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11.04.2020

Nethack Armor

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Nethack armor comparison. Play a round of nethack as a rogue, and come across a dwarvish mithril-coat. Should you replace your current leather armor?

NetHack 3.6.0: Known Bugs Are you sure this is the page you want? This is not the current version. Go to the(These are bugs that merely reading about may spoil your enjoyment of thegame or give away answers to puzzles that should be solved.

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 Yendor 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. When NetHack's ancestor rogue first appeared, its screen orientation 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 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 offers a variety of display options. The options available 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 possible 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 characters from the monochrome character display when referring to things you might see on the screen during your game. 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 information, 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.

/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 additional information, then let you pick another location; ‘;’ will skip additional info and also not bother asking you to choose another location to examine; ‘:’ will show additional info, if any, without asking for confirmation. When picking a location, pressing the ESC key will terminate this command, or pressing ‘?’ will give a brief reminder about how it works. 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 multiple 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.). 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 finishes. 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.). 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 location 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 letter. 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 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 compatible stacks with a different name will not be merged. This contrasts with using “#adjust” to move from one slot to a different slot. In that situation, moving (no count given) a compatible 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.

In general, each level in the dungeon will have a staircase going up (‘’) to the next level. There are some exceptions though. For instance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon. When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some “special” levels, or loaded from the remains of an earlier game for a “bones” level as briefly described below).

Monsters are only active on the current level; those on other levels are essentially placed into stasis. If you can't see a monster (if it is invisible, or if you are blinded), the symbol ‘I’ will be shown when you learn of its presence. If you attempt to walk into it, you will try to fight it just like a monster that you can see; of course, if the monster has moved, you will attack empty air. If you guess that the monster has moved and you don't wish to fight, you can use the ‘m’ command to move without fighting; likewise, if you don't remember a monster but want to try fighting anyway, you can use the ‘F’ command. 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. 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.

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. An item with unknown status will be reported in your inventory with no prefix. An item which you know the state of will be distinguished in your inventory by the presence of the word “cursed”, “uncursed” or “blessed” in the description of the item.

In some cases “uncursed” will be omitted as being redundant when enough other information is displayed. The implicituncursed option can be used to control this; toggle it off to have “uncursed” be displayed even when that can be deduced from other attributes.

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 characters (barbarians, for instance) have the necessary skill available.

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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. You can throw just about anything via the ‘t’ command. It will prompt for the item to throw; picking ‘?’ will list things in your inventory which are considered likely to be thrown, or picking ‘.’ will list your entire inventory. After you've chosen what to throw, you will be prompted for a direction rather than for a specific target. The distance something can be thrown 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.

Some characters have the ability to fire a volley of multiple items in a single turn. Knowing how to load several rounds of ammunition at once — or hold several missiles in your hand — and still hit a target is not an easy task.

Rangers are among those who are adept at this task, as are those with a high level of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has a chance to fire varies from turn to turn. You can explicitly limit the number of shots by using a numeric prefix before the ‘t’ or ‘f’ command. For example, “2f” (or “n2f” if using numberpad mode) would ensure that at most 2 arrows are shot even if you could have fired 3. If you specify a larger number than would have been shot (“4f” in this example), you'll just end up shooting the same number (3, here) as if no limit had been specified.

Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot. 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. Some characters can use two weapons at once. Setting things up to do so can seem cumbersome but becomes second nature with use. To wield two weapons, you need to use the “#twoweapon” command. But first you need to have a weapon in each hand. (Note that your two weapons are not fully equal; the one in the hand you normally wield with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop — or before you begin, for that matter — wielding two weapons at once.

The primary is your wielded weapon and the secondary is just an item in your inventory that's been designated as alternate weapon.). If your primary weapon is wielded but your off hand is empty or has the wrong weapon, use the sequence ‘ x’, ‘ w’, ‘ x’ to first swap your primary into your off hand, wield whatever you want as secondary weapon, then swap them both back into the intended hands. If your secondary or alternate weapon is correct but your primary one is not, simply use ‘ w’ to wield the primary. Lastly, if neither hand holds the correct weapon, use ‘ w’, ‘ x’, ‘ w’ to first wield the intended secondary, swap it to off hand, and then wield the primary. Lots of unfriendly things lurk about; you need armor to protect yourself from their blows. Some types of armor offer better protection 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 mail1plate mail3crystal plate mail3bronze plate mail4splint mail4banded mail4dwarvish mithril-coat4elven mithril-coat5chain mail5orcish chain mail6scale mail6dragon scales7studded leather armor7ring mail7orcish ring mail8leather armor8leather jacket9no armor10. A mail daemon may run up and deliver mail to you as a scroll of mail (on versions compiled with this feature).

To use this feature on versions where NetHack mail delivery is triggered by electronic mail appearing in your system mailbox, you must let NetHack know where to look for new mail by setting the “MAIL” environment variable to the file name of your mailbox. You may also want to set the “MAILREADER” environment variable to the file name of your favorite reader, so NetHack can shell to it when you read the scroll. On versions of NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning off the mail option. 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”.). 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’ command, or by using a weapon to force the lock with the “#force” extended command. 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, if will continue to be displayed on your map.

That remains the case even if it is not actually there any more — perhaps a monster has picked it up or it has rotted away — until you can see or feel that location again. One notable exception is that if the object gets 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.

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

This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat found in the dungeon. Swallowing and digesting a monster while polymorphed is treated as if you ate the creature's corpse. Eating leather, dragon hide, or bone items while 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 indigestible, 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 contain milk, so they are compatible with a vegan diet.

Slime molds or player-defined “fruits”, although they could be anything from “cherries” to “pork chops”, are also assumed to be vegan. An atheist is one who rejects religion. This means that you cannot #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest.

Particularly selective readers may argue that playing Monk or Priest characters should violate this 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. An illiterate character cannot read or write.

This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writing a scroll; or making an engraving of anything other than a single “X” (the traditional signature of an illiterate person). Reading an engraving, or any item that is absolutely necessary to win the game, is not counted against this conduct. The identity of scrolls and spellbooks (and knowledge of spells) in your starting inventory is assumed to be learned from your teachers prior to the start of the game and isn't counted. There 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 considered 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 challenge, as is a game without wishing for an artifact (even if the artifact 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. OPTIONSThere are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.

Prefix a boolean option with “no” or ‘!’ to turn it off. For compound options, the option name and value are separated by a colon. Some options are persistent, and apply only to new games. You can specify multiple OPTIONS statements, and multiple options separated by commas in a single OPTIONS statement. (Comma separated options are processed from right to left.). AutoquiverThis 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. MenustyleControls the interface used when you need to choose various objects (in response to the Drop command, for instance). The value specified should be the first letter of one of the following: traditional, combination, full, or partial. Traditional was the only 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 displays a menu of matching objects rather than prompting one-by-one. Full displays a menu of object classes rather than a character prompt, and then a menu of matching objects for selection. Partial skips the object class filtering and immediately displays a menu of all objects.

For backward compatibility, omitting a value is the same as specifying 1 and negating numberpad is the same as specifying 0. (Settings 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 keyboards 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”).

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 config 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.

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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.

MENUCOLOR='. blessed.' =greenMENUCOLOR='. cursed.'

=redMENUCOLOR='. cursed.(being worn)'=red&underlinespecifies 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 multiple MENUCOLOR entries in your config file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that the display may substitute or ignore particular attributes depending upon its capabilities, and in general may interpret the attributes any way it wants. For example, on some display systems a request for bold might yield blink or vice versa.

On others, issuing an attribute request while another is already set up will replace the earlier attribute rather than combine with it. Since NetHack issues attribute requests sequentially (at least with the tty interface) rather than all at once, the only way a situation like that can be controlled is to specify just one attribute. OPTION=hilitestatus: gold/up/yellow/down/brownOPTION=hilitestatus: characteristics/up/green/down/redOPTION=hilitestatus: hitpoints/100%/gray&normalOPTION=hilitestatus: hitpoints/.

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-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 message 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 environment variable NETHACKMSGHANDLER 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 somewhat 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 manner 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= in your configuration file to better suit your preferences. The most crucial settings to make the game accessible are. Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your corpse is discovered (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. 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-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1.

Version 3.2 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.

Version 3.3 offered many firsts. It was the first version to separate 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 listing 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 release of NetHack 3.4.3 in December 2003 marked the beginning 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 continued 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 development 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 website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game.

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Nethack Armor

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Nethack armor comparison. Play a round of nethack as a rogue, and come across a dwarvish mithril-coat. Should you replace your current leather armor?

NetHack 3.6.0: Known Bugs Are you sure this is the page you want? This is not the current version. Go to the(These are bugs that merely reading about may spoil your enjoyment of thegame or give away answers to puzzles that should be solved.

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 Yendor 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. When NetHack's ancestor rogue first appeared, its screen orientation 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 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 offers a variety of display options. The options available 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 possible 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 characters from the monochrome character display when referring to things you might see on the screen during your game. 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 information, 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.

/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 additional information, then let you pick another location; ‘;’ will skip additional info and also not bother asking you to choose another location to examine; ‘:’ will show additional info, if any, without asking for confirmation. When picking a location, pressing the ESC key will terminate this command, or pressing ‘?’ will give a brief reminder about how it works. 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 multiple 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.). 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 finishes. 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.). 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 location 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 letter. 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 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 compatible stacks with a different name will not be merged. This contrasts with using “#adjust” to move from one slot to a different slot. In that situation, moving (no count given) a compatible 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.

In general, each level in the dungeon will have a staircase going up (‘’) to the next level. There are some exceptions though. For instance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon. When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some “special” levels, or loaded from the remains of an earlier game for a “bones” level as briefly described below).

Monsters are only active on the current level; those on other levels are essentially placed into stasis. If you can't see a monster (if it is invisible, or if you are blinded), the symbol ‘I’ will be shown when you learn of its presence. If you attempt to walk into it, you will try to fight it just like a monster that you can see; of course, if the monster has moved, you will attack empty air. If you guess that the monster has moved and you don't wish to fight, you can use the ‘m’ command to move without fighting; likewise, if you don't remember a monster but want to try fighting anyway, you can use the ‘F’ command. 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. 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.

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. An item with unknown status will be reported in your inventory with no prefix. An item which you know the state of will be distinguished in your inventory by the presence of the word “cursed”, “uncursed” or “blessed” in the description of the item.

In some cases “uncursed” will be omitted as being redundant when enough other information is displayed. The implicituncursed option can be used to control this; toggle it off to have “uncursed” be displayed even when that can be deduced from other attributes.

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 characters (barbarians, for instance) have the necessary skill available.

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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. You can throw just about anything via the ‘t’ command. It will prompt for the item to throw; picking ‘?’ will list things in your inventory which are considered likely to be thrown, or picking ‘.’ will list your entire inventory. After you've chosen what to throw, you will be prompted for a direction rather than for a specific target. The distance something can be thrown 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.

Some characters have the ability to fire a volley of multiple items in a single turn. Knowing how to load several rounds of ammunition at once — or hold several missiles in your hand — and still hit a target is not an easy task.

Rangers are among those who are adept at this task, as are those with a high level of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has a chance to fire varies from turn to turn. You can explicitly limit the number of shots by using a numeric prefix before the ‘t’ or ‘f’ command. For example, “2f” (or “n2f” if using numberpad mode) would ensure that at most 2 arrows are shot even if you could have fired 3. If you specify a larger number than would have been shot (“4f” in this example), you'll just end up shooting the same number (3, here) as if no limit had been specified.

Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot. 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. Some characters can use two weapons at once. Setting things up to do so can seem cumbersome but becomes second nature with use. To wield two weapons, you need to use the “#twoweapon” command. But first you need to have a weapon in each hand. (Note that your two weapons are not fully equal; the one in the hand you normally wield with is considered primary and the other one is considered secondary. The most noticeable difference is after you stop — or before you begin, for that matter — wielding two weapons at once.

The primary is your wielded weapon and the secondary is just an item in your inventory that's been designated as alternate weapon.). If your primary weapon is wielded but your off hand is empty or has the wrong weapon, use the sequence ‘ x’, ‘ w’, ‘ x’ to first swap your primary into your off hand, wield whatever you want as secondary weapon, then swap them both back into the intended hands. If your secondary or alternate weapon is correct but your primary one is not, simply use ‘ w’ to wield the primary. Lastly, if neither hand holds the correct weapon, use ‘ w’, ‘ x’, ‘ w’ to first wield the intended secondary, swap it to off hand, and then wield the primary. Lots of unfriendly things lurk about; you need armor to protect yourself from their blows. Some types of armor offer better protection 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 mail1plate mail3crystal plate mail3bronze plate mail4splint mail4banded mail4dwarvish mithril-coat4elven mithril-coat5chain mail5orcish chain mail6scale mail6dragon scales7studded leather armor7ring mail7orcish ring mail8leather armor8leather jacket9no armor10. A mail daemon may run up and deliver mail to you as a scroll of mail (on versions compiled with this feature).

To use this feature on versions where NetHack mail delivery is triggered by electronic mail appearing in your system mailbox, you must let NetHack know where to look for new mail by setting the “MAIL” environment variable to the file name of your mailbox. You may also want to set the “MAILREADER” environment variable to the file name of your favorite reader, so NetHack can shell to it when you read the scroll. On versions of NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning off the mail option. 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”.). 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’ command, or by using a weapon to force the lock with the “#force” extended command. 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, if will continue to be displayed on your map.

That remains the case even if it is not actually there any more — perhaps a monster has picked it up or it has rotted away — until you can see or feel that location again. One notable exception is that if the object gets 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.

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

This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat found in the dungeon. Swallowing and digesting a monster while polymorphed is treated as if you ate the creature's corpse. Eating leather, dragon hide, or bone items while 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 indigestible, 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 contain milk, so they are compatible with a vegan diet.

Slime molds or player-defined “fruits”, although they could be anything from “cherries” to “pork chops”, are also assumed to be vegan. An atheist is one who rejects religion. This means that you cannot #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest.

Particularly selective readers may argue that playing Monk or Priest characters should violate this 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. An illiterate character cannot read or write.

This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writing a scroll; or making an engraving of anything other than a single “X” (the traditional signature of an illiterate person). Reading an engraving, or any item that is absolutely necessary to win the game, is not counted against this conduct. The identity of scrolls and spellbooks (and knowledge of spells) in your starting inventory is assumed to be learned from your teachers prior to the start of the game and isn't counted. There 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 considered 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 challenge, as is a game without wishing for an artifact (even if the artifact 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. OPTIONSThere are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.

Prefix a boolean option with “no” or ‘!’ to turn it off. For compound options, the option name and value are separated by a colon. Some options are persistent, and apply only to new games. You can specify multiple OPTIONS statements, and multiple options separated by commas in a single OPTIONS statement. (Comma separated options are processed from right to left.). AutoquiverThis 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. MenustyleControls the interface used when you need to choose various objects (in response to the Drop command, for instance). The value specified should be the first letter of one of the following: traditional, combination, full, or partial. Traditional was the only 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 displays a menu of matching objects rather than prompting one-by-one. Full displays a menu of object classes rather than a character prompt, and then a menu of matching objects for selection. Partial skips the object class filtering and immediately displays a menu of all objects.

For backward compatibility, omitting a value is the same as specifying 1 and negating numberpad is the same as specifying 0. (Settings 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 keyboards 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”).

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 config 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.

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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.

MENUCOLOR='. blessed.' =greenMENUCOLOR='. cursed.'

=redMENUCOLOR='. cursed.(being worn)'=red&underlinespecifies 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 multiple MENUCOLOR entries in your config file, and the last MENUCOLOR-line in your config file that matches a menu line will be used for the line. Note that the display may substitute or ignore particular attributes depending upon its capabilities, and in general may interpret the attributes any way it wants. For example, on some display systems a request for bold might yield blink or vice versa.

On others, issuing an attribute request while another is already set up will replace the earlier attribute rather than combine with it. Since NetHack issues attribute requests sequentially (at least with the tty interface) rather than all at once, the only way a situation like that can be controlled is to specify just one attribute. OPTION=hilitestatus: gold/up/yellow/down/brownOPTION=hilitestatus: characteristics/up/green/down/redOPTION=hilitestatus: hitpoints/100%/gray&normalOPTION=hilitestatus: hitpoints/.

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-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 message 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 environment variable NETHACKMSGHANDLER 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 somewhat 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 manner 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= in your configuration file to better suit your preferences. The most crucial settings to make the game accessible are. Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your corpse is discovered (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. 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-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1.

Version 3.2 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.

Version 3.3 offered many firsts. It was the first version to separate 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 listing 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 release of NetHack 3.4.3 in December 2003 marked the beginning 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 continued 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 development 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 website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game.