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// helpfiles.js — NetHack help files compiled to JS
// Auto-generated by scripts/gen-helpfiles.py
// Do not edit manually.
 
export const helpFiles = {"help":"        Welcome to NetHack!                ( description of version 3.6 )\n\n        NetHack is a Dungeons and Dragons like game where you (the adventurer)\ndescend into the depths of the dungeon in search of the Amulet of Yendor,\nreputed to be hidden somewhere below the twentieth level.  You begin your\nadventure with a pet that can help you in many ways, and can be trained\nto do all sorts of things.  On the way you will find useful (or useless)\nitems, quite possibly with magic properties, and assorted monsters.  You can\nattack a monster by trying to move onto the space a monster is on (but often\nit is much wiser to leave it alone).\n\n        Unlike most adventure games, which give you a verbal description of\nyour location, NetHack gives you a visual image of the dungeon level you are\non.\n\n        NetHack uses the following symbols:\n\n        - and |  The walls of a room, possibly also open doors or a grave.\n        .        The floor of a room or a doorway.\n        #        A corridor, or iron bars, or a tree, or possibly a kitchen\n                 sink (if your dungeon has sinks), or a drawbridge.\n        >        Stairs down: a way to the next level.\n        <        Stairs up: a way to the previous level.\n        @        You (usually), or another human.\n        )        A weapon of some sort.\n        [        A suit or piece of armor.\n        %        Something edible (not necessarily healthy).\n        /        A wand.\n        =        A ring.\n        ?        A scroll.\n        !        A potion.\n        (        Some other useful object (pick-axe, key, lamp...)\n        $        A pile of gold.\n        *        A gem or rock (possibly valuable, possibly worthless).\n        +        A closed door, or a spellbook containing a spell\n                 you can learn.\n        ^        A trap (once you detect it).\n        \"        An amulet, or a spider web.\n        0        An iron ball.\n        _        An altar, or an iron chain.\n        {        A fountain.\n        }        A pool of water or moat or a pool of lava.\n        \\        An opulent throne.\n        `        A boulder or statue.\n        A to Z, a to z, and several others:  Monsters.\n        I        Invisible or unseen monster's last known location\n\n                 You can find out what a symbol represents by typing\n                 '/' and following the directions to move the cursor\n                 to the symbol in question.  For instance, a 'd' may\n                 turn out to be a dog.\n\n\ny k u   7 8 9   Move commands:\n \\|/     \\|/            yuhjklbn: go one step in specified direction\nh-.-l   4-.-6           YUHJKLBN: go in specified direction until you\n /|\\     /|\\                        hit a wall or run into something\nb j n   1 2 3           g<dir>:   run in direction <dir> until something\n      numberpad                     interesting is seen\n                        G<dir>,   same, except a branching corridor isn't\n <  up                  ^<dir>:     considered interesting (the ^ in this\n                                    case means the Control key, not a caret)\n >  down                m<dir>:   move without picking up objects\n                        F<dir>:   fight even if you don't sense a monster\n                If the number_pad option is set, the number keys move instead.\n                Depending on the platform, Shift number (on the numberpad),\n                Meta number, or Alt number will invoke the YUHJKLBN commands.\n                Control <dir> may or may not work when number_pad is enabled,\n                depending on the platform's capabilities.\n                Digit '5' acts as 'G' prefix, unless number_pad is set to 2\n                in which case it acts as 'g' instead.\n                If number_pad is set to 3, the roles of 1,2,3 and 7,8,9 are\n                reversed; when set to 4, behaves same as 3 combined with 2.\n                If number_pad is set to -1, alphabetic movement commands are\n                used but 'y' and 'z' are swapped.\n\nCommands:\n        NetHack knows the following commands:\n        ?       Help menu.\n        /       What-is, tell what a symbol represents.  You may choose to\n                specify a location or give a symbol argument.  Enabling the\n                autodescribe option will give information about the symbol\n                at each location you move the cursor onto.\n        &       Tell what a command does.\n        <       Go up a staircase (if you are standing on it).\n        >       Go down a staircase (if you are standing on it).\n        .       Rest, do nothing for one turn.\n        _       Travel via a shortest-path algorithm to a point on the map.\n        a       Apply (use) a tool (pick-axe, key, lamp...).\n        A       Remove all armor.\n        ^A      Redo the previous command.\n        c       Close a door.\n        C       Call (name) monster, individual object, or type of object.\n        d       Drop something.  d7a:  drop seven items of object a.\n        D       Drop multiple items.  This command is implemented in two\n                different ways.  One way is:\n                \"D\" displays a list of all of your items, from which you can\n                pick and choose what to drop.  A \"+\" next to an item means\n                that it will be dropped, a \"-\" means that it will not be\n                dropped.  Toggle an item to be selected/deselected by typing\n                the letter adjacent to its description.  Select all items\n                with \"+\", deselect all items with \"=\".  The <SPACEBAR> moves\n                you from one page of the listing to the next.\n                The other way is:\n                \"D\" will ask the question \"What kinds of things do you want\n                to drop? [!%= au]\".  You should type zero or more object\n                symbols possibly followed by 'a' and/or 'u'.\n                Da - drop all objects, without asking for confirmation.\n                Du - drop only unpaid objects (when in a shop).\n                D%u - drop only unpaid food.\n        ^D      Kick (for doors, usually).\n        e       Eat food.\n        E       Engrave a message on the floor.\n                E- - write in the dust with your fingers.\n        f       Fire ammunition from quiver.\n        F       Followed by direction, fight a monster (even if you don't\n                sense it).\n        i       Display your inventory.\n        I       Display selected parts of your inventory, as in\n                I* - list all gems in inventory.\n                Iu - list all unpaid items.\n                Ix - list all used up items that are on your shopping bill.\n                I$ - count your money.\n        o       Open a door.\n        O       Review current options and possibly change them.\n                A menu displaying the option settings will be displayed\n                and most can be changed by simply selecting their entry.\n                Options are usually set before the game with NETHACKOPTIONS\n                environment variable or via a configuration file (defaults.nh,\n                NetHack Defaults, nethack.cnf, ~/.nethackrc, etc.) rather\n                than with the 'O' command.\n        p       Pay your shopping bill.\n        P       Put on an accessory (ring, amulet, etc).\n        ^P      Repeat last message (subsequent ^P's repeat earlier messages).\n                The behavior can be varied via the msg_window option.\n        q       Drink (quaff) something (potion, water, etc).\n        Q       Select ammunition for quiver.\n        #quit   Exit the program without saving the current game.\n        r       Read a scroll or spellbook.\n        R       Remove an accessory (ring, amulet, etc).\n        ^R      Redraw the screen.\n        s       Search for secret doors and traps around you.\n        S       Save the game.  Also exits the program.\n                [To restore, just play again and use the same character name.]\n                [There is no \"save current data but keep playing\" capability.]\n        t       Throw an object or shoot a projectile.\n        T       Take off armor.\n        ^T      Teleport, if you are able.\n        v       Displays the version number.\n        V       Display a longer identification of the version, including the\n                history of the game.\n        w       Wield weapon.  w- means wield nothing, use bare hands.\n        W       Wear armor.\n        x       Swap wielded and secondary weapons.\n        X       Toggle two-weapon combat.\n        ^X      Show your attributes.\n        #explore  Switch to Explore Mode (aka Discovery Mode) where dying and\n                deleting the save file during restore can both be overridden.\n        z       Zap a wand.  (Use y instead of z if number_pad is -1.)\n        Z       Cast a spell.  (Use Y instead of Z if number_pad is -1.)\n        ^Z      Suspend the game.  (^Y instead of ^Z if number_pad is -1.)\n                [To resume, use the shell command 'fg'.]\n        :       Look at what is here.\n        ;       Look at what is somewhere else.\n        ,       Pick up some things.\n        @       Toggle the pickup option.\n        ^       Ask for the type of a trap you found earlier.\n        )       Tell what weapon you are wielding.\n        [       Tell what armor you are wearing.\n        =       Tell what rings you are wearing.\n        \"       Tell what amulet you are wearing.\n        (       Tell what tools you are using.\n        *       Tell what equipment you are using; combines the preceding five.\n        $       Count your gold pieces.\n        +       List the spells you know; also rearrange them if desired.\n        \\       Show what types of objects have been discovered.\n        `       Show discovered types for one class of objects.\n        !       Escape to a shell, if supported in your version and OS.\n                [To resume play, terminate the shell subprocess via 'exit'.]\n        #       Introduces one of the \"extended\" commands.  To get a list of\n                the commands you can use with \"#\" type \"#?\".  The extended\n                commands you can use depends upon what options the game was\n                compiled with, along with your class and what type of monster\n                you most closely resemble at a given moment.  If your keyboard\n                has a meta key (which, when pressed in combination with another\n                key, modifies it by setting the 'meta' (8th, or 'high') bit),\n                these extended commands can be invoked by meta-ing the first\n                letter of the command.  An alt key may have a similar effect.\n\n        If the \"number_pad\" option is on, some additional letter commands\n        are available:\n\n        h       displays the help menu, like '?'\n        j       Jump to another location.\n        k       Kick (for doors, usually).\n        l       Loot a box on the floor.\n        n       followed by number of times to repeat the next command.\n        N       Name a monster, an individual object, or a type of object.\n        u       Untrap a trapped object or door.\n\n        You can put a number before a command to repeat it that many times,\n        as in \"40.\" or \"20s\".  If you have the number_pad option set, you\n        must type 'n' to prefix the count, as in \"n40.\" or \"n20s\".\n\n\n        Some information is displayed on the bottom line or perhaps in a\n        box, depending on the platform you are using.  You see your\n        attributes, your alignment, what dungeon level you are on, how many\n        hit points you have now (and will have when fully recovered), what\n        your armor class is (the lower the better), your experience level,\n        and the state of your stomach.  Optionally, you may or may not see\n        other information such as spell points, how much gold you have, etc.\n\n        Have Fun, and Happy Hacking!\n","hh":"y k u   7 8 9   Move commands:\n \\|/     \\|/            yuhjklbn: go one step in specified direction\nh-.-l   4-.-6           YUHJKLBN: go in specified direction until you\n /|\\     /|\\                        hit a wall or run into something\nb j n   1 2 3           g<dir>:   run in direction <dir> until something\n      numberpad                     interesting is seen\n                        G<dir>,   same, except a branching corridor isn't\n <  up                  ^<dir>:     considered interesting (the ^ in this\n                                    case means the Control key, not a caret)\n >  down                m<dir>:   move without picking up objects/fighting\n                        F<dir>:   fight even if you don't sense a monster\n                If the number_pad option is set, the digit keys move instead.\n                Depending on the platform, Shift digit (on the numberpad),\n                Meta digit, or Alt digit will invoke the YUHJKLBN commands.\n                Control <dir> may or may not work when number_pad is enabled,\n                depending on the platform's capabilities.\n                Digit '5' acts as 'G' prefix, unless number_pad is set to 2\n                in which case it acts as 'g' instead.\n                If number_pad is set to 3, the roles of 1,2,3 and 7,8,9 are\n                reversed; when set to 4, behaves same as 3 combined with 2.\n                If number_pad is set to -1, alphabetic movement commands are\n                used but 'y' and 'z' are swapped.\n\nGeneral commands:\n?     help      display one of several informative texts\n#quit quit      end the game without saving current game\nS     save      save the game (to be continued later) and exit\n                [to restore, play again and use the same character name;\n                use #quit to quit without saving]\n!     sh        escape to some SHELL (if allowed; 'exit' to resume play)\n^Z    suspend   suspend the game (independent of your current suspend char)\n                [on UNIX(tm)-based systems, use the 'fg' command to resume]\nO     options   set options\n/     what-is   tell what a map symbol represents\n\\     known     display list of what's been discovered\n|     perminv   interact with persistent inventory window instead of hero+map\nv     chronicle display a list of important events\nV     version   display version number\n^A    again     redo the previous command\n^R    redraw    redraw the screen\n^P    prevmsg   repeat previous message (consecutive ^P's repeat earlier ones)\n#               introduces an extended command (#? for a list of them)\n&     what-does describe the command a keystroke invokes\n\nControl characters are depicted as '^' followed by a letter.  Depress Ctrl\nor Control like a shift key then type the letter.  Control characters are\ncase-insensitive; ^D is the same as ^d, Ctrl+d is same as Ctrl+Shift+d.\nThere are a few non-letter control characters; nethack uses ^[ as a synonym\nfor Escape (or vice versa) and ^_ for #retravel but none of the others.\n\nGame commands:\n^D    kick      kick (a door, or something else)\n^T    Tport     teleport (if you can)\n^X    show      show your attributes\na     apply     apply or use a tool (pick-axe, key, camera, etc.)\nA     takeoffall  choose multiple items of armor, accessories, and weapons\n                to take off, remove, unwield (uses same amount of game time\n                as removing them individually with T,R,w- would take)\nc     close     close a door\nC     call      name a monster, an individual object, or a type of object\nd     drop      drop an object.  d7a:  drop seven items of object 'a'\nD     Drop      drop selected types of objects\ne     eat       eat something\nE     engrave   write a message in the dust on the floor  (E-  use fingers)\nf     fire      fire ammunition from quiver\nF     fight     followed by direction, fight a monster\ni     invent    list your inventory (all objects you are carrying)\nI     Invent    list selected parts of your inventory; for example\n                  I(  list all tools, or  I\"  list all amulets\n                  IB  list all items known to be blessed\n                  IU  uncursed, or  IC  cursed, or  IX  unknown bless state\n                  Iu  when in a shop, list unpaid objects being carried\n                  Ix  in a shop, list any fees and used-up shop-owned items\no     open      open a door\np     pay       pay your bill (in a shop)\nP     puton     put on an accessory (ring, amulet, etc; can be used to wear\n                armor too, but armor items aren't listed as likely candidates)\nq     quaff     drink something (potion, water, etc)\nQ     quiver    select ammunition for quiver (use '#quit' to quit)\nr     read      read a scroll or spellbook\nR     remove    remove an accessory (ring, amulet, etc; can be used to take\n                off armor too)\ns     search    search for secret doors, hidden traps and monsters\nt     throw     throw or shoot a weapon\nT     takeoff   take off some armor; can be used to remove accessories too,\n                but those aren't listed as likely candidates)\nw     wield     wield a weapon  (w-  wield nothing to unwield current weapon)\nW     wear      wear an item of armor; can be used to put on accessories too,\n                but those aren't listed as likely candidates)\nx     xchange   swap wielded and secondary weapons\nX     twoweapon toggle two-weapon combat if role allows that\nz     zap       zap a wand  (use y instead of z if number_pad is -1)\nZ     Zap       cast a spell  (use Y instead of Z if number_pad is -1)\n<     up        go up the stairs\n>     down      go down the stairs\n^     trap_id   identify a previously found trap\n),[,=,\",(       show current items of specified symbol in use\n*               show combination of ),[,=,\",( all at once\n$     gold      count your gold\n+     spells    list the spells you know; also rearrange them if desired\n`     classkn   display known items for one class of objects\n_     travel    move via a shortest-path algorithm to a point on the map\n^_    retravel  resume travelling toward previously specified destination\n.     rest      wait a moment\n,     pickup    pick up all you can carry\n@               toggle \"pickup\" (auto pickup) option on and off\n:     look      look at what is here\n;     farlook   look at what is somewhere else by selecting a map location\n                (for a monster on top of one or more objects, only describes\n                that monster; for a pile of objects, only describes top one)\n\nKeyboards that have a meta key (some use Alt for that, so typing Alt as a\nshift plus 'e' would generate 'M-e') can also use these extended commands\nvia the meta modifier as an alternative to using the # prefix.  Unlike\ncontrol characters, meta characters are case-sensitive so M-a is different\nfrom M-A.  Type the latter with two keys used as shifts, Meta+Shift+a.\n\nM-?             display extended command help (if the platform allows this)\nM-2   twoweapon toggle two-weapon combat (unless number_pad is enabled)\nM-a   adjust    adjust inventory letters\nM-A   annotate  add a one-line note to the current dungeon level (see M-O)\nM-c   chat      talk to someone\nM-C   conduct   view optional challenges\nM-d   dip       dip an object into something\nM-e   enhance   show weapon and spell skills, can improve them if eligible\nM-f   force     force a lock\nM-g   genocided list genocided and extinct monster types, if any\nM-i   invoke    invoke an object's special powers\nM-j   jump      jump to another location\nM-l   loot      loot a box on the floor\nM-m   monster   when polymorphed, use monster's special ability\nM-n   name      name a monster, an individual object, or a type of object\nM-N   name      synonym for M-n  (both are the same as C)\nM-o   offer     offer a sacrifice to the gods\nM-O   overview  display information about visited levels and annotations\nM-p   pray      pray to the gods for help\nM-q   quit      stop playing without saving game (use S to save and exit)\nM-r   rub       rub a lamp or a stone\nM-R   ride      mount or dismount saddled steed\nM-s   sit       sit down\nM-t   turn      turn undead if role allows that\nM-T   tip       upend a container to dump out its contents\nM-u   untrap    untrap something\nM-V   vanquished list number and type of vanquished monsters\nM-v   version   print compile time options for this version\nM-w   wipe      wipe off your face\nM-X   explore   switch from regular play to non-scoring explore mode\n\nIf the 'number_pad' option is on, keys usually used for movement can be\nused for various commands:\n\nn               followed by number of times to repeat the next command\nh     help      display one of several informative texts, like '?'\nj     jump      jump to another location\nk     kick      kick something (usually a door)\nl     loot      loot a box on the floor\nN     name      name an item or type of object\nu     untrap    untrap something (usually a trapped object)\n\nAdditional commands are available in debug mode (also known as wizard mode).\n","history":"NetHack History file for release 3.7\n\nBehold, mortal, the origins of NetHack...\n\nJay Fenlason wrote the original Hack, with help from Kenny Woodland,\nMike Thome, and Jon Payne.\n\nAndries Brouwer did a major re-write while at Stichting Mathematisch Centrum\n(now Centrum Wiskunde & Informatica), transforming Hack into a very different\ngame.  He published the Hack source code for use on UNIX(tm) systems by\nposting that to Usenet newsgroup net.sources (later renamed comp.sources)\nreleasing version 1.0 in December of 1984, then versions 1.0.1, 1.0.2, and\nfinally 1.0.3 in July of 1985.  Usenet newsgroup net.games.hack (later\nrenamed rec.games.hack, eventually replaced by rec.games.roguelike.nethack)\nwas created for discussing it.\n\nDon G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing\nPC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and\nwent on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6;\nnote that these are old Hack version numbers, not contemporary NetHack ones).\n\nR. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST,\nproducing ST Hack 1.03.\n\nMike Stephenson merged these various versions back together, incorporating\nmany of the added features, and produced NetHack version 1.4 in 1987.  He\nthen coordinated a cast of thousands in enhancing and debugging NetHack 1.4\nand released NetHack versions 2.2 and 2.3.  Like Hack, they were released by\nposting their source code to Usenet where they remained available in various\narchives accessible via ftp and uucp after expiring from the newsgroup.\n\nLater, Mike coordinated a major re-write of the game, heading a team which\nincluded Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson,\nIzchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz,\nto produce NetHack 3.0c.\n\nNetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo\nHakulinen, and to VMS by David Gentzel.  The three of them and Kevin Darcy\nlater joined the main NetHack Development Team to produce subsequent\nrevisions of 3.0.\n\nOlaf Seibert ported NetHack 2.3 and 3.0 to the Amiga.  Norm Meluch, Stephen\nSpackman and Pierre Martineau designed overlay code for PC NetHack 3.0.\nJohnny Lee ported NetHack 3.0 to the Macintosh.  Along with various other\nDungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports\nthrough the later revisions of 3.0.\n\nVersion 3.0 went through ten relatively rapidly released \"patch-level\"\nrevisions.  Versions at the time were known as 3.0 for the base release\nand variously as \"3.0a\" through \"3.0j\", \"3.0 patchlevel 1\" through\n\"3.0 patchlevel 10\", or \"3.0pl1\" through \"3.0pl10\" rather than 3.0.0 and\n3.0.1 through 3.0.10; the three component numbering scheme began to be used\nwith 3.1.0.\n\nHeaded by Mike Stephenson and coordinated by Izchak Miller and Janet Walz,\nthe NetHack Development Team which now included Ken Arromdee, David Cohrs,\nJean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart,\nDean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical\nrevision of 3.0.  They re-structured the game's design, and re-wrote major\nparts of the code.  They added multiple dungeons, a new display, special\nindividual character quests, a new endgame and many other new features, and\nproduced NetHack 3.1.  Version 3.1.0 was released in January of 1993.\n\nKen Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison,\nMike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga.\n\nNorm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen\nSpackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC.\n\nJon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David\nHairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke,\nand Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for\nMPW.  Building on their development, Bart House added a Think C port.\n\nTimo Hakulinen ported NetHack 3.1 to OS/2.  Eric Smith ported NetHack 3.1\nto the Atari.  Pat Rankin, with help from Joshua Delahunty, was responsible\nfor the VMS version of NetHack 3.1.  Michael Allison ported NetHack 3.1 to\nWindows NT.\n\nDean Luick, with help from David Cohrs, developed NetHack 3.1 for X11.\nIt drew the map as text rather than graphically but included nh10.bdf, an\noptionally used custom X11 font which has tiny images in place of letters and\npunctuation, a precursor of tiles.  Those images don't extend to individual\nmonster and object types, just replacements for monster and object classes\n(so one custom image for all \"a\" insects and another for all \"[\" armor and\nso forth, not separate images for beetles and ants or for cloaks and boots).\n\nWarwick Allison wrote a graphically displayed version of NetHack for the\nAtari where the tiny pictures were described as \"icons\" and were distinct\nfor specific types of monsters and objects rather than just their classes.\nHe contributed them to the NetHack Development Team which rechristened them\n\"tiles\", original usage which has subsequently been picked up by various\nother games.  NetHack's tiles support was then implemented on other platforms\n(initially MS-DOS but eventually Windows, Qt, and X11 too).\n\nThe 3.2 NetHack Development Team, comprised of Michael Allison, Ken Arromdee,\nDavid Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve\nLinhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz,\nand Paul Winner, released version 3.2.0 in April of 1996.\n\nVersion 3.2 marked the tenth anniversary of the formation of the development\nteam.  In a testament to their dedication to the game, all thirteen members\nof the original NetHack Development Team remained on the team at the start\nof work on that release.  During the interval between the release of 3.1.3\nand 3.2.0, one of the founding members of the NetHack Development Team,\nDr. Izchak Miller, was diagnosed with cancer and passed away.  That release\nof the game was dedicated to him by the development and porting teams.\n\nVersion 3.2 proved to be more stable than previous versions.  Many bugs\nwere fixed, abuses eliminated, and game features tuned for better game\nplay.\n\nDuring the lifespan of NetHack 3.1 and 3.2, several enthusiasts of the game\nadded their own modifications to the game and made these \"variants\" publicly\navailable:\n\nTom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed\nNetHack-- when some people incorrectly assumed that it was a conversion\nof the C source code to C++.  Working independently, Stephen White wrote\nNetHack Plus.  Tom Proudfoot later merged NetHack Plus and his own NetHack--\nto produce SLASH.  Larry Stewart-Zerba and Warwick Allison improved the\nspell casting system with the Wizard Patch.  Warwick Allison also ported\nNetHack to use the Qt interface.\n\nWarren Cheung combined SLASH with the Wizard Patch to produce Slash'EM, and\nwith the help of Kevin Hugo, added more features.  Kevin later joined the\nNetHack Development Team and incorporated the best of these ideas into\nNetHack 3.3.\n\nThe final update to 3.2 was the bug fix release 3.2.3, which was released\nsimultaneously with 3.3.0 in December 1999 just in time for the Year 2000.\nBecause of the newer version, 3.2.3 was released as a source code patch only,\nwithout any ready-to-play distribution for systems that usually had such.\n\n(To anyone considering resurrecting an old version:  all versions before\n3.2.3 had a Y2K bug.  The high scores file and the log file contained dates\nwhich were formatted using a two-digit year, and 1999's year 99 was followed\nby 2000's year 100.  That got written out successfully but it unintentionally\nintroduced an extra column in the file layout which prevented score entries\nfrom being read back in correctly, interfering with insertion of new high\nscores and with retrieval of old character names to use for random ghost and\nstatue names in the current game.)\n\nThe 3.3 NetHack Development Team, consisting of Michael Allison, Ken Arromdee,\nDavid Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen,\nKevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith,\nMike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in\nDecember 1999 and 3.3.1 in August of 2000.\n\nVersion 3.3 offered many firsts.  It was the first version to separate race\nand profession.  The Elf class was removed in preference to an elf race,\nand the races of dwarves, gnomes, and orcs made their first appearance in\nthe game alongside the familiar human race.  Monk and Ranger roles joined\nArcheologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues,\nSamurai, Tourists, Valkyries and of course, Wizards.  It was also the first\nversion to allow you to ride a steed, and was the first version to have a\npublicly available web-site listing all the bugs that had been discovered.\nDespite that constantly growing bug list, 3.3 proved stable enough to last\nfor more than a year and a half.\n\nThe 3.4 NetHack Development Team initially consisted of Michael Allison,\nKen Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick,\nPat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison\njoining just before the release of NetHack 3.4.0 in March 2002.\n\nAs with version 3.3, various people contributed to the game as a whole as\nwell as supporting ports on the different platforms that NetHack runs on:\n\nPat Rankin maintained 3.4 for VMS.\n\nMichael Allison maintained NetHack 3.4 for the MS-DOS platform.\nPaul Winner and Yitzhak Sapir provided encouragement.\n\nDean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the\nMacintosh port of 3.4.\n\nMichael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir\nmaintained and enhanced 3.4 for the Microsoft Windows platform.  Alex Kompel\ncontributed a new graphical interface for the Windows port.  Alex Kompel also\ncontributed a Windows CE port for 3.4.1.\n\nRon Van Iwaarden was the sole maintainer of NetHack for OS/2 the past several\nreleases. Unfortunately Ron's last OS/2 machine stopped working in early\n2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these\nyears.\n\nJanne Salmijarvi and Teemu Suikki maintained and enhanced the\nAmiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.\n\nChristian \"Marvin\" Bressler maintained 3.4 for the Atari after he\nresurrected it for 3.3.1.\n\nThe release of NetHack 3.4.3 in December 2003 marked the beginning of a\nlong release hiatus.  3.4.3 proved to be a remarkably stable version that\nprovided continued enjoyment by the community for more than a decade.  The\nNetHack Development Team slowly and quietly continued to work on the game\nbehind the scenes during the tenure of 3.4.3.  It was during that same\nperiod that several new variants emerged within the NetHack community.\nNotably sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack\nand its successors originally by Daniel Thaler and then by Alex Smith, and\nDynahack by Tung Nguyen.  Some of those variants continue to be developed,\nmaintained, and enjoyed by the community to this day.\n\nIn September 2014, an interim snapshot of the code under development was\nreleased publicly by other parties.  Since that code was a work-in-progress\nand had not gone through the process of debugging it as a suitable release,\nit was decided that the version numbers present on that code snapshot would\nbe retired and never used in an official NetHack release.  An announcement\nwas posted on the NetHack Development Team's official nethack.org website\nto that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0\nofficial release version.\n\nIn January 2015, preparation began for the release of NetHack 3.6.\n\nAt the beginning of development for what would eventually get released\nas 3.6.0, the NetHack Development Team consisted of Warwick Allison,\nMichael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber,\nDean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner.\nIn early 2015, ahead of the release of 3.6.0, new members Sean Hunt,\nPasi Kallinen, and Derek S. Ray joined the NetHack Development Team.\n\nNear the end of the development of 3.6.0, one of the significant inspirations\nfor many of the humorous and fun features found in the game, author\nTerry Pratchett, passed away.  NetHack 3.6.0 introduced a tribute to him.\n\n3.6.0 was released in December 2015, and merged work done by the development\nteam since the release of 3.4.3 with some of the beloved community patches.\nMany bugs were fixed and some code was restructured.\n\nThe NetHack Development Team, as well as Steve VanDevender and\nKevin Smolkowski, ensured that NetHack 3.6 continued to operate on various\nUNIX flavors and maintained the X11 interface.\n\nKen Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port\nof NetHack 3.6 for MacOS.\n\nMichael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel,\nDion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of\nNetHack 3.6 for Microsoft Windows.\n\nPat Rankin attempted to keep the VMS port running for NetHack 3.6,\nhindered by limited access.  Kevin Smolkowski has updated and tested it\nfor the most recent version of OpenVMS (V8.4 as of this writing) on Alpha\nand Integrity (aka Itanium aka IA64) but not VAX.\n\nRay Chason resurrected the MS-DOS port for 3.6 and contributed the\nnecessary updates to the community at large.\n\nIn late April 2018, several hundred bug fixes for 3.6.0 and some new\nfeatures were assembled and released as NetHack 3.6.1.\nThe NetHack Development Team at the time of release of 3.6.1 consisted of\nWarwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet,\nPasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin,\nDerek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner.\n\nIn early May 2019, another 320 bug fixes along with some enhancements and\nthe adopted curses window port, were released as 3.6.2.\n\nBart House, who had contributed to the game as a porting team participant\nfor decades, joined the NetHack Development Team in late May 2019.\n\nNetHack 3.6.3 was released on December 5, 2019 containing over 190 bug\nfixes to NetHack 3.6.2.\n\nNetHack 3.6.4 was released on December 18, 2019 containing a security\nfix and a few bug fixes.\n\nNetHack 3.6.5 was released on January 27, 2020 containing some security fixes\nand a small number of bug fixes.\n\nNetHack 3.6.6 was released on March 8, 2020 containing a security fix and\nsome bug fixes.\n\nNetHack 3.6.7 was released on February 16, 2023 containing a security fix and\nsome bug fixes.\n\nThe official NetHack web site is maintained by Ken Lorber at\nhttps://www.nethack.org/.\n\nOn behalf of the NetHack community, thank you very much once again  to\nM.  Drew  Streib and Pasi Kallinen for providing a public NetHack server\nat nethack.alt.org. Thanks to  Keith  Simpson  and Andy Thomson for\nhardfought.org. Thanks to all those unnamed dungeoneers who invest their\ntime and  effort  into  annual  NetHack tournaments such as Junethack,\nThe November NetHack Tournament, and in days past, devnull.net (gone for\nnow, but not forgotten).\n\n                           - - - - - - - - - -\n\nFrom time to time, some depraved individual out there in netland sends a\nparticularly intriguing modification to help out with the game.  The\nNetHack Development Team sometimes makes note of the names of the worst\nof these miscreants in this, the list of Dungeoneers:\n\n    Adam Aronow               J. Ali Harlow             Mikko Juola\n    Alex Kompel               Janet Walz                Nathan Eady\n    Alex Smith                Janne Salmijarvi          Norm Meluch\n    Andreas Dorn              Jean-Christophe Collet    Olaf Seibert\n    Andy Church               Jeff Bailey               Pasi Kallinen\n    Andy Swanson              Jochen Erwied             Pat Rankin\n    Andy Thomson              John Kallen               Patric Mueller\n    Ari Huttunen              John Rupley               Paul Winner\n    Bart House                John S. Bien              Pierre Martineau\n    Benson I. Margulies       Johnny Lee                Ralf Brown\n    Bill Dyer                 Jon W{tte                 Ray Chason\n    Boudewijn Waijers         Jonathan Handler          Richard Addison\n    Bruce Cox                 Joshua Delahunty          Richard Beigel\n    Bruce Holloway            Karl Garrison             Richard P. Hughey\n    Bruce Mewborne            Keizo Yamamoto            Rob Menke\n    Carl Schelin              Keith Simpson             Robin Bandy\n    Chris Russo               Ken Arnold                Robin Johnson\n    David Cohrs               Ken Arromdee              Roderick Schertler\n    David Damerell            Ken Lorber                Roland McGrath\n    David Gentzel             Ken Washikita             Ron Van Iwaarden\n    David Hairston            Kevin Darcy               Ronnen Miller\n    Dean Luick                Kevin Hugo                Ross Brown\n    Del Lamb                  Kevin Sitze               Sascha Wostmann\n    Derek S. Ray              Kevin Smolkowski          Scott Bigham\n    Deron Meranda             Kevin Sweet               Scott R. Turner\n    Dion Nicolaas             Lars Huttar               Sean Hunt\n    Dylan O'Donnell           Leon Arnott               Stephen Spackman\n    Eric Backus               M. Drew Streib            Stefan Thielscher\n    Eric Hendrickson          Malcolm Ryan              Stephen White\n    Eric R. Smith             Mark Gooderum             Steve Creps\n    Eric S. Raymond           Mark Modrall              Steve Linhart\n    Erik Andersen             Marvin Bressler           Steve VanDevender\n    Fredrik Ljungdahl         Matthew Day               Teemu Suikki\n    Frederick Roeber          Merlyn LeRoy              Tim Lennan\n    Gil Neiger                Michael Allison           Timo Hakulinen\n    Greg Laskin               Michael Feir              Tom Almy\n    Greg Olson                Michael Hamel             Tom West\n    Gregg Wonderly            Michael Sokolov           Warren Cheung\n    Hao-yang Wang             Mike Engber               Warwick Allison\n    Helge Hafting             Mike Gallop               Yitzhak Sapir\n    Irina Rempt-Drijfhout     Mike Passaretti\n    Izchak Miller             Mike Stephenson\n","opthelp":"Boolean options not under specific compile flags (with default values in []):\n(You can learn which options exist in your version by checking your current\noption setting, which is reached via the 'O' command.)\n\nacoustics      can your character hear anything                    [True]\nautodescribe   describe the terrain under cursor                  [False]\nautodig        dig if moving and wielding digging tool            [False]\nautoopen       walking into a door attempts to open it             [True]\nautopickup     automatically pick up objects you move over         [True]\nautoquiver     when firing with an empty quiver, select some      [False]\n               suitable inventory weapon to fill the quiver\nBIOS           allow the use of IBM ROM BIOS calls                [False]\nblind          your character is permanently blind                [False]\nbones          allow loading bones files                           [True]\nclicklook      look at map by clicking right mouse button         [False]\ncmdassist      give help for errors on direction & other commands  [True]\ncolor          use different colors for objects on screen  [True for micros]\nconfirm        ask before hitting tame or peaceful monsters        [True]\ndark_room      show floor not in sight in different color          [True]\ndropped_nopick exclude dropped objects from autopickup             [True]\neight_bit_tty  send 8-bit characters straight to terminal         [False]\nextmenu        tty, curses: use menu for # (extended commands)    [False]\n               X11: menu has all commands (T) or traditional subset (F)\nfemale         deprecated; use compound option gender:female      [False]\nfixinv         try to retain the same letter for the same object   [True]\nforce_invmenu  commands asking for inventory item show a menu     [False]\ngoldX          when filtering objects by bless/curse state,       [False]\n               whether to classify gold as X (unknown) or U (uncursed)\nhelp           print all available info when using the / command   [True]\nherecmd_menu   show menu of some possible commands when clicking\n               on yourself or next to you with mouse              [False]\nhilite_pet     display pets in a highlighted manner               [False]\nhilite_pile    display item piles in a highlighted manner         [False]\nignintr        ignore interrupt signal, including breaks          [False]\nimplicit_uncursed  omit \"uncursed\" from inventory, if possible     [True]\nlegacy         print introductory message                          [True]\nlit_corridor   show a dark corridor as lit if in sight            [False]\nlootabc        use a/b/c rather than o/i/b when looting           [False]\nmail           enable the mail daemon                              [True]\nmention_decor  give feedback when walking across stairs, altars,  [False]\n               fountains, and such even when not obscured by objects\nmention_walls  give feedback when walking against a wall          [False]\nmenu_overlay   overlay menus on the screen and align to right      [True]\nmenucolors     enable MENUCOLOR pattern matching to highlight     [False]\n               lines in object menus like inventory; might highlight with\n               bold, inverse, &c even when color is unavailable or toggled off\nnudist         start your character without armor                 [False]\nnull           allow nulls to be sent to your terminal             [True]\n               try turning this option off (forcing NetHack to use its own\n               delay code) if moving objects seem to teleport across rooms\npauper         start your character with no possessions           [False]\nperm_invent    keep inventory in a permanent window               [False]\npickup_stolen  override pickup_types for stolen objects            [True]\npickup_thrown  override pickup_types for thrown objects            [True]\nprice_quotes   show remembered price quotes for unIDed items      [False]\npushweapon     when wielding a new weapon, put your previously    [False]\n               wielded weapon into the secondary weapon slot\nquick_farsight usually skip the chance to browse the map when     [False]\n               randomly triggered clairvoyance takes place\nrawio          allow the use of raw I/O                           [False]\nreroll         allow rerolling of starting inventory              [False]\nrest_on_space  count the space bar as a rest character            [False]\nsafe_pet       prevent you from (knowingly) attacking your pet(s)  [True]\nsafe_wait      require use of 'm' prefix before '.' or 's' to      [True]\n               wait or search when adjacent to a hostile monster\nsanity_check   perform data sanity checks                         [False]\nshowexp        display your accumulated experience points         [False]\nshowrace       show yourself by your race rather than by role     [False]\nshowvers       show version number on status lines                [False]\nsilent         don't use your terminal's bell sound                [True]\nsortpack       group similar kinds of objects in inventory         [True]\nsparkle        display sparkly effect for resisted magical         [True]\n               attacks (e.g. fire attack on fire-resistant monster)\nstandout       use standout mode for --More-- on messages         [False]\nstatus_updates update the status lines                             [True]\ntime           display elapsed game time, in moves                [False]\ntips           show some helpful tips during gameplay              [True]\ntombstone      print tombstone when you die                        [True]\ntoptenwin      print topten in a window rather than stdout        [False]\ntravel         enables travelling via mouse click if supported;    [True]\n               can be toggled off to prevent mouse clicks on the map from\n               attempting to move the hero; does not affect travel via '_'\nuse_darkgray   use bold black instead of blue for black glyphs.    [True]\nuse_inverse    display detected monsters in highlighted manner    [False]\nverbose        print more commentary during the game               [True]\nwhatis_menu    show menu when getting a map location              [False]\nwhatis_moveskip skip same glyphs when getting a map location      [False]\n\n\nThere are further boolean options controlled by compilation flags.\n\nBoolean option if INSURANCE was set at compile time:\ncheckpoint     save game state after each level change, for        [True]\n               possible recovery after program crash\n\nBoolean option if NEWS was set at compile time:\nnews           print any news from game administrator on startup   [True]\n\nBoolean option if SCORE_ON_BOTL was set at compile time:\nshowscore      display your approximate accumulated score         [False]\n\nBoolean option if TIMED_DELAY was set at compile time (tty or curses only):\ntimed_delay    on unix and VMS, use a timer instead of sending     [True]\n               extra screen output when attempting to pause for\n               display effect.  on MSDOS without the termcap\n               lib, whether or not to pause for visual effect.\n\nBoolean option if ALTMETA was set at compile time:\naltmeta        For unix and VMS, treat two character sequence\n               \"ESC c\" as M-c (Meta+c, 8th bit set) when nethack  [False]\n               obtains a command from player's keyboard.\n\nBoolean option if TILES_IN_GLYPHMAP set at compile time (MSDOS):\npreload_tiles  control whether tiles get pre-loaded into RAM at    [True]\n               the start of the game.  Doing so enhances performance\n               of the tile graphics, but uses more memory.\n\nBoolean option if TTY_TILES_ESCCODES was set at compile time (tty only):\nvt_tiledata    insert extra data escape code markers into output  [False]\n\nBoolean option if TTY_SOUND_ESCCODES was set at compile time (tty only):\nvt_sounddata   insert sound data escape code markers into output  [False]\n\nBoolean options which may be available depending upon which interfaces\nthe program has been built to support.  If it supports multiple such,\nsome of these may show as available for setting but not do anything if\nyou happen to be using a different interface than the one(s) they're for:\nascii_map      show map as text, forces tiles_map Off; Qt, X11\nguicolor       curses\nhitpointbar    curses, tty, Windows GUI if statushilites enabled;\n               Qt without statushilites; X11 if 'fancy_status' disabled\n               (via X application defaults) and statushilities enabled\npopup_dialog   curses, Qt, Windows GUI\nselectsaved    tty (Qt and Windows GUI do this unconditionally)\nsplash_screen  curses, Qt, Windows GUI\ntiled_map      show map as tiles, forces ascii_map Off; Qt, X11\n\nBoolean options available when running in debug mode (aka wizard mode):\nmenu_tab_sep   menu formatting--do not touch\nmonpolycontrol have player choose shape-changing monsters' new shapes\nmontelecontrol let player choose destination for teleported monsters\ntravel_debug   show state of travel pathfinding algorithm on the map\nwizweight      include item weights in inventory display\n\nAny Boolean option can be set to True by including it among options being\nset, or negated (set to False) by prefixing its name with a '!' or 'no'.\nAlternatively, the compound option syntax can be used: 'optname:true' and\n'optname:false'.\n\n - - - - -\n\nCompound options are written as option_name:option_value.\n\nCompound options which can be set during the game are:\n\nautounlock    when attempting to open a locked door or loot     [Apply-Key]\n              a locked container, specifies an action to take: can be\n              None, or one or more of Untrap + Apply-Key + Kick + Force;\n              if Untrap is included, it will be handled first; the\n              others apply if you answer \"no\" to \"check for traps?\";\n              for \"yes\", it won't necessary find anything even when a\n              trap happens to be present and will use up the rest of\n              the current move regardless of whether it finds anything;\n              Kick is only useful for doors and Force is only useful for\n              containers; either will only be attempted if Untrap is\n              omitted or skipped and Apply-Key is omitted or you aren't\n              carrying an unlocking tool or you decline to use one\nboulder       override the default boulder symbol                       [`]\ncrash_email   email address to use when filling in crash reports         []\ncrash_name    name to use when filling in crash reports                  []\ncrash_urlmax  length of longest url we can generate for a crash report   []\ndisclose      the types of information you want         [ni na nv ng nc no]\n              offered at the end of the game\n              (space separated list of two-character values;\n              prefix: '+' always disclose, '-' never disclose,\n              'n' prompt with default \"no\", 'y' prompt with default \"yes\",\n              'a' prompt to select sorting order (for suffix 'v' only);\n              suffix: 'i' inventory, 'a' attributes, 'v' vanquished\n              monsters, 'g' genocided and extinct monsters, 'c' conduct\n              and achievements, 'o' dungeon overview)\nfruit         the name of a fruit you enjoy eating             [slime mold]\n              (basically a whimsy which NetHack uses from time to time).\nhilite_status specifies a rule for highlighting a status field           []\n              (multiple instances are allowed)\nmenustyle     user interface for selection of multiple objects:      [Full]\n              Traditional -- prompt for classes of interest, then\n                             prompt item-by-item for those classes;\n              Combination -- prompt for classes of interest, then\n                             use a menu for choosing items;\n              Full        -- menu for classes of interest, then item menu;\n              Partial     -- skip class filtering, use menu of all items;\n              only the first letter ('T','C','F','P') matters\n              (With Traditional, many actions allow pseudo-class 'm' to\n              request a menu for choosing items: one-shot Combination.)\nmenu_objsyms  whether to include object class symbols in menus:         [4]\n              0 - none    -- don't add object symbols to menus;\n              1 - headers -- append object class symbol to menu header lines;\n              2 - entries -- show object glyphs (same as class symbol\n                             for ASCII interfaces) on each menu entry line;\n              3 - both    -- 1 and 2 combined;\n              4 - conditional  -- as 2 but only if no headers are present;\n              5 - one-or-other -- 1 and 4 combined;\n              choices 0 and 1 should work with any interface; 2 through 5\n              are supported by tty and curses\nmsg_window    behavior of ^P message recall for tty interface:          [s]\n              single      -- one message at a time\n              full        -- full window with all saved top line messages\n              reverse     -- full with messages printed most-recent-first\n              combination -- first two of consecutive ^P commands show\n                             single messages, third yields full set\nmsg_window    behavior of ^P message recall for curses interface:       [r]\n              reverse     -- full window, most recent first\n              full        -- full with messages printed least recent first,\n                             initially positioned on last page to start\n                             with most recent messages in view\nnumber_pad    alphabetic versus numeric control over movement:          [0]\n               0 -- traditional hjkl + yubn movement (default);\n               1 -- digits control movement, for use with numeric keypad;\n               2 -- same as 1, but '5' works as 'g' prefix rather than 'G';\n               3 -- numeric for phone keypad (1,2,3 above, 7,8,9 below);\n               4 -- phone keypad (3) combined with '5' preference (2);\n              -1 -- \"qwertz\"; alphabetic movement but 'z' swapped with 'y'.\n              Setting number_pad (to a positive value) affects how all\n              digit keys are handled, not just those on numeric keypad.\npackorder     a list of default symbols for kinds of       [\")[%?+!=/(*`0_]\n              objects that gives the order in which your inventory (and\n              some other things) gets shown if the 'sortpack' option is on\n              (If you specify only some kinds of items, the others from the\n              default order will be appended to the end.)\nparanoid_confirmation  space separated list    [paranoid_confirm:pray swim]\n              of situations where alternate prompting is desired\n              Confirm -- when requiring \"yes\", also require \"no\" to reject;\n                      also requires yes rather than y for pray, trap, Autoall\n              quit    -- yes vs y to confirm quitting or to enter explore mode\n              die     -- yes vs y to confirm dying (for explore or debug mode)\n              bones   -- yes vs y to confirm saving bones data in debug mode\n              attack  -- yes vs y to confirm attacking a peaceful monster\n              wand-break  -- yes vs y to confirm breaking a wand\n              eating  -- yes vs y to confirm whether to continue eating\n              Were-change -- yes vs y to confirm changing form due to\n                      lycanthropy when hero has polymorph control;\n              pray    -- y to confirm an attempt to pray; on by default\n              trap    -- y to enter a known trap unless it is harmless;\n              swim    -- require m prefix to move into water or lava when\n                      hero has seen it and isn't impaired; on by default;\n              AutoAll -- y to confirm if using menustyle:Full and choice 'A'\n                      in the object class filtering menu is selected;\n              Remove  -- always pick from inventory for 'R' and 'T' even when\n                      wearing just one applicable item to remove or take off\nperminv_mode  if the interface supports a persistent inventory window   [a]\n              and the perm_invent option is true, this controls what\n              will be shown:\n              none/off -- behave as if perm_invent is false\n              all/on   -- show inventory except for gold (default)\n              full     -- show inventory including gold\n              in-use   -- only show worn and wielded items\n              (the tty interface's optional perm_invent support includes\n              a couple of additional choices that vary all and full)\npickup_burden when you pick up an item that exceeds this encumbrance    [S]\n              level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,\n              or overLoaded), you will be asked if you want to continue.\npickup_types  a list of default symbols for kinds of objects to          []\n              autopickup when that option is on; empty list means \"all\"\npile_limit    for feedback when walking across floor objects,           [5]\n              threshold at which \"there are objects here\" is displayed\n              instead of listing them.  (0 means \"always list objects.\")\nrunmode       controls how often the map window is updated for        [run]\n              multi-step movement (various running modes or travel command):\n              teleport -- don't update map until movement stops;\n              run      -- periodically update map (interval is seven steps);\n              walk     -- update map after every step;\n              crawl    -- like walk, but delay after making each step.\n              (This only affects screen display, not actual movement.)\nscores        the parts of the score list you wish    [!own/3 top/2 around]\n              to see when the game ends.  You choose a combination of\n              top scores, scores around the top scores, and all of your\n              own scores.\nsortdiscoveries preferred order when viewing list of discovered objects [o]\n              o -- in order of discovery within each class\n              s -- sortloot's \"loot\" order\n              c -- alphabetized within each class\n              a -- alphabetized across all classes\nsortloot      preferred order when examining a set of objects           [n]\n              none -- no sorting\n              loot -- sort piles of objects on floor and in containers\n              full -- 'loot' plus objects in inventory\nsortvanquished preferred order when viewing vanquished monsters list    [t]\n              t -- traditional, order by monster level\n              d -- order by monster difficulty rating\n              a -- alphabetical, first any unique monsters then others\n              c -- order by class, low to high level within each class\n              n -- order by count, high to low\n              z -- order by count, low to high\nstatushilites whether to display status highlights (when non-zero) and  [0]\n              also how many turns to display temporary highlights (for\n              'up', 'down', and 'changed' hilite_status rules)\nstatuslines   whether to use expanded (3) or condensed (2) status       [2]\n              (for tty and curses; 2 is traditional, 3 is recommended;\n              also for Qt, where 3 is traditional and 2 is recommended)\nsuppress_alert disable various version-specific warnings about changes   []\n              in game play or the user interface, such as notification given\n              for the 'Q' command that quitting is now done via #quit\n              (e.g., use suppress_alert:3.3.1 to stop that and any other\n              notifications added in that version or earlier)\nversinfo      selects what information is displayed when showvers  [1 or 4]\n              is true (default depends on program development status)\nwhatis_coord  controls whether to include map coordinates when          [n]\n              autodescribe is active for the '/' and ';' commands.\n              Value is the first letter of one of\n              compass      -- (relative to you; 'east' or '3s' or '2n,4w')\n              full compass -- ('east' or '3south' or '2north,4west')\n              map          -- <x,y>        (map column x=0 is not used)\n              screen       -- [row,column] (row is offset to match tty usage)\n              none         -- no coordinates shown.\nwhatis_filter controls how to filter eligible map coordinates when      [n]\n              getting a map location for eg. the travel command.\n              Value is the one of\n              n - no filtering\n              v - locations in view only\n              a - locations in same area (room, corridor, etc)\n\nCompound options which may be set only on startup are:\n\nalign      Your starting alignment (lawful, neutral, chaotic,      [random]\n           or random).  Many roles restrict the choice to a subset.\n           You may specify just the first letter.\ncatname    name of your starting pet if it is a kitten               [none]\ndogname    name of your starting pet if it is a little dog           [none]\n           Several roles who start with a dog have one whose name is\n           pre-set (for example, \"Hachi\" for Samurai), but that name\n           will be overridden if you specify dogname.\ngender     Your starting gender (male, female, or random).         [random]\n           You may specify just the first letter.  Although you can\n           still denote your gender using the old \"male\" and \"female\"\n           boolean options, the \"gender\" option will take precedence.\nhorsename  name of your starting pet if it is a pony                 [none]\nmenu_*     specify single character accelerators for menu commands.\n           Here is a list of all commands with their default keystroke\n           followed by a list of window-ports that implement them:\n           (t is tty, c is curses, w is Windows GUI, x is X11, q is Qt)\n           menu_first_page    jump to the first page in a menu     [^](tcwxq)\n           menu_last_page     jump to the last page in a menu      [|](tcwxq)\n           menu_next_page     advance to the next menu page        [>](tcwxq)\n           menu_previous_page back up to the previous menu page    [<](tcwxq)\n           menu_shift_left    pan view to left (perm_invent only)  [{](cx)\n           menu_shift_right   pan view to right (perm_invent only) [}](cx)\n           menu_select_all    select all items in a menu           [.](tcwxq)\n           menu_select_page   select all items on this menu page   [,](tcwq)\n           menu_deselect_all  deselect all items in a menu         [-](tcwxq)\n           menu_deselect_page deselect all items on this menu page [\\](tcwq)\n           menu_invert_all    invert all items in a menu           [@](tcwxq)\n           menu_invert_page   invert all items on this menu page   [~](tcwq)\n           menu_search        prompt for target text and invert    [:](tcwxq)\n                              items which match that\nmsghistory number of top line messages to save                         [20]\nname       the name of your character      [defaults to username on multi-\n           user systems, asks \"who are you?\" on single-user systems or if\n           the username is classified as generic like \"games\"]\n           MS Windows is treated as single-user even though it supports\n           usernames.  If character name is specified on the command\n           line (typically via 'nethack -u myname' depending upon type\n           of system and method of access to it), that name overrides\n           'name' from your options.\npettype    your preferred type of pet (cat, dog, horse, random,    [random]\n           or none), if your role allows more than one type (or if you\n           want to avoid a starting pet).  Most roles allow dog or cat\n           but not horse.  For roles which force a particular type,\n           pettype is ignored unless it specifies 'none'.\nplaymode   normal play or non-scoring explore mode or debug mode   [normal]\nrace       Your starting race (e.g., race:Human, race:Elf).        [random]\n           Most roles restrict race choice to a subset.\nrole       Your starting role (e.g., role:Barbarian, role:Valk).   [random]\n           Although you can specify just the first letter(s), it will\n           choose only the first role it finds that matches; thus, it\n           is recommended that you spell out as much of the role name\n           as possible.  You can also still denote your role by\n           appending it to the \"name\" option (e.g., name:Vic-V), but\n           the \"role\" option will take precedence.\nwindowtype windowing system to be used    [depends on operating system and\n           compile-time setup]    if more than one choice is available.\n           Some instances of the program support only one window-type;\n           when that is the case, you don't need to specify anything.\n           The list of supported window-types in your program can be\n           seen while the program is running by using the #version\n           command or from outside the program by examining the text file\n           named 'options' which is generated when building it.\n\nSome sample options lists are:\n!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around\nfemale,nonews,dogname:Rover,rest_on_space,!verbose,menustyle:traditional\n","cmdhelp":"&# cmdhelp - became obsolete when 'BINDINGS=key:command' got added\n&\tTell what command a keystroke invokes\n^\tShow the type of an adjacent trap\n^[\tCancel command (same as ESCape key)\n&? debug\n^E\tSearch for nearby traps, secret doors, and unseen monsters\n^F\tMap level; reveals traps and secret corridors but not secret doors\n^G\tCreate a monster by name or class\n^I\tView inventory with all items identified\n^O\tList special level locations\n^V\tTeleport between levels\n^W\tWish for something\n&: #!debug\n^E\tunavailable debugging command\n^F\tunavailable debugging command\n^G\tunavailable debugging command\n^I\tunavailable debugging command\n^O\tShortcut for '#overview': list interesting levels you have visited\n^V\tunavailable debugging command\n^W\tunavailable debugging command\n&. #?debug\n&? number_pad=0,-1\nb\tGo southwest 1 space\nB\tGo southwest until you are on top of something\nh\tGo west 1 space\nH\tGo west until you are on top of something\nj\tGo south 1 space\nJ\tGo south until you are on top of something\nk\tGo north 1 space\nK\tGo north until you are on top of something\nl\tGo east 1 space\nL\tGo east until you are on top of something\nn\tGo southeast 1 space\nN\tGo southeast until you are on something\nu\tGo northeast 1 space\nU\tGo northeast until you are on top of something\n&# y,Y handled below\n&: #number_pad=1,2,3,4\nh\tHelp: synonym for '?'\nj\tJump: shortcut for '#jump'\nk\tKick: synonym for '^D'\nl\tLoot: shortcut for '#loot'\nn\tStart a count; continue with digit(s)\nN\tName: shortcut for '#name'\nu\tUntrap: shortcut for '#untrap'\n&. #0,-1 vs 1,2,3,4\na\tApply (use) a tool or break a wand\nA\tRemove all armor and/or all accessories and/or unwield weapons\n^A\tRedo the previous command\n^B\tGo southwest until you are near something\nc\tClose a door\nC\tCall (name) a monster, an individual object, or a type of object\n^C\tInterrupt: quit the game\nd\tDrop an item\nD\tDrop specific item types\n^D\tKick something (usually a door, chest, or box)\ne\tEat something\nE\tEngrave writing on the floor\nf\tFire ammunition from quiver\nF\tFollowed by direction, fight a monster (even if you don't sense it)\ng\tFollowed by direction, move until you are near something\nG\tFollowed by direction, same as control-direction\n^H\tGo west until you are near something\ni\tShow your inventory\nI\tInventory specific item types\n^J\tGo south until you are near something\n^K\tGo north until you are near something\n^L\tGo east until you are near something\nm\tFollowed by direction, move without picking anything up or fighting\nM\tFollowed by direction, move a distance without picking anything up\n^N\tGo southeast until you are near something\no\tOpen a door\nO\tShow option settings, possibly change them\np\tPay your shopping bill\nP\tPut on an accessory (ring, amulet, etc; will work for armor too)\n^P\tToggle through previously displayed game messages\nq\tQuaff (drink) something (potion, water, etc)\nQ\tSelect ammunition for quiver (use '#quit' to quit)\nr\tRead a scroll or spellbook\nR\tRemove an accessory (ring, amulet, etc; will work for armor too)\n^R\tRedraw screen\ns\tSearch all immediately adjacent locations for traps and secret doors\nS\tSave the game (and exit; there is no \"save and keep going\")\nt\tThrow something (choose an item, then a direction--not a target)\nT\tTake off one piece of armor (will work for accessories too)\n^T\tTeleport around level\n^U\tGo northeast until you are near something\nv\tShow version ('#version' shows more information)\nV\tShow history of game's development\nw\tWield a weapon (for dual weapons: 'w' secondary, 'x', 'w' primary, 'X')\nW\tWear a piece of armor (will work for accessories too)\nx\tSwap wielded and secondary weapons\nX\tToggle two-weapon combat\n^X\tShow your attributes (shows more in debug or explore mode)\n&? number_pad=0,1,2,3,4\n&? number_pad=0\ny\tGo northwest 1 space\nY\tGo northwest until you are on top of something\n&.\n^Y\tGo northwest until you are near something\nz\tZap a wand\nZ\tZap (cast) a spell\n&? suspend\n^Z\tSuspend game; 'fg' (foreground) to resume\n&:\n^Z\tunavailable command: suspend\n&.\n&: number_pad=-1\ny\tZap a wand\nY\tZap (cast) a spell\n&? suspend\n^Y\tSuspend game; 'fg' (foreground) to resume\n&:\n^Y\tunavailable command: suspend\n&.\nz\tGo northwest 1 space\nZ\tGo northwest until you are on top of something\n^Z\tGo northwest until you are near something\n&. #0,1..4 vs -1\n<\tGo up a staircase\n>\tGo down a staircase\n/\tShow what type of thing a symbol corresponds to\n?\tGive a help message\n&? shell\n!\tDo a shell escape; 'exit' shell to come back\n&:\n!\tunavailable command: shell\n&.\n\\\tShow what object types have been discovered\n`\tShow discovered types for one class of objects\n_\tTravel via a shortest-path algorithm to a point on the map\n.\tRest one move while doing nothing\n&? rest_on_space\n \tRest one move while doing nothing\n&.\n:\tLook at what is on the floor\n;\tShow what type of thing a map symbol on the level corresponds to\n,\tPick up things at the current location\n@\tToggle the pickup option on/off\n)\tShow the weapon(s) currently wielded or readied\n[\tShow the armor currently worn\n=\tShow the ring(s) currently worn\n\"\tShow the amulet currently worn\n(\tShow the tools currently in use\n*\tShow all equipment in use (combination of the ),[,=,\",( commands)\n$\tCount your gold\n+\tList known spells\nDel\tDisplay map without monsters or objects obstructing the view.\n#\tPerform an extended command (use '#?' to list choices)\n&# number_pad:\n&#  -1 = numpad off, swap y with z (including Y with Z, ^Y with ^Z, M-y &c)\n&#   0 = numpad off (default)\n&#   1 = numpad on, normal keypad layout, '5'->'g'\n&#   2 = numpad on, normal keypad layout, '5'->'G'\n&#   3 = numpad on, phone keypad layout, '5'->'g'\n&#   4 = numpad on, phone keypad layout, '5'->'G'\n&? number_pad = 1,2,3,4\n0\tShow inventory\n4\tMove west\n6\tMove east\n-\t'F' prefix; force fight\n&: #-1,0\n0\tContinue a count\n4\tStart or continue a count\n6\tStart or continue a count\n&. #1,2,3,4 vs -1,0\n&? number_pad=1,2\n7\tMove northwest\n8\tMove north\n9\tMove northeast\n1\tMove southwest\n2\tMove south\n3\tMove southeast\n&: number_pad=3,4\n1\tMove northwest\n2\tMove north\n3\tMove northeast\n7\tMove southwest\n8\tMove south\n9\tMove southeast\n&: #-1,0\n1\tStart or continue a count\n2\tStart or continue a count\n3\tStart or continue a count\n7\tStart or continue a count\n8\tStart or continue a count\n9\tStart or continue a count\n&. #1,2 vs 3,4 vs -1,0\n&? number_pad=1,3\n5\t'g' movement prefix\nM-5\t'G' movement prefix\n&: number_pad=2,4\n5\t'G' movement prefix\nM-5\t'g' movement prefix\nM-0\tInventory specific item types\n&: #-1,0\n5\tStart or continue a count\nM-2\tToggle two-weapon combat\n&. #1,3 vs 2,4 vs -1,0\nM-?\tDisplay extended command help (if the platform allows this)\nM-a\tAdjust inventory letters\nM-A\tAnnotate: supply a name for the current dungeon level\nM-c\tChat: talk to an adjacent creature\nM-C\tConduct: list voluntary challenges you have maintained\nM-d\tDip an object into something\nM-e\tEnhance: check weapons skills, advance them if eligible\nM-f\tForce a lock\nM-i\tInvoke an object's special powers\nM-j\tJump to a nearby location\nM-l\tLoot a box on the floor\nM-m\tWhen polymorphed, use a monster's special ability\nM-n\tName a monster, an individual object, or a type of object\nM-N\tName a monster, an individual object, or a type of object\nM-o\tOffer a sacrifice to the gods\nM-O\tOverview: show a summary of the explored dungeon\nM-p\tPray to the gods for help\nM-q\tQuit (exit without saving)\nM-r\tRub a lamp or a touchstone\nM-R\tRide: mount or dismount a saddled steed\nM-s\tSit down\nM-t\tTurn undead\nM-T\tTip: empty a container\nM-u\tUntrap something (trap, door, or chest)\nM-v\tPrint compile time options for this version of NetHack\nM-w\tWipe off your face\nM-X\tSwitch from normal play to explore mode\n","license":"                    NETHACK GENERAL PUBLIC LICENSE\n                    (Copyright 1989 M. Stephenson)\n\n               (Based on the BISON general public license,\n                   copyright 1988 Richard M. Stallman)\n\n Everyone is permitted to copy and distribute verbatim copies of this\n license, but changing it is not allowed.  You can also use this wording to\n make the terms for other programs.\n\n  The license agreements of most software companies keep you at the mercy of\nthose companies.  By contrast, our general public license is intended to give\neveryone the right to share NetHack.  To make sure that you get the rights we\nwant you to have, we need to make restrictions that forbid anyone to deny you\nthese rights or to ask you to surrender the rights.  Hence this license\nagreement.\n\n  Specifically, we want to make sure that you have the right to give away\ncopies of NetHack, that you receive source code or else can get it if you\nwant it, that you can change NetHack or use pieces of it in new free\nprograms, and that you know you can do these things.\n\n  To make sure that everyone has such rights, we have to forbid you to\ndeprive anyone else of these rights.  For example, if you distribute copies\nof NetHack, you must give the recipients all the rights that you have.  You\nmust make sure that they, too, receive or can get the source code.  And you\nmust tell them their rights.\n\n  Also, for our own protection, we must make certain that everyone finds out\nthat there is no warranty for NetHack.  If NetHack is modified by someone\nelse and passed on, we want its recipients to know that what they have is\nnot what we distributed.\n\n  Therefore we (Mike Stephenson and other holders of NetHack copyrights) make\nthe following terms which say what you must do to be allowed to distribute or\nchange NetHack.\n\n\n                        COPYING POLICIES\n\n  1. You may copy and distribute verbatim copies of NetHack source code as\nyou receive it, in any medium, provided that you keep intact the notices on\nall files that refer to copyrights, to this License Agreement, and to the\nabsence of any warranty; and give any other recipients of the NetHack\nprogram a copy of this License Agreement along with the program.\n\n  2. You may modify your copy or copies of NetHack or any portion of it, and\ncopy and distribute such modifications under the terms of Paragraph 1 above\n(including distributing this License Agreement), provided that you also do the\nfollowing:\n\n    a) cause the modified files to carry prominent notices stating that you\n    changed the files and the date of any change; and\n\n    b) cause the whole of any work that you distribute or publish, that in\n    whole or in part contains or is a derivative of NetHack or any part\n    thereof, to be licensed at no charge to all third parties on terms\n    identical to those contained in this License Agreement (except that you\n    may choose to grant more extensive warranty protection to some or all\n    third parties, at your option)\n\n    c) You may charge a distribution fee for the physical act of\n    transferring a copy, and you may at your option offer warranty protection\n    in exchange for a fee.\n\n  3. You may copy and distribute NetHack (or a portion or derivative of it,\nunder Paragraph 2) in object code or executable form under the terms of\nParagraphs 1 and 2 above provided that you also do one of the following:\n\n    a) accompany it with the complete machine-readable source code, which\n    must be distributed under the terms of Paragraphs 1 and 2 above; or,\n\n    b) accompany it with full information as to how to obtain the complete\n    machine-readable source code from an appropriate archive site.  (This\n    alternative is allowed only for noncommercial distribution.)\n\nFor these purposes, complete source code means either the full source\ndistribution as originally released over Usenet or updated copies of the\nfiles in this distribution used to create the object code or executable.\n\n  4. You may not copy, sublicense, distribute or transfer NetHack except as\nexpressly provided under this License Agreement.  Any attempt otherwise to\ncopy, sublicense, distribute or transfer NetHack is void and your rights to\nuse the program under this License agreement shall be automatically\nterminated.  However, parties who have received computer software programs\nfrom you with this License Agreement will not have their licenses terminated\nso long as such parties remain in full compliance.\n\n\nStated plainly:  You are permitted to modify NetHack, or otherwise use parts\nof NetHack, provided that you comply with the conditions specified above;\nin particular, your modified NetHack or program containing parts of NetHack\nmust remain freely available as provided in this License Agreement.  In\nother words, go ahead and share NetHack, but don't try to stop anyone else\nfrom sharing it farther.\n","optmenu":" How dynamically setting options works:\n\n The simple options menu shows a relatively small subset of options\n and operates on each choice you make immediately, then is put back\n up to allow further changes.\n\n The full options menu shows the current value for all options and\n lets you pick ones that you'd like to change.  Picking them doesn't\n make any changes though.  That will take place once you close the\n menu.  For most of NetHack's interfaces, closing the menu is done\n by pressing the <enter> key or <return> key; others might require\n clicking on [ok].  Pressing the <escape> key or clicking on [cancel]\n will close the menu and discard any pending changes.\n\n The options menu is too long to fit on one screen.  Some interfaces\n paginate menus; use the '>' key to advance a page or '<' to back\n up.  They typically re-use selection letters (a-z) on each page.\n Others use one long page and you need to use a scrollbar; once past\n a-z and A-Z they'll have entries without selection letters.  Those\n can be selected by clicking on them.\n\n For toggling boolean (True/False or On/Off) options, selecting them\n is all that is needed.  For compound options (which take a number,\n a choice of several particular values, or something more complex,\n and are listed in a second section after the boolean ones), you will\n be prompted to supply a new value.\n\n At the start of each of the two sections are the values of some\n unselectable options which can only be set before the game starts.\n After the compound section are some \"other\" options which take a set\n of multiple values and tend to be more complicated to deal with.\n\n Some changes will only last until you save (or quit) the current\n game.  Usually those are for things that might not be appropriate\n if you were to restore the saved game on another computer with\n different capabilities.  Other options will be included in this\n game's save file and retain their settings after restore.  None set\n in the options menu will affect other games, either already saved or\n new ones.  For that, you need to update your run-time configuration\n file and specify the desired options settings there.  Even then,\n restoring existing games that contain saved option values will use\n those saved ones.\n\n","usagehlp":"This is a terse description of nethack's command line arguments.\nIt is oriented toward UNIX (including descendants such as linux and macOS)\nand might not be accurate for other platforms.\n\nWhen starting play, if there is a save file for the chosen character name\nthen it will be restored, otherwise a new game using that name will begin.\n\nnethack\n  with no arguments; uses character name from run-time configuration file's\n  OPTIONS=name:character-name entry, or player's username if none.\n\nnethack -u character-name [-X or -D]\n  '-u character-name' specifies the name to use for this game's character;\n       -u must be lowercase; the space between it and character-name may\n       be omitted;\n  '-X' play in non-scoring explore mode also known as discovery mode;\n       -X must be uppercase; character starts with a wand of wishing and\n       player may opt to be life-saved and keep going if character dies;\n  '-D' run in debug mode also known as wizard mode; -D must be uppercase;\n       if player is not allowed then nethack will switch to -X; if player\n       is allowed, character name will be changed to \"wizard\".\n\n  A character name may have a suffix specifying any or all of role, race,\n  gender, and alignment such as -u Conan-Bar-Hum-Mal-Neu or -u Tim-Wiz.\n  The components present must be at least three letters long but can be\n  longer; their case doesn't matter.  See also -p and -r, next,\n\nnethack -p Ppp -r Rrr [-@]\n  '-p Ppp' specify role; p for \"profession\" is used because -r is in use;\n       'Ppp' is three or more letters of the role name such as Val for\n       Valkyrie; unlike -p itself, upper/lower case of Ppp doesn't matter\n  '-r Rrr' specify race or species: Hum[an], Elf, Orc, Dwa[rf], Gno[me];\n  '-@' force non-interactive start; any of role, race, gender, and\n       alignment that is not specified on the command line or in the\n       run-time configuration file gets chosen randomly without prompting;\n       the at-sign might need to be quoted by preceding it with backslash.\n\n  The old form for role is also still accepted:  -A or -Arc[heologist],\n  -B or -Bar[barian], -C or -Cav[eman] or -Cavew[oman], -H or -Hea[ler],\n  -K or -Kni[ght], -M or -Mon[k], -P or -Pri[est] or -Prieste[ss],\n  -Ran[ger], -R or -Rog[ue], -S or -Sam[urai], -T or -Tou[rist],\n  -V or -Val[kyrie], -W or -Wiz[ard].  The single-letter form must be in\n  uppercase, the three or more letter form can be in any case.  There is\n  no single-letter option for the Ranger role.\n\nnethack -DEC[graphics]\nnethack -IBM[graphics]\n  selects the DEC or IBM symbol set to use line-drawing characters on a\n  text map; might be ignored depending on interface, or ineffective or\n  even scrambled depending on display capability; -DECgraphics and\n  -IBMgraphics are mutually exclusive; they can be any case but must use\n  at least three letters.\n\nnethack -wIii\nnethack --windowtype:Iii\n  where 'Iii' represents an interface designation:  tty, curses, X11, or\n  Qt; only useful if the program was built to support more than one\n  interface (the game's '#version' command will disclose that); overrides\n  OPTIONS=windowtype:Iii in run-time configuration file and build-time\n  default; '-w' or '--windowtype' must be lowercase, the interface\n  designation itself may be any case; variations '--windowtype Iii' and\n  '-w Iii' work too.\n\n  On Windows, nethack.exe supports tty or curses or both depending on\n  settings at the time the program is built from source; nethackW.exe\n  supports mswin (also referred to as Win GUI) and optionally curses.\n  For MS-DOS, the program supports tty or curses or both.\n\nnethack -n\n  don't show the 'news' file if one is present in nethack's directory.\n\nnethack --nethackrc:RC-file\n  use RC-file instead of the default run-time configuration file (which is\n  usually '~/.nethackrc'); the file name should include full path unless\n  located in nethack's directory;\nnethack --no-nethackrc\n  don't use any run-time configuration file; equivalent to\n  --nethackrc:/dev/null which behaves as if an empty file.\n\nnethack -dDir\nnethack --directory:Dir\n  could be used to override the build-time value of NETHACKDIR with\n  location Dir; if used, it should precede other command line arguments.\n\nThe assorted options above can be combined on a single command line;\nthey're listed separately for readability.\n\n*******\n\nOther options which perform some action and then exit rather than play\nthe game:\n\nnethack -s\nnethack --scores\n  show scores for the default character; optional additional arguments:\nnethack -s -v\n  show scores for all versions present in the high scores file (record)\n  if it contains scores for any older versions; by default, only scores\n  for current version of nethack are shown; when '-v' is used, it should\n  immediately follow -s or --scores, preceding any name(s) or -p or -r;\nnethack -s character-name [character-name2 [character-name3 [...]]]\n  show scores for one or more specific character names (might not be\n  effective if PERS_IS_UID=1 is specified in nethack's sysconf file);\n  character names may be preceded by '-u' but that isn't required;\n  special character-name \"all\" is used to display all scores that pass\n  other criteria;\nnethack -s -p Ppp -r Rrr\n  show scores for specific roles or races; multiple instances can be used;\n  if both '-p' and '-r' are used, scores that match either will be shown\n  rather than scores that match both;\nnethack -dDir -s\nnethack --directory:Dir -s\n  as above; alternate directory, if specified, should come first.\n\nnethack --version or --version:copy or --version:dump or --version:show\n  '--version' display the program's version number plus the date and\n  time it was built from source code, then exit;\n  '--version:copy' display version number and also copy it into system\n  pasteboard (should work on macOS and Windows; might not work on other\n  systems) so that it could be pasted from there into a subsequent email\n  or web contact form, then exit;\n  '--version:dump' display several internal values, then exit;\n  '--version:show' same as '--version'.\n\nnethack --showpaths\n  list expected locations for various files and directories, then exit;\n  includes the name and location for the run-time configuration file which\n  can vary from platform to platform.\n\nnethack --usage\nnethack --help\n  show this text; 'nethack -?' and 'nethack ?' also work but the question\n  mark may need to be quoted to prevent the shell from intercepting it.\n\n*******\n\nThis text is available during play in the menu for the game's '?' command\nor can be viewed via 'nethack --usage | more' at the shell prompt.\n\n"};