  prior to each turn (default
       off).  Debug mode only.

     scores
       Control what parts of the score list you are shown at the  end  (for
       example  "scores:5  top scores/4 around my score/own scores").  Only
       the first letter of each category (`t', `a', or `o')  is  necessary.
       Persistent.

     showexp
       Show  your  accumulated  experience  points  on bottom line (default
       off).  Persistent.

     showrace
       Display yourself as the glyph for your race, rather than  the  glyph
       for  your  role  (default off).  Note that this setting affects only
       the appearance of the display, not the  way  the  game  treats  you.


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       Persistent.

     showscore
       Show  your  approximate  accumulated  score  on bottom line (default
       off).  Persistent.

     silent
       Suppress terminal beeps (default on).  Persistent.

     sortloot
       Controls the sorting behavior of the pickup lists for inventory  and
       #loot  commands  and  some others.  Persistent.  The possible values
       are:

       full - always sort the lists;
       loot - only sort the lists that don't use  inventory  letters,  like
              with the #loot and pickup commands;
       none - show lists the traditional way without sorting.

     sortpack
       Sort  the  pack  contents by type when displaying inventory (default
       on).  Persistent.

     sparkle
       Display a sparkly effect when a monster (including yourself) is  hit
       by an attack to which it is resistant (default on).  Persistent.

     standout
       Boldface monsters and "--More--" (default off).  Persistent.

     statushilites
       Controls how many turns status hilite behaviors highlight the field.
       If negated or set to zero, disables status hiliting.  See "Configur-
       ing Status Hilites" for further information.

     status_updates
       Allow  updates  to  the  status  lines  at  the bottom of the screen
       (default true).

     suppress_alert
       This option may be set to a NetHack version level to suppress  alert
       notification  messages about feature changes for that and prior ver-
       sions (for example "suppress_alert:3.3.1").

     symset
       This option may be used to select one of the named symbol sets found
       within  "symbols" to alter the symbols displayed on the screen.  Use
       "symset:default" to explicitly select the default symbols.

     time
       Show the elapsed game time in turns on bottom  line  (default  off).
       Persistent.




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     timed_delay
       When pausing momentarily for display effect, such as with explosions
       and moving objects, use a timer rather than sending extra characters
       to  the  screen.   (Applies to "tty" interface only; "X11" interface
       always uses a timer based delay.  The default is  on  if  configured
       into the program.)  Persistent.

     tombstone
       Draw a tombstone graphic upon your death (default on).  Persistent.

     toptenwin
       Put  the  ending  display  in  a NetHack window instead of on stdout
       (default off).  Setting this option makes  the  score  list  visible
       when a windowing version of NetHack is started without a parent win-
       dow, but it no longer leaves the score list around after game end on
       a terminal or emulating window.

     travel
       Allow the travel command (default on).  Turning this option off will
       prevent the game from attempting unintended moves if you make  inad-
       vertent mouse clicks on the map window.  Persistent.

     verbose
       Provide more commentary during the game (default on).  Persistent.

     whatis_coord
       When  using  the  `/' or `;' commands to look around on the map with
       autodescribe on, display coordinates after  the  description.   Also
       works in other situations where you are asked to pick a location.

       The possible settings are:

            c - compass ("east" or "3s" or "2n,4w");
            f - full compass ("east" or "3south" or "2north,4west");
            m - map <x,y> (map column x=0 is not used);
            s - screen [row,column] (row is offset to match tty usage);
            n - none (no coordinates shown) [default].

       The  whatis_coord option is also used with the "/m", "/M", "/o", and
       "/O" sub-commands of `/', where the  "none"  setting  is  overridden
       with "map".

     whatis_filter
       When  getting  a  location  on  the map, and using the keys to cycle
       through next and previous targets,  allows  filtering  the  possible
       targets.

            n - no filtering [default]
            v - in view only
            a - in same area only

       The  area-filter tries to be slightly predictive -- if you're stand-
       ing on a doorway, it will consider the area on the side of the  door
       you were last moving towards.


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       Filtering can also be changed when getting a location with the "get-
       pos.filter" key.

     whatis_menu
       When getting a location on the map, and using a key to cycle through
       next  and  previous  targets,  use  a menu instead to pick a target.
       (default off)

     whatis_moveskip
       When getting a location on the map, and using shifted movement  keys
       or  meta-digit  keys  to  fast-move,  instead of moving 8 units at a
       time, move by skipping the same glyphs.  (default off)

     windowtype
       When the program has been  built  to  support  multiple  interfaces,
       select  which one to use, such as "tty" or "X11" (default depends on
       build-time settings; use "#version" to check).  Cannot be  set  with
       the `O' command.

       When  used,  it should be the first option set since its value might
       enable or disable the availability of various  other  options.   For
       multiple lines in a configuration file, that would be the first non-
       comment line.  For a comma-separated list in  NETHACKOPTIONS  or  an
       OPTIONS  line  in  a configuration file, that would be the rightmost
       option in the list.

     wizweight
       Augment object descriptions  with  their  objects'  weight  (default
       off).  Debug mode only.

     zerocomp
       When  writing  out a save file, perform zero-comp compression of the
       contents. Not all ports support zero-comp  compression.  It  has  no
       effect on reading an existing save file.

     9.5.  Window Port Customization options

          Here  are  explanations  of  the various options that are used to
     customize and change the characteristics of the  windowtype  that  you
     have  chosen.   Character  strings that are too long may be truncated.
     Not all window ports will adjust for all settings  listed  here.   You
     can safely add any of these options to your configuration file, and if
     the window port is capable of adjusting to suit your  preferences,  it
     will  attempt  to  do so. If it can't it will silently ignore it.  You
     can find out if an option is supported by the window port that you are
     currently using by checking to see if it shows up in the Options list.
     Some options are dynamic and can be specified during the game with the
     `O' command.

     align_message
       Where  to  align  or place the message window (top, bottom, left, or
       right)




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     align_status
       Where to align or place the status window  (top,  bottom,  left,  or
       right).

     ascii_map
       If NetHack can, it should display an ascii character map if it can.

     color
       If NetHack can, it should display color if it can for different mon-
       sters, objects, and dungeon features.

     eight_bit_tty
       If NetHack can, it should pass eight-bit character values (for exam-
       ple,  specified with the traps option) straight through to your ter-
       minal (default off).

     font_map
       if NetHack can, it should use a font by the chosen name for the  map
       window.

     font_menu
       If  NetHack  can,  it  should use a font by the chosen name for menu
       windows.

     font_message
       If NetHack can, it should use a font by the chosen name for the mes-
       sage window.

     font_status
       If NetHack can, it should use a font by the chosen name for the sta-
       tus window.

     font_text
       If NetHack can, it should use a font by the  chosen  name  for  text
       windows.

     font_size_map
       If NetHack can, it should use this size font for the map window.

     font_size_menu
       If NetHack can, it should use this size font for menu windows.

     font_size_message
       If NetHack can, it should use this size font for the message window.

     font_size_status
       If NetHack can, it should use this size font for the status window.

     font_size_text
       If NetHack can, it should use this size font for text windows.

     fullscreen
       If  NetHack  can,  it  should  try  and display on the entire screen
       rather than in a window.


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     guicolor
       Use color text and/or highlighting attributes when  displaying  some
       non-map  data  (such  as  menu  selector letters).  Curses interface
       only; default is on.

     large_font
       If NetHack can, it should use a large font.

     map_mode
       If NetHack can, it should display the map in the manner specified.

     player_selection
       If NetHack can, it should pop up dialog boxes, or  use  prompts  for
       character selection.

     popup_dialog
       If NetHack can, it should pop up dialog boxes for input.

     preload_tiles
       If  NetHack  can, it should preload tiles into memory.  For example,
       in the protected mode MS-DOS version, control whether tiles get pre-
       loaded into RAM at the start of the game.  Doing so enhances perfor-
       mance of the tile graphics, but  uses  more  memory.  (default  on).
       Cannot be set with the `O' command.

     scroll_amount
       If NetHack can, it should scroll the display by this number of cells
       when the hero reaches the scroll_margin.

     scroll_margin
       If NetHack can, it should scroll the display when the hero or cursor
       is this number of cells away from the edge of the window.

     selectsaved
       If NetHack can, it should display a menu of existing saved games for
       the player to choose from at game startup, if it can.  Not all ports
       support this option.

     softkeyboard
       Display  an onscreen keyboard.  Handhelds are most likely to support
       this option.

     splash_screen
       If NetHack can, it should display an opening splash screen  when  it
       starts up (default yes).

     statuslines
       Number  of  lines  for  traditional  below-the-map  status  display.
       Acceptable values are 2 and 3 (default is 2).  Curses and tty inter-
       faces only.

     term_cols  and




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     term_rows
       Curses  interface  only.   Number of columns and rows to use for the
       display.  Curses will attempt to resize to the values specified  but
       will  settle  for smaller sizes if they are too big.  Default is the
       current window size.

     tiled_map
       If NetHack can, it should display a tiled map if it can.

     tile_file
       Specify the name  of  an  alternative  tile  file  to  override  the
       default.

     tile_height
       Specify the preferred height of each tile in a tile capable port.

     tile_width
       Specify the preferred width of each tile in a tile capable port

     use_darkgray
       Use bold black instead of blue for black glyphs (TTY only).

     use_inverse
       If  NetHack  can,  it should display inverse when the game specifies
       it.

     vary_msgcount
       If NetHack can, it should display this number of messages at a  time
       in the message window.

     windowborders
       Whether to draw boxes around the map, status area, message area, and
       persistent inventory window  if  enabled.   Curses  interface  only.
       Acceptable values are

            0 - off, never show borders
            1 - on, always show borders
            2 - auto, on if display is at least (24+2)x(80+2)  (default)

       (The  26x82 size threshold for `2' refers to number of rows and col-
       umns of the display.  A width of at least 110 columns (80+2+26+2) is
       needed for align_status set to left or right.)

     windowcolors
       If  NetHack  can, it should display windows with the specified fore-
       ground/background colors. Windows GUI only. The format is

          OPTION=windowcolors:wintype foreground/background

          where wintype is one of "menu", "message", "status",  or  "text",
     and  foreground  and  background  are  colors,  either  a  hexadecimal
     \'#rrggbb', one of the named colors (black, red, green,  brown,  blue,
     magenta, cyan, orange, brightgreen, yellow, brightblue, brightmagenta,
     brightcyan, white, trueblack, gray, purple, silver,  maroon,  fuchsia,


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     lime,  olive,  navy, teal, aqua), or one of Windows UI colors (active-
     border, activecaption, appworkspace, background,  btnface,  btnshadow,
     btntext,  captiontext,  graytext,  greytext, highlight, highlighttext,
     inactiveborder, inactivecaption, menu,  menutext,  scrollbar,  window,
     windowframe, windowtext).

     wraptext
       If  NetHack can, it should wrap long lines of text if they don't fit
       in the visible area of the window.

     9.6.  Platform-specific Customization options

          Here are explanations of options that are used by specific  plat-
     forms or ports to customize and change the port behavior.

     altkeyhandling
       Select  an  alternate  way  to  handle keystrokes (Win32 tty NetHack
       only).  The name of the handling type is one  of  "default",  "ray",
       "340".

     altmeta
       On Amiga, this option controls whether typing "Alt" plus another key
       functions as a meta-shift for that key (default on).

     altmeta
       On other (non-Amiga) systems where this option is available, it  can
       be set to tell NetHack to convert a two character sequence beginning
       with ESC  into  a  meta-shifted  version  of  the  second  character
       (default off).

       This  conversion  is  only  done  for  commands, not for other input
       prompts.  Note that typing one or more  digits  as  a  count  prefix
       prior  to a command -- preceded by n if the number_pad option is set
       -- is also subject to this conversion, so attempting  to  abort  the
       count by typing ESC will leave NetHack waiting for another character
       to complete the two character sequence.  Type a second ESC to finish
       cancelling such a count.  At other prompts a single ESC suffices.

     BIOS
       Use  BIOS calls to update the screen display quickly and to read the
       keyboard (allowing the use of arrow keys to move) on  machines  with
       an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack
       only).

     flush
       (default off, Amiga NetHack only).

     MACgraphics
       (default on, Mac NetHack only).

     page_wait
       (default on, Mac NetHack only).




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     rawio
       Force raw (non-cbreak) mode for faster output and  more  bulletproof
       input  (MS-DOS sometimes treats `^P' as a printer toggle without it)
       (default off, OS/2, PC, and ST NetHack only).  Note:   DEC  Rainbows
       hang if this is turned on.  Cannot be set with the `O' command.

     soundcard
       (default on, PC NetHack only).  Cannot be set with the `O' command.

     subkeyvalue
       (Win32  tty  NetHack  only).  May be used to alter the value of key-
       strokes that the operating system returns to NetHack to help compen-
       sate  for international keyboard issues.  OPTIONS=subkeyvalue:171/92
       will return 92 to  NetHack,  if  171  was  originally  going  to  be
       returned.   You  can use multiple subkeyvalue statements in the con-
       figuration file if needed.  Cannot be set with the `O' command.

     video
       Set the video mode used (PC NetHack only).  Values are "autodetect",
       "default",  or "vga".  Setting "vga" (or "autodetect" with vga hard-
       ware present) will cause the game to display tiles.  Cannot  be  set
       with the `O' command.

     videocolors
       Set  the  color  palette  for  PC  systems  using  NO_TERMS (default
       4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only).   The  order  of
       colors  is  red,  green,  brown,  blue, magenta, cyan, bright.white,
       bright.red, bright.green, yellow, bright.blue,  bright.magenta,  and
       bright.cyan.  Cannot be set with the `O' command.

     videoshades
       Set  the intensity level of the three gray scales available (default
       dark normal light, PC NetHack only).  If the game display is  diffi-
       cult  to  read, try adjusting these scales; if this does not correct
       the problem, try !color.  Cannot be set with the `O' command.

     9.7.  Regular Expressions

          Regular expressions are normally POSIX extended  regular  expres-
     sions.  It  is  possible to compile NetHack without regular expression
     support on a platform where there is no  regular  expression  library.
     While  this  is  not  true of any modern platform, if your NetHack was
     built this way, patterns are instead glob patterns.  This  applies  to
     Autopickup exceptions, Message types, Menu colors, and User sounds.

     9.8.  Configuring Autopickup Exceptions

          You  can  further  refine  the  behavior of the autopickup option
     beyond what is available through the pickup_types option.

          By placing autopickup_exception lines in your configuration file,
     you  can  define  patterns  to  be  checked  when the game is about to
     autopickup something.



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     autopickup_exception
       Sets an exception to the pickup_types option.  The autopickup_excep-
       tion option should be followed by a regular expression to be used as
       a pattern to match against the singular form of the  description  of
       an object at your location.

       In  addition, some characters are treated specially if they occur as
       the first character in the pattern, specifically:

            < - always pickup an object that matches rest of pattern;
            > - never pickup an object that matches rest of pattern.

       The autopickup_exception rules are processed in the order  in  which
       they  appear  in your configuration file, thus allowing a later rule
       to override an earlier rule.

       Exceptions can be set with the `O' command, but because they are not
       included  in your configuration file, they won't be in effect if you
       save and then restore your game.  autopickup_exception rules and not
       saved with the game.

     Here are some examples:

            autopickup_exception="<*arrow"
            autopickup_exception=">*corpse"
            autopickup_exception=">* cursed*"

          The  first example above will result in autopickup of any type of
     arrow.  The second example results in the exclusion of any corpse from
     autopickup.   The last example results in the exclusion of items known
     to be cursed from autopickup.

     9.9.  Changing Key Bindings

          It is possible to change the default key bindings of some special
     commands,  menu accelerator keys, and extended commands, by using BIND
     stanzas in the configuration file.  Format is  key,  followed  by  the
     command  to  bind  to,  separated by a colon.  The key can be a single
     character ("x"), a control key ("^X", "C-x"), a meta key ("M-x"), or a
     three-digit decimal ASCII code.

          For example:

          BIND=^X:getpos.autodescribe
          BIND={:menu_first_page
          BIND=v:loot

     Extended command keys
       You  can  bind multiple keys to the same extended command.  Unbind a
       key by using "nothing" as the extended command to bind to.  You  can
       also bind the "<esc>", "<enter>", and "<space>" keys.

     Menu accelerator keys
       The menu control or accelerator keys can also be rebound via OPTIONS


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       lines in the configuration file.  You  cannot  bind  object  symbols
       into menu accelerators.

     Special command keys
       Below  are the special commands you can rebind.  Some of them can be
       bound to same keys with no problems, others are in  the  same  "con-
       text", and if bound to same keys, only one of those commands will be
       available.  Special command can only be bound to a single key.

     count
       Prefix key to start a count, to repeat a command  this  many  times.
       With number_pad only.  Default is `n'.

     doinv
       Show inventory.  With number_pad only.  Default is `0'.

     fight
       Prefix key to force fight a direction.  Default is `F'.

     fight.numpad
       Prefix  key  to  force  fight  a  direction.   With number_pad only.
       Default is `-'.

     getdir.help
       When asked for a direction, the key to show the  help.   Default  is
       `?'.

     getdir.self
       When  asked for a direction, the key to target yourself.  Default is
       `.'.

     getdir.self2
       When asked for a direction, the key to target yourself.  Default  is
       `s'.

     getpos.autodescribe
       When  asked for a location, the key to toggle autodescribe.  Default
       is `#'.

     getpos.all.next
       When asked for a location, the key to go to next closest interesting
       thing.  Default is `a'.

     getpos.all.prev
       When  asked for a location, the key to go to previous closest inter-
       esting thing.  Default is `A'.

     getpos.door.next
       When asked for a location, the key to go to  next  closest  door  or
       doorway.  Default is `d'.

     getpos.door.prev
       When asked for a location, the key to go to previous closest door or
       doorway.  Default is `D'.


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     getpos.help
       When asked for a location, the key to show help.  Default is `?'.

     getpos.mon.next
       When asked for a location, the key to go to  next  closest  monster.
       Default is `m'.

     getpos.mon.prev
       When  asked  for  a location, the key to go to previous closest mon-
       ster.  Default is `M'.

     getpos.obj.next
       When asked for a location, the key to go  to  next  closest  object.
       Default is `o'.

     getpos.obj.prev
       When asked for a location, the key to go to previous closest object.
       Default is `O'.

     getpos.menu
       When asked for a location, and using one of  the  next  or  previous
       keys  to  cycle  through  targets,  toggle  showing  a menu instead.
       Default is `!'.

     getpos.moveskip
       When asked for a location, and using the shifted  movement  keys  or
       meta-digit  keys  to  fast-move  around,  move  by skipping the same
       glyphs instead of by 8 units.  Default is `*'.

     getpos.filter
       When asked for a location, change the filtering mode when using  one
       of  the  next  or  previous  keys to cycle through targets.  Toggles
       between no filtering, in view only,  and  in  the  same  area  only.
       Default is `"'.

     getpos.pick
       When  asked for a location, the key to choose the location, and pos-
       sibly ask for more info.  Default is `.'.

     getpos.pick.once
       When asked for a location, the key to choose the location, and  skip
       asking for more info.  Default is `,'.

     getpos.pick.quick
       When asked for a location, the key to choose the location, skip ask-
       ing for more info, and exit the location asking  loop.   Default  is
       `;'.

     getpos.pick.verbose
       When  asked for a location, the key to choose the location, and show
       more info without asking.  Default is `:'.

     getpos.self
       When asked for a location, the key to go to your location.   Default


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       is `@'.

     getpos.unexplored.next
       When  asked for a location, the key to go to next closest unexplored
       location.  Default is `x'.

     getpos.unexplored.prev
       When asked for a location, the key to go to previous  closest  unex-
       plored location.  Default is `X'.

     getpos.valid
       When  asked for a location, the key to go to show valid target loca-
       tions.  Default is `$'.

     getpos.valid.next
       When asked for a location, the key to go to next closest valid loca-
       tion.  Default is `z'.

     getpos.valid.prev
       When  asked  for a location, the key to go to previous closest valid
       location.  Default is `Z'.

     nopickup
       Prefix key to move without picking up items.  Default is `m'.

     redraw
       Key to redraw the screen.  Default is `^R'.

     redraw.numpad
       Key to redraw the screen.  With number_pad only.  Default is `^L'.

     repeat
       Key to repeat previous command.  Default is `^A'.

     reqmenu
       Prefix key to request menu from some commands.  Default is `m'.

     run
       Prefix key to run towards a direction.  Default is `G'.

     run.nopickup
       Prefix key to run towards a direction without picking  up  items  on
       the way.  Default is `M'.

     run.numpad
       Prefix  key  to  run  towards  a  direction.   With number_pad only.
       Default is `5'.

     rush
       Prefix key to rush towards a direction.  Default is `g'.






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     9.10.  Configuring Message Types

          You can change the way the messages  are  shown  in  the  message
     area, when the message matches a user-defined pattern.

          In  general,  the configuration file entries to describe the mes-
     sage types look like this: MSGTYPE=type "pattern"

     type    - how the message should be shown;
     pattern - the pattern to match.

       The pattern should be a regular expression.

       Allowed types are:

       show  - show message normally;
       hide  - never show the message;
       stop  - wait for user with more-prompt;
       norep - show the message once, but not again if no other message  is
               shown in between.

       Here's  an example of message types using NetHack's internal pattern
       matching facility:

            MSGTYPE=stop "You feel hungry."
            MSGTYPE=hide "You displaced *."

       specifies that whenever a message "You feel hungry"  is  shown,  the
       user  is prompted with more-prompt, and a message matching "You dis-
       placed <something>." is not shown at all.

       The order of the defined MSGTYPE lines is important; the last match-
       ing rule is used. Put the general case first, exceptions below them.

     9.11.  Configuring Menu Colors

          Some platforms allow you to define colors used in menu lines when
     the line matches a  user-defined  pattern.   At  this  time  the  tty,
     curses, win32tty and win32gui interfaces support this.

          In  general,  the configuration file entries to describe the menu
     color mappings look like this:

          MENUCOLOR="pattern"=color&attribute

            pattern    - the pattern to match;
            color      - the color to use for lines matching the pattern;
            attribute  - the attribute to use for lines matching  the  pat-
                         tern.  The attribute is optional, and if left out,
                         you must also leave out the  preceding  ampersand.
                         If no attribute is defined, no attribute is used.

       The pattern should be a regular expression.



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       Allowed  colors  are  black, red, green, brown, blue, magenta, cyan,
       gray, orange, light-green, yellow, light-blue, light-magenta, light-
       cyan,  and white.  And no-color, the default foreground color, which
       isn't necessarily the same as any of the other colors.

       Allowed attributes  are  none,  bold,  dim,  underline,  blink,  and
       inverse.   "Normal" is a synonym for "none".  Note that the platform
       used may interpret the attributes any way it wants.

       Here's an example of menu colors using  NetHack's  internal  pattern
       matching facility:

            MENUCOLOR="* blessed *"=green
            MENUCOLOR="* cursed *"=red
            MENUCOLOR="* cursed *(being worn)"=red&underline

       specifies  that  any menu line with " blessed " contained in it will
       be shown in green color, lines with " cursed " will be shown in red,
       and  lines  with  " cursed "  followed by "(being worn)" on the same
       line will be shown in red color and underlined.  You can have multi-
       ple MENUCOLOR entries in your configuration file, and the last MENU-
       COLOR line that matches a menu line will be used for the line.

          Note that if you intend to have one or more color  specifications
     match   " uncursed ",   you   will   probably   want   to   turn   the
     implicit_uncursed option off so that all items known  to  be  uncursed
     are actually displayed with the "uncursed" description.

     9.12.  Configuring User Sounds

          Some  platforms allow you to define sound files to be played when
     a message that matches a user-defined pattern is delivered to the mes-
     sage  window.   At this time the Qt port and the win32tty and win32gui
     ports support the use of user sounds.

          The following configuration file entries are relevant to  mapping
     user sounds to messages:

     SOUNDDIR
       The directory that houses the sound files to be played.

     SOUND
       An entry that maps a sound file to a user-specified message pattern.
       Each SOUND entry is broken down into the following parts:

       MESG       - message window mapping (the only one supported in 3.6);
       pattern    - the pattern to match;
       sound file - the sound file to play;
       volume     - the volume to be set while playing the sound file.

       The pattern should be a POSIX extended regular expression.





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     9.13.  Configuring Status Hilites

          Your copy of NetHack may have  been  compiled  with  support  for
     "Status  Hilites".  If so, you can customize your game display by set-
     ting thresholds to change the color or appearance  of  fields  in  the
     status display.

          The format for defining status colors is:

     OPTION=hilite_status:field-name/behavior/color&attributes

          For  example,  the following line in your configuration file will
     cause the hitpoints field to display in the color  red  if  your  hit-
     points drop to or below a threshold of 30%:

     OPTION=hilite_status:hitpoints/<=30%/red/normal

     (That  example  is  actually  specifying  red&normal for <=30% and no-
     color&normal for >30%.)

          For another example, the following  line  in  your  configuration
     file will cause wisdom to be displayed red if it drops and green if it
     rises:

     OPTION=hilite_status:wisdom/down/red/up/green

          Allowed colors are black, red, green, brown, blue, magenta, cyan,
     gray,  orange,  light-green, yellow, light-blue, light-magenta, light-
     cyan, and white.  And "no-color", the default foreground color on  the
     display, which is not necessarily the same as black or white or any of
     the other colors.

          Allowed attributes are none, bold,  dim,  underline,  blink,  and
     inverse.  "Normal" is a synonym for "none"; they should not be used in
     combination with any of the other attributes.

          To specify both a color and an  attribute,  use  `&'  to  combine
     them.   To specify multiple attributes, use `+' to combine those.  For
     example: "magenta&inverse+dim".

          Note  that  the  display  may  substitute  or  ignore  particular
     attributes  depending upon its capabilities, and in general may inter-
     pret the attributes any way it wants.  For example,  on  some  display
     systems  a  request for bold might yield blink or vice versa.  On oth-
     ers, issuing an attribute request while another is already set up will
     replace  the  earlier  attribute  rather  than combine with it.  Since
     NetHack issues attribute requests sequentially (at least with the  tty
     interface) rather than all at once, the only way a situation like that
     can be controlled is to specify just one attribute.

          You can adjust the appearance of the following status fields:
                   title       dungeon-level   experience-level
                  strength         gold           experience



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                 dexterity       hitpoints            HD
                constitution   hitpoints-max         time
                intelligence       power            hunger
                   wisdom        power-max     carrying-capacity
                  charisma      armor-class        condition
                 alignment                           score

       The pseudo-field "characteristics" can be used to  set  all  six  of
       Str,  Dex,  Con,  Int, Wis, and Cha at once.  "HD" is "hit dice", an
       approximation  of  experience  level  displayed  when   polymorphed.
       "experience",   "time",  and  "score"  are  conditionally  displayed
       depending upon your other option settings.

       Instead of a behavior, "condition"  takes  the  following  condition
       flags:  stone,  slime, strngl, foodpois, termill, blind, deaf, stun,
       conf, hallu, lev, fly, and ride.  You can use "major_troubles" as an
       alias  for stone through termill, "minor_troubles" for blind through
       hallu, "movement" for lev, fly, and ride, and "all" for every condi-
       tion.

       Allowed  behaviors are "always", "up", "down", "changed", a percent-
       age or absolute number threshold, or text to match against.

          * "always" will set the default attributes for that field.

          * "up", "down" set the field attributes for when the field  value
            changes  upwards  or downwards.  This attribute times out after
            statushilites turns.

          * "changed" sets the field attribute for  when  the  field  value
            changes.   This  attribute times out after statushilites turns.
            (If a field has both a "changed" rule and  an  "up"  or  "down"
            rule  which  matches a change in the field's value, the "up" or
            "down" one takes precedence.)

          * percentage sets  the  field  attribute  when  the  field  value
            matches  the percentage.  It is specified as a number between 0
            and 100, followed by `%' (percent sign).  If the percentage  is
            prefixed with `<=' or `>=', it also matches when value is below
            or above the percentage.  Use prefix `<' or `>' to  match  when
            strictly  below  or  above.   (The  numeric  limit  is  relaxed
            slightly for those: >-1% and <101%  are  allowed.)   Only  four
            fields  support  percentage rules.  Percentages for "hitpoints"
            and "power" are straightforward; they're based  on  the  corre-
            sponding  maximum  field.   Percentage highlight rules are also
            allowed for "experience level" and "experience  points"  (valid
            when the showexp option is enabled).  For those, the percentage
            is based on the progress from the start of the current  experi-
            ence  level  to  the  start  of  the next level.  So if level 2
            starts at 20 points and level 3 starts at 40 points, having  30
            points  is  50% and 35 points is 75%.  100% is unattainable for
            experience because you'll gain a  level  and  the  calculations
            will  be  reset  for  that  new  level, but a rule for =100% is
            allowed and matches the special case of being exactly 1 experi-


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            ence point short of the next level.

          * absolute  value sets the attribute when the field value matches
            that number.  The number  must  be  0  or  higher,  except  for
            "armor-class'  which allows negative values, and may optionally
            be preceded by `='.  If the number is preceded by `<=' or  `>='
            instead,  it also matches when value is below or above.  If the
            prefix is `<' or `>', only match when strictly above or below.

          * text match sets the attribute when the field value matches  the
            text.   Text  matches can only be used for "alignment", "carry-
            ing-capacity", "hunger",  "dungeon-level",  and  "title".   For
            title,  only  the  role's rank title is tested; the character's
            name is ignored.

          The in-game options menu can help you determine the correct  syn-
     tax for a configuration file.

          The whole feature can be disabled by setting option statushilites
     to 0.

          Example hilites:

          OPTION=hilite_status: gold/up/yellow/down/brown
          OPTION=hilite_status: characteristics/up/green/down/red
          OPTION=hilite_status: hitpoints/100%/gray&normal
          OPTION=hilite_status: hitpoints/<100%/green&normal
          OPTION=hilite_status: hitpoints/<66%/yellow&normal
          OPTION=hilite_status: hitpoints/<50%/orange&normal
          OPTION=hilite_status: hitpoints/<33%/red&bold
          OPTION=hilite_status: hitpoints/<15%/red&inverse
          OPTION=hilite_status: condition/major/orange&inverse
          OPTION=hilite_status: condition/lev+fly/red&inverse

     9.14.  Modifying NetHack Symbols

          NetHack can load entire symbol sets from the symbol file.

          The options that are used to select a particular symbol set  from
     the symbol file are:

     symset
       Set the name of the symbol set that you want to load.

     roguesymset
       Set  the name of the symbol set that you want to load for display on
       the rogue level.

          You can also override one or more symbols using the  SYMBOLS  and
     ROGUESYMBOLS  configuration  file  options.   Symbols are specified as
     name:value pairs.  Note that NetHack escape-processes the value string
     in  conventional C fashion.  This means that \ is a prefix to take the
     following character literally.  Thus \ needs to be represented as  \\.
     The  special  prefix  form  \m  switches on the meta bit in the symbol


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     value, and the ^ prefix causes the following character to  be  treated
     as a control character.

        NetHack Symbols
           Symbol Name            Description
        -----------------------------------------------------------------
           S_air                  (air)
        _  S_altar                (altar)
        "  S_amulet               (amulet)
        A  S_angel                (angelic being)
        a  S_ant                  (ant or other insect)
        ^  S_anti_magic_trap      (anti-magic field)
        [  S_armor                (suit or piece of armor)
        [  S_armour               (suit or piece of armor)
        ^  S_arrow_trap           (arrow trap)
        0  S_ball                 (iron ball)
        #  S_bars                 (iron bars)
        B  S_bat                  (bat or bird)
        ^  S_bear_trap            (bear trap)
        -  S_blcorn               (bottom left corner)
        b  S_blob                 (blob)
        +  S_book                 (spellbook)
        )  S_boomleft             (boomerang open left)
        (  S_boomright            (boomerang open right)
        `  S_boulder              (boulder)
        -  S_brcorn               (bottom right corner)
        C  S_centaur              (centaur)
        _  S_chain                (iron chain)
        #  S_cloud                (cloud)
        c  S_cockatrice           (cockatrice)
        $  S_coin                 (pile of coins)
        #  S_corr                 (corridor)
        -  S_crwall               (wall)
        #  S_darkroom             (dark room)
        ^  S_dart_trap            (dart trap)
        &  S_demon                (major demon)
        *  S_digbeam              (dig beam)
        >  S_dnladder             (ladder down)
        >  S_dnstair              (staircase down)
        d  S_dog                  (dog or other canine)
        D  S_dragon               (dragon)
        ;  S_eel                  (sea monster)
        E  S_elemental            (elemental)
        /  S_explode1             (explosion top left)
        -  S_explode2             (explosion top center)
        \  S_explode3             (explosion top right)
        |  S_explode4             (explosion middle left)
           S_explode5             (explosion middle center)
        |  S_explode6             (explosion middle right)
        \  S_explode7             (explosion bottom left)
        -  S_explode8             (explosion bottom center)
        /  S_explode9             (explosion bottom right)
        e  S_eye                  (eye or sphere)



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        ^  S_falling_rock_trap    (falling rock trap)
        f  S_feline               (cat or other feline)
        ^  S_fire_trap            (fire trap)
        !  S_flashbeam            (flash beam)
        %  S_food                 (piece of food)
        {  S_fountain             (fountain)
        F  S_fungus               (fungus or mold)
        *  S_gem                  (gem or rock)
           S_ghost                (ghost)
        H  S_giant                (giant humanoid)
        G  S_gnome                (gnome)
        '  S_golem                (golem)
        |  S_grave                (grave)
        g  S_gremlin              (gremlin)
        -  S_hbeam                (horizontal beam [zap animation])
        #  S_hcdbridge            (horizontal raised drawbridge)
        +  S_hcdoor               (closed door in horizontal wall)
        .  S_hodbridge            (horizontal lowered drawbridge)
        |  S_hodoor               (open door in horizontal wall)
        ^  S_hole                 (hole)
        @  S_human                (human or elf)
        h  S_humanoid             (humanoid)
        -  S_hwall                (horizontal wall)
        .  S_ice                  (ice)
        i  S_imp                  (imp or minor demon)
        I  S_invisible            (invisible monster)
        J  S_jabberwock           (jabberwock)
        j  S_jelly                (jelly)
        k  S_kobold               (kobold)
        K  S_kop                  (Keystone Kop)
        ^  S_land_mine            (land mine)
        }  S_lava                 (molten lava)
        l  S_leprechaun           (leprechaun)
        ^  S_level_teleporter     (level teleporter)
        L  S_lich                 (lich)
        y  S_light                (light)
        #  S_litcorr              (lit corridor)
        :  S_lizard               (lizard)
        \  S_lslant               (diagonal beam [zap animation])
        ^  S_magic_portal         (magic portal)
        ^  S_magic_trap           (magic trap)
        m  S_mimic                (mimic)
        ]  S_mimic_def            (mimic)
        M  S_mummy                (mummy)
        N  S_naga                 (naga)
        .  S_ndoor                (doorway without door)
        n  S_nymph                (nymph)
        O  S_ogre                 (ogre)
        o  S_orc                  (orc)
        p  S_piercer              (piercer)
        ^  S_pit                  (pit)
        #  S_poisoncloud          (poison cloud)
        ^  S_polymorph_trap       (polymorph trap)



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        }  S_pool                 (water)
        !  S_potion               (potion)
        P  S_pudding              (pudding or ooze)
        q  S_quadruped            (quadruped)
        Q  S_quantmech            (quantum mechanic)
        =  S_ring                 (ring)
        `  S_rock                 (boulder or statue)
        r  S_rodent               (rodent)
        ^  S_rolling_boulder_trap (rolling boulder trap)
        .  S_room                 (floor of a room)
        /  S_rslant               (diagonal beam [zap animation])
        ^  S_rust_trap            (rust trap)
        R  S_rustmonst            (rust monster or disenchanter)
        ?  S_scroll               (scroll)
        #  S_sink                 (sink)
        ^  S_sleeping_gas_trap    (sleeping gas trap)
        S  S_snake                (snake)
        s  S_spider               (arachnid or centipede)
        ^  S_spiked_pit           (spiked pit)
        ^  S_squeaky_board        (squeaky board)
        0  S_ss1                  (magic shield 1 of 4)
        #  S_ss2                  (magic shield 2 of 4)
        @  S_ss3                  (magic shield 3 of 4)
        *  S_ss4                  (magic shield 4 of 4)
        ^  S_statue_trap          (statue trap)
           S_stone                (solid rock or unexplored terrain
                                   or dark part of a room)
        ]  S_strange_obj          (strange object)
        -  S_sw_bc                (swallow bottom center)
        \  S_sw_bl                (swallow bottom left)
        /  S_sw_br                (swallow bottom right)
        |  S_sw_ml                (swallow middle left)
        |  S_sw_mr                (swallow middle right)
        -  S_sw_tc                (swallow top center)
        /  S_sw_tl                (swallow top left)
        \  S_sw_tr                (swallow top right)
        -  S_tdwall               (wall)
        ^  S_teleportation_trap   (teleportation trap)
        \  S_throne               (opulent throne)
        -  S_tlcorn               (top left corner)
        |  S_tlwall               (wall)
        (  S_tool                 (useful item (pick-axe, key, lamp...))
        ^  S_trap_door            (trap door)
        t  S_trapper              (trapper or lurker above)
        -  S_trcorn               (top right corner)
        #  S_tree                 (tree)
        T  S_troll                (troll)
        |  S_trwall               (wall)
        -  S_tuwall               (wall)
        U  S_umber                (umber hulk)
        u  S_unicorn              (unicorn or horse)
        <  S_upladder             (ladder up)
        <  S_upstair              (staircase up)



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        V  S_vampire              (vampire)
        |  S_vbeam                (vertical beam [zap animation])
        #  S_vcdbridge            (vertical raised drawbridge)
        +  S_vcdoor               (closed door in vertical wall)
        .  S_venom                (splash of venom)
        ^  S_vibrating_square     (vibrating square)
        .  S_vodbridge            (vertical lowered drawbridge)
        -  S_vodoor               (open door in vertical wall)
        v  S_vortex               (vortex)
        |  S_vwall                (vertical wall)
        /  S_wand                 (wand)
        }  S_water                (water)
        )  S_weapon               (weapon)
        "  S_web                  (web)
        w  S_worm                 (worm)
        ~  S_worm_tail            (long worm tail)
        W  S_wraith               (wraith)
        x  S_xan                  (xan or other extraordinary insect)
        X  S_xorn                 (xorn)
        Y  S_yeti                 (apelike creature)
        Z  S_zombie               (zombie)
        z  S_zruty                (zruty)
           S_pet_override         (any pet if ACCESSIBILITY=1 is set)
           S_hero_override        (hero if ACCESSIBILITY=1 is set)

     Notes:

     * Several  symbols  in  this  table  appear to be blank.  They are the
       space character, except for S_pet_override and S_hero_override which
       don't  have any default value and can only be used if enabled in the
       "sysconf" file.

     * S_rock is misleadingly named; rocks and stones use  S_gem.   Statues
       and  boulders  are  the  rock  being  referred to, but since version
       3.6.0, statues are displayed as the monster they depict.  So  S_rock
       is  only  used for boulders and not used at all if overridden by the
       more specific S_boulder.

     9.15.  Configuring NetHack for Play by the Blind

          NetHack can be set up to use only standard ASCII  characters  for
     making maps of the dungeons. This makes the MS-DOS versions of NetHack
     completely accessible to the  blind  who  use  speech  and/or  Braille
     access technologies.  Players will require a good working knowledge of
     their screen-reader's review features, and will have to  know  how  to
     navigate horizontally and vertically character by character. They will
     also find the search capabilities of their screen-readers to be  quite
     valuable.  Be  certain to examine this Guidebook before playing so you
     have an idea what the screen layout is like. You'll also  need  to  be
     able  to  locate  the  PC cursor. It is always where your character is
     located. Merely searching for an @-sign  will  not  always  find  your
     character  since  there  are  other  humanoids represented by the same
     sign. Your screen-reader should also have a function which  gives  you
     the row and column of your review cursor and the PC cursor.  These co-


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     ordinates are often useful in giving players a  better  sense  of  the
     overall location of items on the screen.

          NetHack  can  also  be compiled with support for sending the game
     messages to an external program, such as a text-to-speech synthesizer.
     If  the  "#version" extended command shows "external program as a mes-
     sage handler", your NetHack has been  compiled  with  the  capability.
     When  compiling  NetHack from source on Linux and other POSIX systems,
     define MSGHANDLER to enable it.  To use the capability, set the  envi-
     ronment  variable  NETHACK_MSGHANDLER  to an executable, which will be
     executed with the game message as the program's only parameter.

          While it is not difficult  for  experienced  users  to  edit  the
     defaults.nh  file to accomplish this, novices may find this task some-
     what daunting.  Included within the "symbols"  file  of  all  official
     distributions  of NetHack is a symset called NHAccess.  Selecting that
     symset in your configuration file will cause the game to run in a man-
     ner  accessible  to  the blind.  After you have gained some experience
     with the game and with editing files, you may want to  alter  settings
     via  SYMBOLS=  and  ROGUESYMBOLS= in your configuration file to better
     suit your preferences.  See the previous section for the special  sym-
     bols  S_pet_override  to  force  a  consistent symbol for all pets and
     S_hero_override to force a unique symbol for the player  character  if
     accessibility is enabled in the sysconf file.

          The most crucial settings to make the game more accessible are:

     symset:NHAccess
       Load a symbol set appropriate for use by blind players.

     roguesymset:NHAccess
       Load a symbol set for the rogue level that is appropriate for use by
       blind players.

     menustyle:traditional
       This will assist in the interface to speech synthesizers.

     nomenu_overlay
       Show menus on a cleared screen and aligned to the left edge.

     number_pad
       A lot of speech access programs use the  number-pad  to  review  the
       screen.   If this is the case, disable the number_pad option and use
       the traditional Rogue-like commands.

     autodescribe
       Automatically describe the terrain under the cursor when targeting.

     mention_walls
       Give feedback messages when walking towards a wall  or  when  travel
       command was interrupted.

     whatis_coord:compass
       When  targeting with cursor, describe the cursor position with coor-


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       dinates relative to your character.

     whatis_filter:area
       When targeting with cursor, filter possible locations so only  those
       in the same area (eg. same room, or same corridor) are considered.

     whatis_moveskip
       When targeting with cursor and using fast-move, skip the same glyphs
       instead of moving 8 units at a time.

     nostatus_updates
       Prevent updates to the status lines at the bottom of the screen,  if
       your  screen-reader  reads  those lines. The same information can be
       seen via the "#attributes" command.

     9.16.  Global Configuration for System Administrators

          If NetHack is compiled with the SYSCF option, a  system  adminis-
     trator  should  set  up  a global configuration; this is a file in the
     same format  as  the  traditional  per-user  configuration  file  (see
     above).   This  file  should  be  named sysconf and placed in the same
     directory as the other NetHack support files.  The options  recognized
     in  this file are listed below.  Any option not set uses a compiled-in
     default (which may not be appropriate for your system).

       WIZARDS = A space-separated list of user names who  are  allowed  to
       play  in  debug mode (commonly referred to as wizard mode).  A value
       of a single asterisk (*) allows anyone to  start  a  game  in  debug
       mode.

       SHELLERS = A  list  of users who are allowed to use the shell escape
       command (!).  The syntax is the same as WIZARDS.

       EXPLORERS = A list of users who are allowed to use the explore mode.
       The syntax is the same as WIZARDS.

       MAXPLAYERS = Limit  the  maximum number of games that can be running
       at the same time.

       SUPPORT = A string explaining how to get local support  (no  default
       value).

       RECOVER = A  string  explaining how to recover a game on this system
       (no default value).

       SEDUCE = 0 or 1 to  disable  or  enable,  respectively,  the  SEDUCE
       option.  When disabled, incubi and succubi behave like nymphs.

       CHECK_PLNAME = Setting  this  to 1 will make the EXPLORERS, WIZARDS,
       and SHELLERS check for the player name instead of the  user's  login
       name.

       CHECK_SAVE_UID = 0  or 1 to disable or enable, respectively, the UID
       (used identification number) checking for save files (to verify that


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       the user who is restoring is the same one who saved).

          The following options affect the score file:

       PERSMAX = Maximum number of entries for one person.

       ENTRYMAX = Maximum number of entries in the score file.

       POINTSMIN = Minimum  number  of  points to get an entry in the score
       file.

       PERS_IS_UID = 0 or 1 to use user names or numeric  userids,  respec-
       tively, to identify unique people for the score file.

       MAX_STATUENAME_RANK = Maximum  number  of  score file entries to use
       for random statue names (default is 10).

       ACCESSIBILITY = 0 or 1 to disable or enable, respectively, the abil-
       ity for players to set S_pet_override and S_hero_override symbols in
       their configuration file.

       PORTABLE_DEVICE_PATHS = 0 or 1 Windows OS only, the game  will  look
       for  all of its external files, and write to all of its output files
       in one place rather than at the standard locations.

       DUMPLOGFILE = A filename where the  end-of-game  dumplog  is  saved.
       Not  defining  this  will  prevent  dumplog from being created. Only
       available if your game is compiled with DUMPLOG. Allows the  follow-
       ing placeholders:

       %% - literal `%'
       %v - version (eg. "3.6.3-0")
       %u - game UID
       %t - game start time, UNIX timestamp format
       %T - current time, UNIX timestamp format
       %d - game start time, YYYYMMDDhhmmss format
       %D - current time, YYYYMMDDhhmmss format
       %n - player name
       %N - first character of player name

     10.  Scoring

          NetHack  maintains  a  list  of the top scores or scorers on your
     machine, depending on how it is set up.   In  the  latter  case,  each
     account  on  the  machine  can post only one non-winning score on this
     list.  If you score higher than someone else on this list,  or  better
     your  previous  score,  you will be inserted in the proper place under
     your current name.  How many scores are kept can also be set  up  when
     NetHack is compiled.

          Your  score is chiefly based upon how much experience you gained,
     how much loot you accumulated, how deep you explored, and how the game
     ended.  If you quit the game, you escape with all of your gold intact.
     If, however, you get killed in the Mazes of  Menace,  the  guild  will


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     only  hear  about  90%  of  your  gold  when your corpse is discovered
     (adventurers have been known to collect finder's fees).  So,  consider
     whether  you  want  to  take one last hit at that monster and possibly
     live, or quit and stop with whatever you have.  If you quit, you  keep
     all your gold, but if you swing and live, you might find more.

          If  you  just want to see what the current top players/games list
     is, you can type nethack -s all on most versions.

     11.  Explore mode

          NetHack is an intricate and difficult game.  Novices might falter
     in fear, aware of their ignorance of the means to survive.  Well, fear
     not.  Your dungeon comes equipped with  an  "explore"  or  "discovery"
     mode  that  enables you to keep old save files and cheat death, at the
     paltry cost of not getting on the high score list.

          There are two ways of enabling explore mode.  One is to start the
     game  with  the  -X  command-line  switch or with the playmode:explore
     option.  The other is to issue  the  "#exploremode"  extended  command
     while  already  playing the game.  Starting a new game in explore mode
     provides your character with a wand of wishing in  initial  inventory;
     switching  during  play  does not.  The other benefits of explore mode
     are left for the trepid reader to discover.

     11.1.  Debug mode

          Debug mode, also known as wizard mode, is undocumented aside from
     this  brief  description  and  the  various "debug mode only" commands
     listed among the command descriptions.  It is  intended  for  tracking
     down  problems within the program rather than to provide god-like pow-
     ers to your character, and players who attempt debugging are  expected
     to  figure  out how to use it themselves.  It is initiated by starting
     the game with the -D command-line switch or  with  the  playmode:debug
     option.

          For some systems, the player must be logged in under a particular
     user name to be allowed to use debug mode; for others, the  hero  must
     be  given a particular character name (but may be any role; there's no
     connection between "wizard mode" and the Wizard role).  Attempting  to
     start  a  game  in  debug  mode when not allowed or not available will
     result in falling back to explore mode instead.

     12.  Credits

          The original hack game was modeled on  the  Berkeley  UNIX  rogue
     game.   Large  portions  of this paper were shamelessly cribbed from A
     Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R.  C.
     Arnold.   Small  portions were adapted from Further Exploration of the
     Dungeons of Doom, by Ken Arromdee.

          NetHack is the product of  literally  dozens  of  people's  work.
     Main events in the course of the game development are described below:



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          Jay  Fenlason wrote the original Hack, with help from Kenny Wood-
     land, Mike Thome and Jon Payne.

          Andries Brouwer did a major re-write, transforming  Hack  into  a
     very  different  game, and published (at least) three versions (1.0.1,
     1.0.2, and 1.0.3) for UNIX machines to the Usenet.

          Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,  pro-
     ducing  PC  HACK 1.01e, added support for DEC Rainbow graphics in ver-
     sion 1.03g, and went on to produce at least four more  versions  (3.0,
     3.2, 3.51, and 3.6).

          R.  Black  ported  PC  HACK  3.51  to  Lattice  C  and  the Atari
     520/1040ST, producing ST Hack 1.03.

          Mike Stephenson merged  these  various  versions  back  together,
     incorporating  many  of  the added features, and produced NetHack 1.4.
     He then coordinated a cast of thousands  in  enhancing  and  debugging
     NetHack 1.4 and released NetHack versions 2.2 and 2.3.

          Later,  Mike  coordinated  a major rewrite of the game, heading a
     team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps,
     Eric  Hendrickson,  Izchak  Miller,  John Rupley, Mike Threepoint, and
     Janet Walz, to produce NetHack 3.0c.

          NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2  by
     Timo  Hakulinen,  and  to VMS by David Gentzel.  The three of them and
     Kevin Darcy later joined the main NetHack Development Team to  produce
     subsequent revisions of 3.0.

          Olaf  Seibert  ported  NetHack  2.3  and  3.0 to the Amiga.  Norm
     Meluch, Stephen Spackman and Pierre Martineau  designed  overlay  code
     for  PC  NetHack 3.0.  Johnny Lee ported NetHack 3.0 to the Macintosh.
     Along with various other Dungeoneers, they continued  to  enhance  the
     PC, Macintosh, and Amiga ports through the later revisions of 3.0.

          Headed  by  Mike  Stephenson and coordinated by Izchak Miller and
     Janet Walz, the  NetHack  Development  Team  which  now  included  Ken
     Arromdee,  David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day,
     Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,  Eric  Raymond,
     and  Eric  Smith  undertook a radical revision of 3.0.  They re-struc-
     tured the game's design, and re-wrote major parts of the  code.   They
     added  multiple  dungeons, a new display, special individual character
     quests, a new endgame  and  many  other  new  features,  and  produced
     NetHack 3.1.

          Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard
     Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1  for
     the Amiga.

          Norm  Meluch  and  Kevin Smolkowski, with help from Carl Schelin,
     Stephen Spackman, Steve VanDevender, and Paul Winner,  ported  NetHack
     3.1 to the PC.



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          Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Eng-
     ber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee,  Tim
     Lennan,  Rob  Menke,  and  Andy Swanson, developed NetHack 3.1 for the
     Macintosh, porting it for MPW.  Building on  their  development,  Bart
     House added a Think C port.

          Timo  Hakulinen  ported  NetHack  3.1 to OS/2.  Eric Smith ported
     NetHack  3.1  to  the  Atari.   Pat  Rankin,  with  help  from  Joshua
     Delahunty,  was  responsible  for  the  VMS  version  of  NetHack 3.1.
     Michael Allison ported NetHack 3.1 to Windows NT.

          Dean Luick, with help from David Cohrs, developed NetHack 3.1 for
     X11.   Warwick Allison wrote a tiled version of NetHack for the Atari;
     he later contributed the tiles to the  NetHack  Development  Team  and
     tile support was then added to other platforms.

          The  3.2  NetHack Development Team, comprised of Michael Allison,
     Ken Arromdee, David Cohrs, Jessie Collet, Steve  Creps,  Kevin  Darcy,
     Timo  Hakulinen,  Steve  Linhart,  Dean Luick, Pat Rankin, Eric Smith,
     Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2  in
     April of 1996.

          Version  3.2 marked the tenth anniversary of the formation of the
     development team.  In a testament to their dedication to the game, all
     thirteen  members of the original NetHack Development Team remained on
     the team at the start of work on that release.   During  the  interval
     between  the  release of 3.1.3 and 3.2, one of the founding members of
     the NetHack Development Team, Dr. Izchak Miller,  was  diagnosed  with
     cancer and passed away.  That release of the game was dedicated to him
     by the development and porting teams.

          During the lifespan of NetHack 3.1 and 3.2,  several  enthusiasts
     of  the  game added their own modifications to the game and made these
     "variants" publicly available:

          Tom Proudfoot and Yuval Oren created NetHack++, which was quickly
     renamed NetHack--.  Working independently, Stephen White wrote NetHack
     Plus.  Tom Proudfoot later merged NetHack Plus and his  own  NetHack--
     to  produce  SLASH.   Larry Stewart-Zerba and Warwick Allison improved
     the spell casting system with the Wizard Patch.  Warwick Allison  also
     ported NetHack to use the Qt interface.

          Warren  Cheung  combined  SLASH  with the Wizard Patch to produce
     Slash'EM, and with the help of Kevin Hugo, added more features.  Kevin
     later joined the NetHack Development Team and incorporated the best of
     these ideas in NetHack 3.3.

          The final update to 3.2 was the bug fix release 3.2.3, which  was
     released  simultaneously  with 3.3.0 in December 1999 just in time for
     the Year 2000.

          The 3.3 NetHack Development Team, consisting of Michael  Allison,
     Ken  Arromdee,  David  Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
     Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat


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     Rankin,  Eric  Smith,  Mike  Stephenson,  Janet Walz, and Paul Winner,
     released 3.3.0 in December 1999 and 3.3.1 in August of 2000.

          Version 3.3 offered many firsts. It was the first version to sep-
     arate  race and profession. The Elf class was removed in preference to
     an elf race, and the races of dwarves, gnomes,  and  orcs  made  their
     first  appearance in the game alongside the familiar human race.  Monk
     and Ranger roles joined Archeologists, Barbarians,  Cavemen,  Healers,
     Knights,  Priests, Rogues, Samurai, Tourists, Valkyries and of course,
     Wizards.  It was also the first version to allow you to ride a  steed,
     and  was the first version to have a publicly available web-site list-
     ing all the bugs that had been discovered.   Despite  that  constantly
     growing  bug  list,  3.3  proved stable enough to last for more than a
     year and a half.

          The 3.4 NetHack Development Team initially consisted  of  Michael
     Allison,  Ken  Arromdee,  David  Cohrs, Jessie Collet, Kevin Hugo, Ken
     Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and  Paul
     Winner,  with   Warwick  Allison  joining  just  before the release of
     NetHack 3.4.0 in March 2002.

          As with version 3.3, various people contributed to the game as  a
     whole  as  well  as  supporting  ports on the different platforms that
     NetHack runs on:

          Pat Rankin maintained 3.4 for VMS.

          Michael Allison maintained NetHack 3.4 for the  MS-DOS  platform.
     Paul Winner and Yitzhak Sapir provided encouragement.

          Dean  Luick, Mark Modrall, and Kevin Hugo maintained and enhanced
     the Macintosh port of 3.4.

          Michael Allison, David Cohrs, Alex  Kompel,  Dion  Nicolaas,  and
     Yitzhak  Sapir  maintained  and enhanced 3.4 for the Microsoft Windows
     platform.  Alex Kompel contributed a new graphical interface  for  the
     Windows  port.   Alex  Kompel  also  contributed a Windows CE port for
     3.4.1.

          Ron Van Iwaarden was the sole maintainer of NetHack for OS/2  the
     past  several  releases. Unfortunately Ron's last OS/2 machine stopped
     working in early 2006. A great many thanks to Ron for keeping  NetHack
     alive on OS/2 all these years.

          Janne  Salmijarvi  and  Teemu  Suikki maintained and enhanced the
     Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.

          Christian "Marvin" Bressler maintained 3.4 for the Atari after he
     resurrected it for 3.3.1.

          The  release  of NetHack 3.4.3 in December 2003 marked the begin-
     ning of a long release hiatus. 3.4.3 proved to be a remarkably  stable
     version  that  provided  continued enjoyment by the community for more
     than a decade. The NetHack Development Team slowly and quietly contin-


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     ued  to work on the game behind the scenes during the tenure of 3.4.3.
     It was during that same  period  that  several  new  variants  emerged
     within  the  NetHack  community.  Notably  sporkhack  by Derek S. Ray,
     unnethack by Patric Mueller, nitrohack and its  successors  originally
     by  Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen.
     Some of those variants  continue  to  be  developed,  maintained,  and
     enjoyed by the community to this day.

          In September 2014, an interim snapshot of the code under develop-
     ment was released publicly by other parties. Since  that  code  was  a
     work-in-progress  and had not gone through the process of debugging it
     as a suitable release, it was decided that the version numbers present
     on  that  code snapshot would be retired and never used in an official
     NetHack release. An announcement was posted on the NetHack Development
     Team's official nethack.org website to that effect, stating that there
     would never be a 3.4.4, 3.5, or 3.5.0 official release version.

          In January 2015, preparation began for  the  release  of  NetHack
     3.6.

          At  the  beginning  of  development for what would eventually get
     released as 3.6.0, the NetHack Development Team consisted  of  Warwick
     Allison,  Michael  Allison,  Ken Arromdee, David Cohrs, Jessie Collet,
     Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet  Walz,  and
     Paul  Winner.   In early 2015, ahead of the release of 3.6.0, new mem-
     bers Sean Hunt, Pasi Kallinen, and Derek S.  Ray  joined  the  NetHack
     Development Team.

          Near  the end of the development of 3.6.0, one of the significant
     inspirations for many of the humorous and fun features  found  in  the
     game,  author Terry Pratchett, passed away. NetHack 3.6.0 introduced a
     tribute to him.

          3.6.0 was released in December 2015, and merged work done by  the
     development  team  since the release of 3.4.3 with some of the beloved
     community patches. Many bugs were fixed and  some  code  was  restruc-
     tured.

          The  NetHack  Development  Team, as well as Steve VanDevender and
     Kevin Smolkowski, ensured that NetHack 3.6  continued  to  operate  on
     various UNIX flavors and maintained the X11 interface.

          Ken  Lorber,  Haoyang Wang, Pat Rankin, and Dean Luick maintained
     the port of NetHack 3.6 for Mac OSX.

          Michael Allison, David Cohrs, Bart  House,  Pasi  Kallinen,  Alex
     Kompel,  Dion  Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the
     port of NetHack 3.6 for Microsoft Windows.

          Pat Rankin attempted to keep the VMS  port  running  for  NetHack
     3.6,  hindered  by  limited  access.  Kevin Smolkowski has updated and
     tested it for the most recent version of  OpenVMS  (V8.4  as  of  this
     writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.



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          Ray Chason resurrected the msdos port for 3.6 and contributed the
     necessary updates to the community at large.

          In late April 2018, several hundred bug fixes for 3.6.0 and  some
     new  features  were  assembled  and  released  as  NetHack 3.6.1.  The
     NetHack Development Team at the time of release of 3.6.1 consisted  of
     Warwick  Allison,  Michael  Allison, Ken Arromdee, David Cohrs, Jessie
     Collet, Pasi Kallinen, Ken Lorber, Dean  Luick,  Patric  Mueller,  Pat
     Rankin,  Derek  S.  Ray,  Alex Smith, Mike Stephenson, Janet Walz, and
     Paul Winner.

          In early May 2019, another 320 bug fixes along with some enhance-
     ments and the adopted curses window port, were released as 3.6.2.

          Bart  House,  who  had  contributed to the game as a porting team
     participant for decades, joined the NetHack Development Team  in  late
     May 2019.

          NetHack  3.6.3  was  released on December 5, 2019 containing over
     190 bug fixes to NetHack 3.6.2.

          NetHack 3.6.4 was released on  December  18,  2019  containing  a
     security fix and a few bug fixes.

          NetHack  3.6.5  was  released on January 27, 2020 containing some
     security fixes and a small number of bug fixes.

          NetHack 3.6.6 was released on March 8, 2020 containing a security
     fix and some bug fixes.

          NetHack 3.6.7 was released in February 2023 containing a security
     fix and some bug fixes.

          The official NetHack web site is  maintained  by  Ken  Lorber  at
     https://www.nethack.org/.

     12.1.  Special Thanks

          On  behalf  of  the  NetHack  community, thank you very much once
     again to M. Drew Streib and  Pasi  Kallinen  for  providing  a  public
     NetHack  server  at  nethack.alt.org. Thanks to Keith Simpson and Andy
     Thomson for hardfought.org. Thanks to all  those  unnamed  dungeoneers
     who  invest their time and effort into annual NetHack tournaments such
     as Junethack, The November  NetHack  Tournament,  and  in  days  past,
     devnull.net (gone for now, but not forgotten).











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     12.2.  Dungeoneers

          From  time to time, some depraved individual out there in netland
     sends a particularly intriguing modification  to  help  out  with  the
     game.   The NetHack Development Team sometimes makes note of the names
     of the worst of these miscreants in this, the list of Dungeoneers:








































            Adam Aronow           J. Ali Harlow          Mikko Juola
            Alex Kompel             Janet Walz           Nathan Eady
            Alex Smith           Janne Salmijarvi        Norm Meluch
           Andreas Dorn       Jean-Christophe Collet     Olaf Seibert
            Andy Church            Jeff Bailey          Pasi Kallinen
           Andy Swanson           Jochen Erwied           Pat Rankin
           Andy Thomson            John Kallen          Patric Mueller



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           Ari Huttunen            John Rupley           Paul Winner
            Bart House             John S. Bien        Pierre Martineau
        Benson I. Margulies         Johnny Lee            Ralf Brown
             Bill Dyer              Jon W{tte             Ray Chason
         Boudewijn Waijers       Jonathan Handler      Richard Addison
             Bruce Cox           Joshua Delahunty       Richard Beigel
          Bruce Holloway          Karl Garrison       Richard P. Hughey
          Bruce Mewborne          Keizo Yamamoto          Rob Menke
           Carl Schelin           Keith Simpson          Robin Bandy
            Chris Russo             Ken Arnold          Robin Johnson
            David Cohrs            Ken Arromdee       Roderick Schertler
          David Damerell            Ken Lorber          Roland McGrath
           David Gentzel          Ken Washikita        Ron Van Iwaarden
          David Hairston           Kevin Darcy          Ronnen Miller
            Dean Luick              Kevin Hugo            Ross Brown
             Del Lamb              Kevin Sitze         Sascha Wostmann
           Derek S. Ray          Kevin Smolkowski        Scott Bigham
           Deron Meranda           Kevin Sweet         Scott R. Turner
           Dion Nicolaas           Lars Huttar            Sean Hunt
          Dylan O'Donnell          Leon Arnott         Stephen Spackman
            Eric Backus           M. Drew Streib      Stefan Thielscher
         Eric Hendrickson          Malcolm Ryan         Stephen White
           Eric R. Smith          Mark Gooderum          Steve Creps
          Eric S. Raymond          Mark Modrall         Steve Linhart
           Erik Andersen         Marvin Bressler      Steve VanDevender
         Fredrik Ljungdahl         Matthew Day           Teemu Suikki
         Frederick Roeber          Merlyn LeRoy           Tim Lennan
            Gil Neiger           Michael Allison        Timo Hakulinen
            Greg Laskin            Michael Feir            Tom Almy
            Greg Olson            Michael Hamel            Tom West
          Gregg Wonderly         Michael Sokolov        Warren Cheung
           Hao-yang Wang           Mike Engber         Warwick Allison
           Helge Hafting           Mike Gallop          Yitzhak Sapir
       Irina Rempt-Drijfhout     Mike Passaretti
           Izchak Miller         Mike Stephenson





















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          Brand and product names are trademarks or  registered  trademarks
     of their respective holders.






















































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