A Guide to the Mazes of Menace
Guidebook for NetHack
Original version - Eric S. Raymond
(Edited and expanded for NetHack 5.0.0 by Mike Stephenson and others)
May 2, 2026
1. Introduction
Recently, you have begun to find yourself unfulfilled and distant in your daily occupation. Strange dreams of prospecting, stealing, crusading, and combat have haunted you in your sleep for many months, but you aren’t sure of the reason. You wonder whether you have in fact been having those dreams all your life, and somehow managed to forget about them until now. Some nights you awaken suddenly and cry out, terrified at the vivid recollection of the strange and powerful creatures that seem to be lurking behind every corner of the dungeon in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they passed through the first time. And who was to say that all of those who did not return had not just kept going?
Asking around, you hear about a bauble, called the Amulet of 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.
In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at the entrance and spend the night sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon….
2. What is going on here?
You have just begun a game of NetHack. Your goal is to grab as much treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of Menace alive.
Your abilities and strengths for dealing with the hazards of adventure will vary with your background and training:
Archeologists understand dungeons pretty well; this enables them to move quickly and sneak up on the local nasties. They start equipped with the tools for a proper scientific expedition, and are able to read ancient languages.
Barbarians are warriors out of the hinterland, hardened to battle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword.
Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons.
Healers are wise in medicine and apothecary. They know the herbs and simples that can restore vitality, ease pain, anesthetize, and neutralize poisons; and with their instruments, they can divine a being’s state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon.
Knights are distinguished from the common skirmisher by their devotion to the ideals of chivalry and by the surpassing excellence of their armor.
Monks are ascetics, who by rigorous practice of physical and mental disciplines have become capable of fighting as effectively without weapons as with. They wear no armor but make up for it with increased mobility.
Priests and Priestesses are clerics militant, crusaders advancing the cause of righteousness with arms, armor, and arts thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it.
Rangers are most at home in the woods, and some say slightly out of place in a dungeon. They are, however, experts in archery as well as tracking and stealthy movement.
Rogues are agile and stealthy thieves, with knowledge of locks, traps, and poisons. Their advantage lies in surprise, which they employ to great advantage.
Samurai are the elite warriors of feudal Nippon. They are lightly armored and quick, and wear the dai-sho, two swords of the deadliest keenness.
Tourists start out with lots of gold (suitable for shopping with), a credit card, lots of food, some maps, and an expensive camera. Most monsters don’t like being photographed.
Valkyries are hardy warrior women. Their upbringing in the harsh Northlands makes them strong, inures them to extremes of cold, and instills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of magical items, and a particular affinity for dweomercraft. Although seemingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe.
You may also choose the race of your character (within limits; most roles have restrictions on which races are eligible for them):
Dwarves are smaller than humans or elves, but are stocky and solid individuals. Dwarves’ most notable trait is their great expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves.
Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor.
Gnomes are smaller than but generally similar to dwarves. Gnomes are known to be expert miners, and it is known that a secret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger.
Humans are by far the most common race of the surface world, and are thus the norm to which other races are often compared. Although they have no special abilities, they can succeed in any role.
Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a passion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality.
3. What do all those things on the screen mean?
On the screen is kept a map of where you have been and what you have seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you.
When NetHack’s ancestor rogue first appeared, its screen 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 can even be played by blind players, with the assistance of Braille readers or speech synthesisers. Instructions for configuring NetHack for the blind are included later in this document.
NetHack generates a new dungeon every time you play it; even the authors still find it an entertaining and exciting game despite having won several times.
NetHack offers a variety of display options. The options 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.
In order to understand what is going on in NetHack, first you must understand what NetHack is doing with the screen. The NetHack screen replaces the “You see …” descriptions of text adventure games. Figure 1 is a sample of what a NetHack screen might look like. The way the screen looks for you depends on your platform.
The bat bites!
------
|....| ----------
|.<..|####...@...$.|
|....-# |...B....+
|....| |.d......|
------ -------|--
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15
Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry
Dlvl:1 T:752 Conf
3.1. The status lines (bottom)
The bottom two (or three) lines of the screen contain several cryptic
pieces of information describing your current status. Figure 1 shows the
traditional two-line status area below the map. Figure 2 shows just the
status area, when the statuslines:3 option has been set
(not all interfaces support this option). If any status line becomes
wider than the screen, you might not see all of it due to truncation.
When the numbers grow bigger and multiple conditions are
present, the two-line format will run out of room on the second line,
but statuslines:2 is the default because a basic 24-line
terminal isn’t tall enough for the third line.
Here are explanations of what the various status items mean:
Title Your character’s name and professional ranking
(based on role and experience level, see below).
Strength A measure of your character’s strength; one of
your six basic attributes. A human character’s attributes can range from
3 to 18 inclusive; non-humans may exceed these limits (occasionally you
may get super-strengths of the form 18/xx, and magic can also cause
attributes to exceed the normal limits). The higher your strength, the
stronger you are. Strength affects how successfully you perform physical
tasks, how much damage you do in combat, and how much loot you can
carry.
Dexterity Dexterity affects your chances to hit in
combat, to avoid traps, and do other tasks requiring agility or
manipulation of objects.
Constitution Constitution affects your ability to
recover from injuries and other strains on your stamina. When strength
is low or modest, constitution also affects how much you can carry. With
sufficiently high strength, the contribution to carrying capacity from
your constitution no longer matters.
Intelligence Intelligence affects your ability to cast
spells and read spellbooks.
Wisdom Wisdom comes from your practical experience
(especially when dealing with magic). It affects your magical
energy.
Charisma Charisma affects how certain creatures react
toward you. In particular, it can affect the prices shopkeepers offer
you.
Alignment Lawful,
Neutral, or Chaotic. Often, Lawful is
taken as good and Chaotic as evil, but legal and ethical do not always
coincide. Your alignment influences how other monsters react toward you.
Monsters of a like alignment are more likely to be non-aggressive, while
those of an opposing alignment are more likely to be seriously offended
at your presence.
Dungeon Level How deep you are in the dungeon. You start
at level one and the number increases as you go deeper into the dungeon.
Some levels are special, and are identified by a name and not a number.
The Amulet of Yendor is reputed to be somewhere beneath the twentieth
level.
Gold The number of gold pieces you are openly carrying.
Gold which you have concealed in containers is not counted.
Hit Points Your current and maximum hit points. Hit
points indicate how much damage you can take before you die. The more
you get hit in a fight, the lower they get. You can regain hit points by
resting, or by using certain magical items or spells. The number in
parentheses is the maximum number your hit points can reach.
Power Spell points. This tells you how much mystic
energy (mana) you have available for spell casting. Again,
resting will regenerate the amount available.
Armor Class A measure of how effectively your armor
stops blows from unfriendly creatures. The lower this number is, the
more effective the armor; it is quite possible to have negative armor
class. See the Armor subsection of Objects for more
information.
Experience Your current experience level. If the
showexp option is set, it will be followed by a slash and
experience points. As you adventure, you gain experience points. At
certain experience point totals, you gain an experience level. The more
experienced you are, the better you fight and withstand magical attacks.
(By the time your level reaches double digits, the usefulness of showing
the points with it has dropped significantly. You can use the
‘O’ command to turn showexp off to avoid using
up the limited status line space.)
Time The number of turns elapsed so far, displayed if
you have the time option set.
Status Hunger: your current hunger status. Values are
Satiated, Not Hungry (or
Normal), Hungry,
Weak, and Fainting. Not shown when
Normal. Encumbrance: an indication of how what you are
carrying affects your ability to move. Values are
Unencumbered, Burdened,
Stressed, Strained,
Overtaxed, and Overloaded. Not shown
when Unencumbered. Fatal conditions:
Stone (aka Petrifying, turning to
stone), Slime (turning into green slime),
Strngl (being strangled), FoodPois
(suffering from acute food poisoning), TermIll
(suffering from a terminal illness). Non-fatal conditions:
Blind (can’t see), Deaf (can’t hear),
Stun (stunned), Conf (confused),
Hallu (hallucinating). Movement modifiers:
Lev (levitating), Fly (flying),
Ride (riding). Other conditions and modifiers exist,
but there isn’t enough room to display them with the other status
fields.
The #attributes command (default key ^X)
will show all current status information in unabbreviated format. It
also shows other information which might be included on the status lines
if those had more room.
3.2. The message line (top)
The top line of the screen is reserved for messages that describe
things that are impossible to represent visually. If you see a
--More-- on the top line, this means that
NetHack has another message to display on the screen, but it wants to
make certain that you’ve read the one that is there first. To read the
next message, just press the space bar.
To change how and what messages are shown on the message line, see
“Configuring Message Types” and the verbose option.
3.3. The map (rest of the screen)
The rest of the screen is the map of the level as you have explored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of the symbols the game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean:
- The horizontal or corner walls of a room, or an open
east/west door.
| The vertical walls of a room, or an open north/south
door, or a grave.
. The floor of a room, or ice, or a doorless doorway, or
the span of an open drawbridge.
# A corridor, or iron bars, or a tree, or the portcullis
of a closed drawbridge. Note: engravings in corridors also appear as
# but are shown in a different color from normal corridor
locations.
> Stairs down: a way to the next level.
< Stairs up: a way to the previous level.
+ A closed door, or a spellbook containing a spell you
may be able to learn.
@ Your character or a human or an elf.
$ A pile of gold.
^ A trap (once you have detected it).
) A weapon.
[ A suit or piece of armor.
% Something edible (not necessarily healthy).
? A scroll.
/ A wand.
= A ring.
! A potion.
( A useful item (pick-axe, key, lamp…).
" An amulet or a spider web.
* A gem or rock (possibly valuable, possibly
worthless).
` A boulder or statue or an engraving on the floor of a
room. Note: statues are displayed as if they were the monsters they
depict so won’t appear as a grave accent (aka
back-tick).
0 An iron ball.
_ An altar, or an iron chain.
{ A fountain or a sink.
} A pool of water or moat or a wall of water or a pool
of lava or a wall of lava.
\ An opulent throne.
a-z and A-H
J-Z and @&':; Letters and
certain other symbols represent the various inhabitants of the Mazes of
Menace. Watch out, they can be nasty and vicious. Sometimes, however,
they can be helpful.
I Rather than a specific type of monster, this marks the
last known location of an invisible or otherwise unseen monster. Note
that the monster could have moved. The s, F,
and m commands may be useful here.
1-5 The digits 1 through 5 may be displayed, marking
unseen monsters sensed via the Warning attribute. Less
dangerous monsters are indicated by lower values, more dangerous by
higher values.
You need not memorize all these symbols; you can ask the game what
any symbol represents with the / command (see the next
section for more info).
4. Commands
Commands can be initiated by typing one or two characters to which
the command is bound to, or typing the command name in the extended
commands entry. Some commands, like search, do not require
that any more information be collected by NetHack. Other commands might
require additional information, for example a direction, or an object to
be used. For those commands that require additional 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.
You can put a number before some commands to repeat them that many
times; for example, 10s will search ten times. If you have
the number_pad option set, you must type n to
prefix a count, so the example above would be typed n10s
instead. Commands for which counts make no sense ignore them. In
addition, movement commands can be prefixed for greater control (see
below). To cancel a count or a prefix, press the ESC key.
4.1. Default keybindings
The list of commands is rather long, but it can be read at any time
during the game through the ? command, which accesses a
menu of helpful texts. Here are the default key bindings for your
reference:
? Help menu: display one of several help texts
available.
/ The whatis command, to tell what a symbol
represents. You may choose to specify a location or type a symbol (or
even a whole word) to explain. Specifying a location is done by moving
the cursor to a particular spot on the map and then pressing one of
., ,, ;, or :.
. will explain the symbol at the chosen location,
conditionally check for More info? depending upon whether
the help option is on, and then you will be asked to pick
another location; , will explain the symbol but skip any
additional information, then let you pick another location;
; will skip additional info and also not bother asking you
to choose another location to examine; : will show
additional info, if any, without asking for confirmation. When picking a
location, pressing the ESC key will terminate this command, or pressing
? will give a brief reminder about how it works. If the
autodescribe option is on, a short description of what you
see at each location is shown as you move the cursor. Typing
# while picking a location will toggle that option on or
off. The whatis_coord option controls whether the short
description includes map coordinates. Specifying a name rather than a
location always gives any additional information available about that
name. You may also request a description of nearby monsters, all
monsters currently displayed, nearby objects, or all objects. The
whatis_coord option controls which format of map coordinate
is included with their descriptions.
& Tell what a command does.
< Go up to the previous level (if you are on a
staircase or ladder).
> Go down to the next level (if you are on a
staircase or ladder).
[yuhjklbn] Go one step in the direction indicated (see
Figure 3). If you sense or remember a monster there, you will fight the
monster instead. Only these one-step movement commands cause you to
fight monsters; the others (below) are safe.
y k u 7 8 9
\ | / \ | /
h- . -l 4- . -6
/ | \ / | \
b j n 1 2 3
(number_pad off) (number_pad on)
[YUHJKLBN] Go in that direction until you hit a wall or
run into something.
m[yuhjklbn] Prefix: move without picking up objects or
fighting (even if you remember a monster there). A few non-movement
commands use the ‘m’ prefix to request operating via menu
(to temporarily override the menustyle :traditional
option). Primarily useful for ‘,’ (pickup) when there is
only one class of objects present (where there won’t be any “what kinds
of objects?” prompt, so no opportunity to answer m at that
prompt). The prefix will make #travel command show a menu
of interesting targets in sight. It can also be used with the
‘\’ (known, show a list of all discovered objects) and the
‘`’ (knownclass, show a list of discovered objects in a
particular class) commands to offer a menu of several sorting
alternatives (which sets a new value for the
sortdiscoveries option); also for #vanquished
and #genocided commands to offer a sorting menu. A few
other commands (eat food, offer sacrifice, apply tinning-kit,
drink/quaff, dip, tip container) use the ‘m’ prefix to skip
checking for applicable objects on the floor and go straight to checking
inventory, or (for #loot to remove a saddle), skip
containers and go straight to adjacent monsters. In debug mode (aka
wizard mode), the m prefix may also be used
with the #teleport and #wizlevelport
commands.
F[yuhjklbn] Prefix: fight a monster (even if you only
guess one is there).
g[yuhjklbn] Prefix: move until something interesting is
found.
G[yuhjklbn] or <Control>+[yuhjklbn]
Prefix: similar to g, but forking of corridors is not
considered interesting. Note:
<Control>+<key> means holding the
<Control> or <Ctrl> key down like
<Shift> while typing and releasing
<key>, then releasing <Control>.
^<key> is used as shorthand elsewhere in the
Guidebook to mean the same thing. Control characters are
case-insensitive so ^x and ^X are the same.
M[yuhjklbn] Old versions supported ‘M’ as a
movement prefix which combined the effect of ‘m’ with
<Control>+<direction>. That is no
longer supported as a prefix but similar effect can be achieved by using
‘m’ and G <direction> in
combination. m can also be used in combination with
g <direction>,
<Control>+<direction>, or
<Shift>+<direction>.
_ Travel to a map location via a shortest-path
algorithm. The shortest path is computed over map locations the hero
knows about (e.g. seen or previously traversed). If there is no known
path, a guess is made instead. Stops on most of the same conditions as
the ‘G’ prefix, but without picking up objects, so
implicitly forces the ‘m’ prefix. For ports with mouse
support, the command is also invoked when a mouse-click takes place on a
location other than the current position.
. Wait or rest, do nothing for one turn. Precede with
the m prefix to wait for a turn even next to a hostile
monster, if safe_wait is on.
a Apply (use) a tool (pick-axe, key, lamp…). If used on
a wand, that wand will be broken, releasing its magic in the process.
Confirmation is required.
A Remove one or more worn items, such as armor. Use
T (take off) to take off only one piece of armor or
R (remove) to take off only one accessory.
^A Repeat the previous command.
c Close a door.
C Call (name) a monster, an individual object, or a type
of object. Same as extended command #name.
^C Panic button. Quit the game.
d Drop something. For example d7a means
drop seven items of object a.
D Drop several things. In answer to the question
What kinds of things do you want to drop? [!%= BUCXPaium]
you should type zero or more object symbols possibly followed by
a and/or i and/or u and/or
m. In addition, one or more of the blessed/uncursed/cursed
groups may be typed.
| Command | Description |
|---|---|
DB |
drop all objects known to be blessed. |
DU |
drop all objects known to be uncursed. |
DC |
drop all objects known to be cursed. |
DX |
drop all objects of unknown B/U/C status. |
DP |
drop objects picked up last. |
Da |
drop all objects, without asking for confirmation. |
Di |
examine your inventory before dropping anything. |
Du |
drop only unpaid objects (when in a shop). |
Dm |
use a menu to pick which object(s) to drop. |
D%u |
drop only unpaid food. |
The last example shows a combination. There are four categories of
object filtering: class (! for potions, ? for
scrolls, and so on), shop status (u for unpaid, in other
words, owned by the shop), bless/curse state (B,
U, C, and X as shown above), and
novelty (P, recently picked up items; controlled by picking
up or dropping things rather than by any time factor). If you specify
more than one value in a category (such as !? for potions
and scrolls or BU for blessed and uncursed), an 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.)
^D Kick something (usually a door).
e Eat food. Normally checks for edible item(s) on the
floor, then if none are found or none are chosen, checks for edible
item(s) in inventory. Precede e with the m
prefix to bypass attempting to eat anything off the floor. If you
attempt to eat while already satiated, you might choke to death. If you
risk it, you will be asked whether to “continue eating?” if you
survive the first bite. You can set the
paranoid_confirmation:eating option to require a response
of yes instead of just y.
E Engrave a message on the floor. E- - write in the dust
with your fingers.
Engraving the word Elbereth will cause most monsters to
not attack you hand-to-hand (but if you attack, you will rub it out);
this is often useful to give yourself a breather.
f Fire (shoot or throw) one of the objects placed in
your quiver (or quiver sack, or that you have at the ready). You may
select ammunition with a previous Q command, or let the
computer pick something appropriate if autoquiver is true.
If your wielded weapon has the throw-and-return property, your quiver is
empty, and autoquiver is false, you will throw that wielded
weapon instead of filling the quiver. This will also automatically use a
polearm if wielded. If fireassist is true, firing will
automatically try to wield a launcher (for example, a bow or a sling)
matching the ammo in the quiver; this might take multiple turns, and get
interrupted by a monster. Remember to swap back to your main melee
weapon afterwards. See also t (throw) for more general
throwing and shooting.
i List your inventory (everything you’re carrying).
I List selected parts of your inventory, usually be
specifying the character for a particular set of objects, like
[ for armor or ! for potions.
| Command | Description |
|---|---|
I* |
list all gems in inventory; |
Iu |
list all unpaid items; |
Ix |
list all used up items that are on your shopping bill; |
IB |
list all items known to be blessed; |
IU |
list all items known to be uncursed; |
IC |
list all items known to be cursed; |
IX |
list all items whose bless/curse status is unknown; |
IP |
list items picked up last; |
I$ |
count your money. |
o Open a door.
O Set options. A menu showing the current option values
will be displayed. You can change most values simply by selecting the
menu entry for the given option (ie, by typing its letter or clicking
upon it, depending on your user interface). For the non-boolean choices,
a further menu or prompt will appear once you’ve closed this menu. The
available options are listed later in this Guidebook. Options are
usually set before the game rather than with the O command;
see the section on options below. Precede O with the
m prefix to show advanced options.
^O Show overview. Shortcut for #overview:
list interesting dungeon levels visited. (Prior to 3.6.0,
^O was a debug mode command which listed the placement of
all special levels. Use #wizwhere to run that command.)
p Pay your shopping bill.
P Put on an accessory (ring, amulet, or blindfold). This
command may also be used to wear armor. The prompt for which inventory
item to use will only list accessories, but choosing an unlisted item of
armor will attempt to wear it. (See the W command below. It
lists armor as the inventory choices but will accept an accessory and
attempt to put that on.)
^P Repeat previous message. Subsequent ^Ps
repeat earlier messages. For some interfaces, the behavior can be varied
via the msg_window option.
q Quaff (drink) something (potion, water, etc). When
there is a fountain or sink present, it asks whether to drink from that.
If that is declined, then it offers a chance to choose a potion from
inventory. Precede q with the m prefix to skip
asking about drinking from a fountain or sink.
Q Select an object for your quiver, quiver sack, or just
generally at the ready (only one of these is available at a time). You
can then throw this (or one of these) using the f
command.
r Read a scroll or spellbook.
R Remove a worn accessory (ring, amulet, or blindfold).
If you’re wearing more than one, you’ll be prompted for which one to
remove. When you’re only wearing one, then by default it will be removed
without asking, but you can set the
paranoid_confirmation:Remove option to require a prompt.
This command may also be used to take off armor. The prompt for which
inventory item to remove only lists worn accessories, but an item of
worn armor can be chosen. (See the T command below. It
lists armor as the inventory choices but will accept an accessory and
attempt to remove it.)
^R Redraw the screen.
s Search for secret doors and traps around you. It
usually takes several tries to find something. Precede with the
m prefix to search for a turn even next to a hostile
monster, if safe_wait is on. Can also be used to figure out
whether there is still a monster at an adjacent “remembered, unseen
monster” marker.
S Save the game (which suspends play and exits the
program). The saved game will be restored automatically the next time
you play using the same character name. In normal play, once a saved
game is restored the file used to hold the saved data is deleted. In
explore mode, once restoration is accomplished you are asked whether to
keep or delete the file. Keeping the file makes it feasible to play for
a while then quit without saving and later restore again. There is no
“save current game state and keep playing” command, not even in explore
mode where saved game files can be kept and re-used.
t Throw an object or shoot a projectile. There’s no
separate shoot command. If you throw an arrow while
wielding a bow, you are shooting that arrow and any weapon skill bonus
or penalty for bow applies. If you throw an arrow while not wielding a
bow, you are throwing it by hand and it will generally be less effective
than when shot. See also f (fire) for throwing or shooting
an item pre-selected via the Q (quiver) command, with some
extra assistance.
T Take off armor. If you’re wearing more than one piece,
you’ll be prompted for which one to take off. (Note that this treats a
cloak covering a suit and/or a shirt, or a suit covering a shirt, as if
the underlying items weren’t there.) When you’re only wearing one, then
by default it will be taken off without asking, but you can set the
paranoid_confirmation:Remove option to require a prompt.
This command may also be used to remove accessories. The prompt for
which inventory item to take off only lists worn armor, but a worn
accessory can be chosen. (See the R command above. It lists
accessories as the inventory choices but will accept an item of armor
and attempt to take it off.)
^T Teleport, if you have the ability.
v Display a list of significant events in the current
game, also shown by #chronicle. ‘v’ used to
display the game’s version number. Use ‘V’ for that
now.
V Display version number. ‘V’ used to
display a summary of the game’s history. Still available via
#history.
w Wield weapon. w- - wield nothing, use your bare (or
gloved) hands.
Some characters can wield two weapons at once; use the X
command (or the #twoweapon extended command) to do so.
W Wear armor. This command may also be used to put on an
accessory (ring, amulet, or blindfold). The prompt for which inventory
item to use will only list armor, but choosing an unlisted accessory
will attempt to put it on. (See the P command above. It
lists accessories as the inventory choices but will accept an item of
armor and attempt to wear it.)
x Exchange your wielded weapon with the item in your
alternate weapon slot. The latter is used as your secondary weapon when
engaging in two-weapon combat. Note that if one of these slots is empty,
the exchange still takes place.
X Toggle two-weapon combat, if your character can do it.
Also available via the #twoweapon extended command. (In
versions prior to 3.6 this keystroke ran the command to switch from
normal play to explore mode, also known as
discovery mode, which has now been moved to
#exploremode and M-X.)
^X Display basic information about your character.
Displays name, role, race, gender (unless role name makes that
redundant, such as Caveman or Priestess), and
alignment, along with your patron deity and his or her opposition. It
also shows most of the various items of information from the status
line(s) in a less terse form, including several additional things which
don’t appear in the normal status display due to space considerations.
In normal play, that’s all that ^X displays. In explore
mode, the role and status feedback is augmented by the information
provided by enlightenment magic.
z Zap a wand. z. - to aim at yourself, use
\. for the direction.
Z Zap (cast) a spell. Z. - to cast at yourself, use
\. for the direction.
^Z Suspend the game UNIX” versions with job control
only).” ( See #suspend below for more details.
: Look at what is here.
; Show what type of thing a visible symbol corresponds
to.
, Pick up some things from the floor beneath you. May be
preceded by m to force a selection menu.
@ Toggle the autopickup option on and
off.
^ Ask for the type of an adjacent trap you found
earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
* Tell what equipment you are using. Combines the
preceding five type-specific commands into one.
$ Report the gold you’re carrying, possibly shop credit
and/or debt too.
+ List the spells you know. Using this command, you can
also rearrange the order in which your spells are listed, either by
sorting the entire list or by picking one spell from the menu then
picking another to swap places with it. Swapping pairs of spells changes
their casting letters, so the change lasts after the current
+ command 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.)
\ Show what types of objects have been discovered. May
be preceded by ‘m’ to select preferred display order.
` Show discovered types for one class of objects. May be
preceded by ‘m’ to select preferred display order.
| If persistent inventory display is supported and
enabled (with the perm_invent option), interact with it
instead of with the map. Allows scrolling with the menu_first_page,
menu_previous_page, menu_next_page, and menu_last_page keys
(‘^’, ‘<’, ‘>’,
‘|’ by default). Some interfaces also support
menu_shift_left and menu_shift_right keys (‘{’ and
‘}’ by default). Use the Return (aka
Enter) or Escape key to resume play.
! Escape to a shell. See #shell below for
more details.
Del Show map without obstructions. You can view the
explored portion of the current level’s map without monsters; without
monsters and objects; or without monsters, objects, and traps. The
<del> key is also shown as
<delete> on some keyboards or
<rubout> on others. It is sometimes displayed as ^?
even though that is not an actual control character. Many terminals have
an option to swap the <delete> and
<backspace> keys, so typing the
<del> key might not execute this command. If that
happens, you can use the extended command #terrain
instead.
4.2. Extended commands
# Perform an extended command.
As you can see, the authors of NetHack used up all the letters, so this is a way to introduce the less frequently used commands. What extended commands are available depends on what features the game was compiled with.
#adjust Adjust inventory letters (most useful when the
fixinv option is on). Autocompletes. Default
key is M-a. This command allows you to move an item from
one particular inventory slot to another so that it has a letter which
is more meaningful for you or that it will appear in a particular
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.
#annotate Allows you to specify one line of text to
associate with the current dungeon level. All levels with annotations
are displayed by the #overview command. Autocompletes.
Default key is M-A, and also ^N if
number_pad is on. Preceding #annotate with the
m prefix is the same as #overview with the prefix.
#apply Apply (use) a tool such as a pick-axe, a key, or
a lamp. Default key is a. If the tool used acts on items on
the floor, using the m prefix skips those items. If used on
a wand, that wand will be broken, releasing its magic in the process.
Confirmation is required.
#attributes Show your attributes. Default key is
^X.
#autopickup Toggle the autopickup option
on/off. Default key is @.
#bugreport Bring up a browser window to submit a report
to the NetHack Development Team. Can be disabled at the time the program
is built; when enabled, CRASHREPORTURL must be set in the system
configuration file.
#call Call (name) a monster, or an object in inventory,
on the floor, or in the discoveries list, or add an annotation for the
current level (same as #annotate). Default key is
C.
#cast Cast a spell. Default key is Z.
#chat Talk to someone. Default key is
M-c.
#chronicle Show a list of important game events. Default
key is v.
#close Close a door. Default key is c.
#conduct List voluntary challenges you have maintained.
Autocompletes. Default key is M-C. See the section below
entitled Conduct for details.
#debugfuzzer Start the fuzz tester. Debug mode only.
#dip Dip an object into something. Autocompletes.
Default key is M-d. The m prefix skips dipping
into a fountain or pool if there is one at your location.
#down Go down a staircase. Default key is
>.
#drop Drop an item. Default key is d.
#droptype Drop specific item types. Default key is
D.
#eat Eat something. Default key is e. The
m prefix skips eating items on the floor.
#engrave Engrave writing on the floor. Default key is
E.
#enhance Advance or check weapon and spell skills.
Autocompletes. Default key is M-e.
#exploremode Switch from normal play to non-scoring
explore mode. Default key is M-X. Requires confirmation;
default response is n (no). To really switch to explore
mode, respond with y. You can set the
paranoid_confirmation:quit option to require a response of
yes instead.
#fight Prefix key to force fight a direction, even if
you see nothing to fight there. Default key is F, or
- with number_pad
#fire Fire ammunition from quiver, possibly autowielding
a launcher, or hit with a wielded polearm. Default key is
f.
#force Force a lock. Autocompletes. Default key is
M-f.
#genocided List any monster types which have been
genocided. In explore mode and debug mode it also shows types which have
become extinct. The display order is the same as is used by #vanquished.
The m prefix brings up a menu of available sorting orders,
and doing that for either #genocided or #vanquished changes the order
for both. If the sorting order is “count high to low” or “count low to
high” (which are applicable for #vanquished), that will be ignored for
#genocided and alphabetical will be used instead. The menu omits those
two choices when used for #genocide. Autocompletes. Default key is
M-g.
#glance Show what type of thing a map symbol corresponds
to. Default key is ;.
#help Show the help menu. Default key is ?,
and also h if number_pad is on.
#herecmdmenu Show a menu of possible actions directed at
your current location. The menu is limited to a subset of the likeliest
actions, not an exhaustive set of all possibilities. Autocompletes. If
mouse support is enabled and the herecmd_menu option is On,
clicking on the hero (or steed when mounted) will execute this
command.
#history Show a summary of the game’s development.
#inventory Show your inventory. Default key is
i.
#inventtype Inventory specific item types. Default key
is I.
#invoke Invoke an object’s special powers.
Autocompletes. Default key is M-i.
#jump Jump to another location. Autocompletes. Default
key is M-j, and also j if
number_pad is on.
#kick Kick something. Default key is ^D,
and k if number_pad is on.
#known Show what object types have been discovered.
Default key is ‘\’. The ‘m’ prefix allows
assigning a new value to the sortdiscoveries option to
control the order in which the discoveries are displayed.
#knownclass Show discovered types for one class of
objects. Default key is ‘`’. The ‘m’ prefix
operates the same as for #known.
#levelchange Change your experience level.
Autocompletes. Debug mode only.
#lightsources Show mobile light sources. Autocompletes.
Debug mode only.
#look Look at what is here, under you. Default key is
:.
#lookaround Describe what you can see, or remember, of
your surroundings.
#loot Loot a box or bag on the floor beneath you, or the
saddle from a steed standing next to you. Autocompletes. Precede with
the m prefix to skip containers at your location and go
directly to removing a saddle. Default key is M-l, and also
l if number_pad is on.
#monster Use a monster’s special ability (when
polymorphed into monster form). Autocompletes. Default key is
M-m.
#name Name a monster, an individual object, or a type of
object. Same as #call. Autocompletes. Default keys are
N, M-n, and M-N.
#offer Offer a sacrifice to the gods. Autocompletes.
Default key is M-o. You’ll need to find an altar to have
any chance at success. Corpses of recently killed monsters are the
fodder of choice. The m prefix skips offering any items
which are on the altar.
#open Open a door. Default key is o.
#options Show and change option settings. Default key is
O. Precede with the m prefix to show advanced
options.
#optionsfull Show advanced game option settings. No
default key. Precede with the m prefix to execute the
simpler options command. (Mainly useful if you use
BINDING=O:optionsfull to switch ‘O’ from
simple options back to traditional advanced options.)
#overview Display information you’ve discovered about
the dungeon. Any visited level with an annotation is included, and many
things (altars, thrones, fountains, and so on; extra stairs leading to
another dungeon branch) trigger an automatic annotation. If dungeon
overview is chosen during end-of-game disclosure, every visited level
will be included regardless of annotations. Precede #overview with the
m prefix to display the dungeon overview as a menu where
you can select any visited level to add or remove an annotation without
needing to return to that level. This will also force all visited levels
to be displayed rather than just the interesting subset.
Autocompletes. Default keys are ^O, and
M-O.
#panic Test the panic routine. Terminates the current
game. Autocompletes. Debug mode only. Asks for confirmation; default is
n (no); continue playing. To really panic, respond with
y. You can set the paranoid_confirmation:quit
option to require a response of yes instead.
#pay Pay your shopping bill. Default key is
p.
#perminv If persistent inventory display is supported
and enabled (with the perm_invent option), interact with it
instead of with the map. You’ll be prompted for menu scrolling
keystrokes such as ‘>’ and ‘<’. Press
Return or Escape to resume normal play.
Default key is |.
#pickup Pick up things at the current location. Default
key is ,. The m prefix forces use of a
menu.
#polyself Polymorph self. Autocompletes. Debug mode
only.
#pray Pray to the gods for help. Autocompletes. Default
key is M-p. Praying too soon after receiving prior help is
a bad idea. (Hint: entering the dungeon alive is treated as having
received help. You probably shouldn’t start off a new game by praying
right away.) Since using this command by accident can cause trouble,
there is an option to make you confirm your intent before praying. It is
enabled by default, and you can reset the
paranoid_confirmation option to disable it.
#prevmsg Show previously displayed game messages.
Default key is ^P.
#puton Put on an accessory (ring, amulet, etc). Default
key is P.
#quaff Quaff (drink) something. Default key is
q. The m prefix skips drinking from a fountain
or sink if there is one at your location.
#quit Quit the program without saving your game.
Autocompletes. Since using this command by accident would throw away the
current game, you are asked to confirm your intent before quitting.
Default response is n (no); continue playing. To really
quit, respond with y. You can set the
paranoid_confirmation:quit option to require a response of
yes instead.
#quiver Select ammunition for quiver. Default key is
Q.
#read Read a scroll, a spellbook, or something else.
Default key is r.
#redraw Redraw the screen. Default key is
^R, and also ^L if number_pad is
on.
#remove Remove an accessory (ring, amulet, etc). Default
key is R.
#repeat Repeat the previous command. Default key is
^A.
#reqmenu Prefix key to modify the behavior or request
menu from some commands. Prevents autopickup when used with movement
commands. Default key is m.
#retravel Travel to a previously selected travel
destination. Default key is C-_. See also #travel.
#ride Ride (or stop riding) a saddled creature.
Autocompletes. Default key is M-R.
#rub Rub a lamp or a stone. Autocompletes. Default key
is M-r.
#run Prefix key to run towards a direction. Default key
is G when number_pad is off, 5
when number_pad is set to 1 or 3, otherwise
M-5 when it is set to 2 or 4.
#rush Prefix key to rush towards a direction. Default is
g when number_pad is off, M-5
when number_pad is set to 1 or 3, otherwise 5
when it is set to 2 or 4.
#save Save the game and exit the program. Default key is
S.
#saveoptions Save configuration options to the config
file. This will overwrite the file, removing all comments, so if you
have manually edited the config file, don’t use this.
#search Search for traps and secret doors around you.
Default key is s.
#seeall Show all equipment in use. Default key is
*. Will display in-use items in a menu even when there is
only one.
#seeamulet Show the amulet currently worn. Default key
is ". Using the ‘m’ prefix will force the
display of a worn amulet in a menu rather than with just a message.
#seearmor Show the armor currently worn. Default key is
[. Will display worn armor in a menu even when there is
only thing worn.
#seerings Show the ring(s) currently worn. Default key
is =. Will display worn rings in a menu if there are two
(or there is just one and is a meat ring rather than a real
ring). Use the ‘m’ prefix to force a menu for one ring.
#seetools Show the tools currently in use. Default key
is (. Will display the result in a message if there is one
tool in use (worn blindfold or towel or lenses, lit lamp(s) and/or
candle(s), leashes attached to pets). Will display a menu if there are
more than one or if the command is preceded by the ‘m’
prefix.
#seeweapon Show the weapon currently wielded. Default
key is ). If dual-wielding, a separate message about the
secondary weapon will be given. Using the ‘m’ prefix will
force a menu and it will include primary weapon, alternate weapon even
when not dual-wielding, and also whatever is currently assigned to the
quiver slot.
#shell Do a shell escape, switching from NetHack to a
subprocess. Can be disabled at the time the program is built. When
enabled, access for specific users can be controlled by the system
configuration file. Use the shell command ‘exit’ to return
to the game. Default key is !.
#showgold Report the gold in your inventory, including
gold you know about in containers you’re carrying. If you are inside a
shop, report any credit or debt you have in that shop. Default key is
$.
#showspells List and reorder known spells. Default key
is +.
#showtrap Describe an adjacent trap, possibly covered by
objects or a monster. To be eligible, the trap must already be
discovered. (The #terrain command can display your map with
all objects and monsters temporarily removed, making it possible to see
all discovered traps.) Default key is ^.
#sit Sit down. Autocompletes. Default key is
M-s.
#stats Show memory usage statistics. Autocompletes.
Debug mode only.
#suspend Suspend the game, switching from NetHack to the
terminal it was started from without performing save-and-exit. Can be
disabled at the time the program is built. When enabled, mainly useful
for tty and curses interfaces on UNIX. Use the shell
command ‘fg’ to return to the game. Default key is
^Z.
#swap Swap wielded and secondary weapons. Default key is
x.
#takeoff Take off one piece of armor. Default key is
T.
#takeoffall Remove all armor. Default key is
A.
#teleport Teleport around the level. Default key is
^T.
#terrain Show map without obstructions. In normal play
you can view the explored portion of the current level’s map without
monsters; without monsters and objects; or without monsters, objects,
and traps. If there are visible clouds of gas in view, they are treated
like traps when deciding whether to show them or the floor underneath
them. In explore mode, you can choose to view the full map rather than
just its explored portion. In debug mode there are additional choices.
Autocompletes. Default key is <del> or
<delete> (see Del above).
#therecmdmenu Show a menu of possible actions directed
at a location next to you. The menu is limited to a subset of the
likeliest actions, not an exhaustive set of all possibilities.
Autocompletes.
#throw Throw something. Default key is
t.
#timeout Look at the timeout queue. Autocompletes. Debug
mode only.
#tip Tip over a container (bag or box) to pour out its
contents. When there are containers on the floor, the game will prompt
to pick one of them or “tip something being carried”. If the latter is
chosen, there will be another prompt for which item from inventory to
tip. The ‘m’ prefix makes the command skip containers on
the floor and pick one from inventory, except for the special case of
menustyle :traditional with two or more containers present;
that situation will start with the floor container menu. Autocompletes.
Default key is M-T.
#toggle Toggle a boolean option on or off. Requires a
parameter in parenthesis, the name of the option to toggle. The option
must be settable in-game. For example:
BIND=':toggle(price_quotes)
BIND=@:toggle(autopickup)
#travel Travel to a specific location on the map.
Default key is _. Using the request menu
prefix shows a menu of interesting targets in sight without asking to
move the cursor. When picking a target with cursor and the
autodescribe option is on, the top line will show “(no
travel path)” if your character does not know of a path to that
location. See also #retravel.
#turn Turn undead away. Autocompletes. Default key is
M-t.
#twoweapon Toggle two-weapon combat on or off.
Autocompletes. Default key is X, and also M-2
if number_pad is off. Note that you must use suitable
weapons for this type of combat, or it will be automatically turned
off.
#untrap Untrap something (trap, door, or chest). Default
key is M-u, and u if number_pad
is on. In some circumstances it can also be used to rescue trapped
monsters.
#up Go up a staircase. Default key is
<.
#vanquished List vanquished monsters by type and count.
Note that the vanquished monsters list includes all monsters killed by
traps and each other as well as by you, and omits any which got removed
from the game without being killed (perhaps by genocide, or by a
mollified shopkeeper dismissing summoned Kops) or were already corpses
when placed on the map. Using the request menu prefix prior
to #vanquished brings up a menu of sorting orders available (provided
that the vanquished monsters list contains at least two types of
monsters). Whichever ordering is picked gets assigned to the
sortvanquished option so is remembered for subsequent
#vanquished requests. The #genocided command shares this
sorting order. During end-of-game disclosure, when asked whether to show
vanquished monsters answering ‘a’ will let you choose from
the sort menu. Autocompletes. Default key is M-V.
#version Print compile time options for this version of
NetHack. The second paragraph lists the user interface(s) that are
included. If there are more than one, you can use the
windowtype option in your run-time configuration file to
select the one you want. Autocompletes. Default key is
M-v.
#versionshort Show the program’s version number, plus
the date and time that the running copy was built from sources (not the
version’s release date). Default key is V.
#vision Show vision array. Autocompletes. Debug mode
only.
#wait Rest one move while doing nothing. Default key is
., and also ‘ ’ if rest_on_space is on.
#wear Wear a piece of armor. Default key is
W.
#whatdoes Tell what a key does. Default key is
&.
#whatis Show what type of thing a symbol corresponds to.
Default key is /.
#wield Wield a weapon. Default key is
w.
#wipe Wipe off your face. Autocompletes. Default key is
M-w.
#wizborn Show monster birth, death, genocide, and
extinct statistics. Debug mode only.
#wizbury Bury objects under and around you.
Autocompletes. Debug mode only.
#wizcast Cast any spell. Debug mode only.
#wizdetect Reveal hidden things (secret doors or traps
or unseen monsters) within a modest radius. No time elapses.
Autocompletes. Debug mode only. Default key is ^E.
#wizgenesis Create a monster. May be prefixed by a count
to create more than one. Autocompletes. Debug mode only. Default key is
^G.
#wizidentify Identify all items in inventory.
Autocompletes. Debug mode only. Default key is ^I.
#wizintrinsic Set one or more intrinsic attributes.
Autocompletes. Debug mode only.
#wizkill Remove monsters from play by just pointing at
them. By default the hero gets credit or blame for killing the targets.
Precede this command with the ‘m’ prefix to override that.
Autocompletes. Debug mode only.
#wizlevelport Teleport to another level. Autocompletes.
Debug mode only. Default key is ^V.
#wizmap Map the level. Autocompletes. Debug mode only.
Default key is ^F.
#wizrumorcheck Verify rumor boundaries by displaying
first and last true rumors and first and last false rumors. Also
displays first, second, and last random engravings, epitaphs, and
hallucinatory monsters. Autocompletes. Debug mode only.
#wizseenv Show map locations’ seen vectors.
Autocompletes. Debug mode only.
#wizsmell Smell monster. Autocompletes. Debug mode
only.
#wizwhere Show locations of special levels.
Autocompletes. Debug mode only.
#wizwish Wish for something. Autocompletes. Debug mode
only. Default key is ^W. Precede this command with the
‘m’ prefix to show a wish history menu.
#wmode Show wall modes. Autocompletes. Debug mode
only.
#zap Zap a wand. Default key is z.
#? Help menu: get the list of available extended
commands.
4.3. Meta and number-pad commands
If your keyboard has a meta key (which, when pressed in combination
with another key, modifies it by setting the meta [8th, or
high] bit), you can invoke many extended commands by
meta-ing the first letter of the command.
On Windows and MS-DOS, the Alt key can
be used in this fashion. On other systems, if typing Alt
plus another key transmits a two character sequence consisting of an
Escape followed by the other key, you may set the
altmeta option to have NetHack combine them into
meta+<key>. (This combining action only takes place
when NetHack is expecting a command to execute, not when accepting input
to name something or to make a wish.)
Unlike control characters, where ^x and ^X denote the same thing,
meta characters are case-sensitive: M-x and M-X represent different
things. Some commands which can be run via a meta character require that
the letter be capitalized because the lower-case equivalent is used for
another command, so the three key combination
meta+Shift+<letter> is needed.
M-? #? (not supported by all platforms)
M-2 #twoweapon (unless the number_pad
option is enabled)
M-a #adjust
M-A #annotate
M-c #chat
M-C #conduct
M-d #dip
M-e #enhance
M-f #force
M-g #genocided
M-i #invoke
M-j #jump
M-l #loot
M-m #monster
M-n #name
M-o #offer
M-O #overview
M-p #pray
M-r #rub
M-R #ride
M-s #sit
M-t #turn
M-T #tip
M-u #untrap
M-v #version
M-V #vanquished
M-w #wipe
M-X #exploremode
If the number_pad option is on, some additional letter
commands are available:
h #help
j #jump
k #kick
l #loot
N #name
u #untrap
5. Rooms and corridors
Rooms and corridors in the dungeon are either lit or dark. Any lit areas within your line of sight will be displayed; dark areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them.
Secret corridors are hidden and appear to be solid rock. You can find
them with the s (search) command when adjacent to them.
Multiple search attempts may be needed. When searching is successful,
secret corridors become ordinary open corridor locations. Mapping magic
reveals secret corridors, so converts them into ordinary corridors and
shows them as such.
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no doors;
you can walk right through. Others have doors in them, which may be
open, closed, or locked. To open a closed door, use the o
(open) command; to close it again, use the c (close)
command. By default the autoopen option is enabled, so
simply attempting to walk onto a closed door’s location will attempt to
open it without needing o. Opening via
autoopen will not work if you are confused or
stunned or suffer from the fumbling attribute.
Open doors cannot be entered diagonally; you must approach them
straight on, horizontally or vertically. Doorways without doors are not
restricted in this fashion except on one particular level (described by
#overview as “a primitive area”).
Unlocking magic exists but usually won’t be available early on. You
can get through a locked door without magic by first using an unlocking
tool with the a (apply) command, and then opening it. By
default the autounlock option is also enabled, so if you
attempt to open (via o or autoopen) a locked
door while carrying an unlocking tool, you’ll be asked whether to use it
on the door’s lock. Alternatively, you can break a closed door (whether
locked or not) down by kicking it via the ^D (kick)
command. Kicking down a door destroys it and makes a lot of noise which
might wake sleeping monsters.
Some closed doors are booby-trapped and will explode if an attempt is
made to open (when unlocked) or unlock (when locked) or kick down. Like
kicking, an explosion destroys the door and makes a lot of noise. The
#untrap command can be used to search a door for traps but
might take multiple attempts to find one. When one is found, you’ll be
asked whether to try to disarm it. If you accede, success will eliminate
the trap but failure will set off the trap’s explosion. (If you decline,
you effectively forget that a trap was found there.)
Closed doors can be useful for shutting out monsters. Most monsters cannot open closed doors, although a few don’t need to (for example, ghosts can walk through doors and fog clouds can flow under them). Some monsters who can open doors can also use unlocking tools. And some (giants) can smash doors.
Secret doors are hidden and appear to be ordinary wall (from inside a
room) or solid rock (from outside). You can find them with the
s (search) command but it might take multiple tries
(possibly many tries if your luck is poor). Once found they are in all
ways equivalent to normal doors. Mapping magic does not reveal secret
doors.
5.2. Traps (^)
There are traps throughout the dungeon to snare the unwary intruder.
For example, you may suddenly fall into a pit and be stuck for a few
turns trying to climb out (see below). A trap usually won’t appear on
your map until you trigger it by moving onto it, you see someone else
trigger it, or you discover it with the s (search) command
(multiple attempts are often needed; if your luck is poor, many attempts
might be needed). Wands of secret door detection and spell
of detect unseen also reveal traps within a modest radius but only
if the trap is also within line-of-sight (whether you can see at the
time or not). There is also other magic which can reveal traps.
Monsters can fall prey to traps, too, which can potentially be used as a defensive strategy. Unfortunately traps can be harmful to your pet(s) as well. Monsters, including pets, usually will avoid moving onto a trap which is shown on your map if they have encountered that type of trap before.
Some traps such as pits, bear traps, and webs hold you in one place. You can escape by simply trying to move to an adjacent spot and repeat as needed; eventually you will get free.
Other traps can send you to different locations. Teleporters send you elsewhere on the same dungeon level. Level teleporters send you to a random dungeon level, the destination chosen from a few levels lower all the way to the top. These traps choose a new destination each time they’re activated. Trap doors and holes also send you to another level, but one which is always below the current level. Usually that will be the next level down but it can be farther. Unlike (level) teleporters, the destination level of a particular trap door or hole is persistent, so falling into one will bring you to the same level each time—though not necessarily the same spot on the level. Magic portals behave similarly, but with some additional variation. Some portals are two-way and their remote destination is always the same: another portal which can take you back. Others are one-way and send you to a specific destination level but not necessarily to a specific location there.
There is a special multi-level branch of the dungeon with pre-mapped levels based on the classic computer game “Sokoban.” In that game, you operate as a warehouse worker who pushes crates around obstacles to position them at designated locations. In NetHack, the goal is to push boulders into pits or holes until those traps have all been nullified, giving access to whatever is beyond them. In the Sokoban game, you can only move in the four cardinal compass directions, and a crate in its final destination blocks further access to that spot. In the Sokoban levels of NetHack, you can move diagonally (unless that would let you pass between two neighboring boulders) but you can only push boulders in the four cardinal directions, and a boulder which fills a pit or hole removes both the boulder and the trap so opens up normal access to that spot. With careful foresight, it is possible to complete all of the levels according to the traditional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often need to move things away from their eventual destinations in order to open up more room to maneuver.) Since NetHack does not support an undo capability, some allowances are permitted in case you get stuck. For example, each level has at least one extra boulder. Also, it is possible to drop everything in order to be able to squeeze into the same location as a boulder (and then presumably move past it), or to destroy a boulder with magic or tools, or to create new boulders with a scroll of earth. However, doing such things will lower your luck without any specific message given about that. See the Conduct section for information about getting feedback for your actions in Sokoban.
5.3. Stairs and ladders (<, >)
In general, each level in the dungeon will have a staircase going up
(<) to the previous level and another going down
(>) to the next level. There are some exceptions though.
For instance, fairly early in the dungeon you will find a level with two
down staircases, one continuing into the dungeon and the other branching
into an area known as the Gnomish Mines. Those mines eventually hit a
dead end, so after exploring them (if you choose to do so), you’ll need
to climb back up to the main dungeon.
When you traverse a set of stairs, or trigger a trap which sends you
to another level, the level you’re leaving will be deactivated and
stored in a file on disk. If you’re moving to a previously visited
level, it will be loaded from its file on disk and reactivated. If
you’re moving to a level which has not yet been visited, it will be
created (from scratch for most random levels, from a template for some
special levels, or loaded from the remains of an earlier
game for a bones level as briefly described below).
Monsters are only active on the current level; those on other levels are
essentially placed into stasis.
Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets (see below) and some other monsters will follow along if they’re close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby.
Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play.
5.4. Shops and shopping
Occasionally you will run across a room with a shopkeeper near the
door and many items lying on the floor. You can buy items by picking
them up and then using the p command. You can inquire about
the price of an item prior to picking it up by using the
#chat command while standing on it. Using an item prior to
paying for it will incur a charge, and the shopkeeper won’t allow you to
leave the shop until you have paid any debt you owe.
You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you’re willing to sell, or you’ll be told that the shopkeeper isn’t interested (generally, your item needs to be compatible with the type of merchandise carried by the shop).
If you drop something in a shop by accident, the shopkeeper will usually claim ownership without offering any compensation. You’ll have to buy it back if you want to reclaim it.
Shopkeepers sometime run out of money. When that happens, you’ll be
offered credit instead of gold when you try to sell something. Credit
can be used to pay for purchases, but it is only good in the shop where
it was obtained; other shopkeepers won’t honor it. (If you happen to
find a credit card in the dungeon, don’t bother trying to
use it in shops; shopkeepers will not accept it.)
The $ command, which reports the amount of gold you are
carrying, will also show current shop debt or credit, if any. The
Iu command lists unpaid items (those which still belong to
the shop) if you are carrying any. The Ix command shows an
inventory-like display of any unpaid items which have been used up,
along with other shop fees, if any.
5.4.1. Shop idiosyncrasies
Several aspects of shop behavior might be unexpected. - The price of a given item can vary due to a variety of factors. - A shopkeeper treats the spot immediately inside the door as if it were outside the shop. - While the shopkeeper watches you like a hawk, he or she will generally ignore any other customers. - If a shop is “closed for inventory,” it will not open of its own accord. - Shops do not get restocked with new items, regardless of inventory depletion.
5.5. Movement feedback
Moving around the map usually provides no feedback—other than drawing the hero at the new location—unless you step on an object or pile of objects, or on a trap, or attempt to move onto a spot where a monster is located. There are several options which can be used to augment the normal feedback.
The pile_limit option controls how many objects can be
in a pile—sharing the same map location—for the game to state “there are
objects here” instead of listing them. The default is 5.
Setting it to 1 would always give that message instead of
listing any objects. Setting it to 0 is a special case
which will always list all objects no matter how big a pile is. Note
that the number refers to the count of separate stacks of objects
present rather than the sum of the quantities of those stacks (so
7 arrows or 25 gold pieces will each count as
1 rather than as 7 and 25, respectively, and total to 2 when both are at
the same location).
The nopickup command prefix (default ‘m’)
can be used before a movement direction to step on objects without
attempting auto-pickup and without giving feedback about them.
The mention_walls option controls whether you get
feedback if you try to walk into a wall or solid stone or off the edge
of the map. Normally nothing happens (unless the hero is blind and no
wall is shown, then the wall that is being bumped into will be drawn on
the map). This option also gives feedback when rushing or running stops
for some non-obvious reason.
The mention_decor option controls whether you get
feedback when walking on furniture. Normally stepping onto
stairs or a fountain or an altar or various other things doesn’t elicit
anything unless it is covered by one or more objects so is obscured on
the map. Setting this option to true will describe such things even when
they aren’t obscured. Doorless doorways and open doors aren’t considered
worthy of mention; closed doors (if you can move onto their spots) and
broken doors are. Assuming that you’re able to do so, moving onto water
or lava or ice will give feedback if not yet on that type of terrain but
not repeat it (unless there has been some intervening message) when
moving from water to another water spot, or lava to lava, or ice to ice.
Moving off of any of those back onto normal terrain will
give one message too, unless there is feedback about one or more
objects, in which case the back on land circumstance is implied.
The confirm and safe_pet options control
what happens when you try to move onto a peaceful monster’s spot or a
tame one’s spot.
The nopickup command prefix (default ‘m’)
is also the move-without-attacking prefix and can be used to try to step
onto a visible monster’s spot without the move being considered an
attack (see the Fighting subsection of Monsters
below). The fight command prefix (default ‘F’;
also ‘-’ if number_pad is on) can be used to
force an attack, when guessing where an unseen monster is or when
deliberately attacking a peaceful or tame creature.
The run_mode option controls how frequently the map gets
redrawn when moving more than one step in a single command (so when
rushing, running, or traveling).
5.6. Rogue level
One dungeon level (occurring in mid to late teens of the main dungeon) is a tribute to the ancestor game hack’s inspiration rogue.
It is usually displayed differently from other levels: possibly in
characters instead of tiles, or without line-drawing symbols if already
in characters; also, gold is shown as * rather than
$ and stairs are shown as % rather than
< and >. There are some minor
differences in actual game play: doorways lack doors; a scroll, wand, or
spell of light used in a room lights up the whole room rather than
within a radius around your character. And monsters represented by
lower-case letters aren’t randomly generated on the rogue level.
The slight strangeness of this level is a feature, not a bug….
6. Monsters
Monsters you cannot see are not displayed on the screen. Beware! You may suddenly come upon one in a dark place. Some magic items can help you locate them before they locate you (which some monsters can do very well).
The commands / and ; may be used to obtain
information about those monsters who are displayed on the screen. The
command #name (by default bound to C), allows
you to assign a name to a monster, which may be useful to help
distinguish one from another when multiple monsters are present.
Assigning a name which is just a space will remove any prior name.
The extended command #chat can be used to interact with
an adjacent monster. There is no actual dialog (in other words, you
don’t get to choose what you’ll say), but chatting with some monsters
such as a shopkeeper or the Oracle of Delphi can produce useful
results.
6.1. Fighting
If you see a monster and you wish to fight it, just attempt to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor.
In most circumstances, if you attempt to attack a peaceful monster by
moving into its location, you’ll be asked to confirm your intent. By
default an answer of y acknowledges that intent, which can
be error prone if you’re using y to move. You can set the
paranoid_confirmation:attack option to require a response
of yes instead.
If you can’t see a monster (if it is invisible, or if you are
blinded), the symbol I will be shown when you learn of its
presence. If you attempt to walk into it, you will try to fight it just
like a monster that you can see; of course, if the monster has moved,
you will attack empty air. If you guess that the monster has moved and
you don’t wish to fight, you can use the m command to move
without fighting; likewise, if you don’t remember a monster but want to
try fighting anyway, you can use the F command.
6.2. Your pet
You start the game with a little dog
(d), kitten
(f), or pony
(u), which follows you about the dungeon
and fights monsters with you. Like you, your pet needs food to survive.
Dogs and cats usually feed themselves on fresh carrion and other meats;
horses need vegetarian food which is harder to come by. If you’re
worried about your pet or want to train it, you can feed it, too, by
throwing it food. A properly trained pet can be very useful under
certain circumstances.
Your pet also gains experience from killing monsters, and can grow over time, gaining hit points and doing more damage. Initially, your pet may even be better at killing things than you, which makes pets useful for low-level characters.
Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become wild. Similarly, when you trigger certain types of traps which alter your location (for instance, a trap door which drops you to a lower dungeon level), any adjacent pet will accompany you and any non-adjacent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time.
6.3. Steeds
Some types of creatures in the dungeon can actually be ridden if you
have the right equipment and skill. Convincing a wild beast to let you
saddle it up is difficult to say the least. Many a dungeoneer has had to
resort to magic and wizardry in order to forge the alliance. Once you do
have the beast under your control however, you can easily climb in and
out of the saddle with the #ride command. Lead the beast
around the dungeon when riding, in the same manner as you would move
yourself. It is the beast that you will see displayed on the map.
Riding skill is managed by the #enhance command. See the
section on Weapon proficiency for more information about that.
Use the a (apply) command and pick a saddle in your
inventory to attempt to put that saddle on an adjacent creature. If
successful, it will be transferred to that creature’s inventory.
Use the #loot command while adjacent to a saddled
creature to try to remove the saddle from that creature. If successful,
it will be transferred to your inventory.
6.4. Bones levels
You may encounter the shades and corpses of other adventurers (or even former incarnations of yourself!) and their personal effects. Ghosts are hard to kill, but easy to avoid, since they’re slow and do little damage. You can plunder the deceased adventurer’s possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its last victory.
6.5. Persistence of Monsters
Monsters (a generic reference which also includes humans and pets) are only shown while they can be seen or otherwise sensed. Moving to a location where you can’t see or sense a monster any more will result in it disappearing from your map, similarly if it is the one who moved rather than you.
However, if you encounter a monster which you can’t see or sense—perhaps it is invisible and has just tapped you on the noggin—a special “remembered, unseen monster” marker will be displayed at the location where you think it is. That will persist until you have proven that there is no monster there, even if the unseen monster moves to another location or you move to a spot where the marker’s location ordinarily wouldn’t be seen any more.
7. Objects
When you find something in the dungeon, it is common to want to pick
it up. In NetHack, this is accomplished by using the ,
command. If autopickup option is on, you will automatically
pick up the object by walking over, unless you move with the
m prefix.
If you’re carrying too many items, NetHack will tell you so and you won’t be able to pick up anything more. Otherwise, it will add the object(s) to your pack and tell you what you just picked up.
As you add items to your inventory, you also add the weight of that object to your load. The amount that you can carry depends on your strength and your constitution. The stronger and sturdier you are, the less the additional load will affect you. There comes a point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you. Your reactions will get slower and you’ll burn calories faster, requiring food more frequently to cope with it. Eventually, you’ll be so overloaded that you’ll either have to discard some of what you’re carrying or collapse under its weight.
NetHack will tell you how badly you have loaded yourself. If you are
encumbered, one of the conditions Burdened,
Stressed, Strained, Overtaxed, or
Overloaded will be shown on the bottom line status
display.
When you pick up an object, it is assigned an inventory letter. Many commands that operate on objects must ask you to find out which object you want to use. When NetHack asks you to choose a particular object you are carrying, you are usually presented with a list of inventory letters to choose from (see Commands, above).
Some objects, such as weapons, are easily differentiated. Others, like scrolls and potions, are given descriptions which vary according to type. During a game, any two objects with the same description are the same type. However, the descriptions will vary from game to game.
When you use one of these objects, if its effect is obvious, NetHack
will remember what it is for you. If its effect isn’t extremely obvious,
you will be asked what you want to call this type of object so you will
recognize it later. You can also use the #name command, for
the same purpose at any time, to name all objects of a particular type
or just an individual object. When you use #name on an
object which has already been named, specifying a space as the value
will remove the prior name instead of assigning a new one.
7.1. Curses and Blessings
Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being stuck with (and to) the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is not removable by ordinary means. In addition, cursed arms and armor usually, but not always, bear negative enchantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways.
Objects can also be blessed instead. Blessed items usually work better or more beneficially than normal uncursed items. For example, a blessed weapon will do slightly more damage against demons.
Objects which are neither cursed nor blessed are referred to as uncursed. They could just as easily have been described as unblessed, but the uncursed designation is what you will see within the game. A “glass half full versus glass half empty” situation; make of that what you will.
There are magical means of bestowing or removing curses upon objects, so even if you are stuck with one, you can still have the curse lifted and the item removed. Priests and Priestesses have an innate sensitivity to this property in any object, so they can more easily avoid cursed objects than other character roles. Dropping objects onto an altar will reveal their bless or curse state provided that you can see them land.
An item with unknown status will be reported in your inventory with
no prefix. An item which you know the state of will be 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
implicit_uncursed option can be used to control this;
toggle it off to have uncursed be displayed even when that
can be deduced from other attributes.
Sometimes the bless or curse state of objects is referred to as their
“BUC” attribute, for Blessed, Uncursed, or Cursed state, or
“BUCX” for Blessed, Uncursed, Cursed, or unknown. (The term
beatitude is occasionally used as well.)
7.2. Artifacts
Some objects have been imbued with special powers and are known as Artifacts. They have specific types (such as long sword or orcish dagger) and distinct names such as Giantslayer or Grimtooth. Artifact weapons typically do more damage than their ordinary counterparts. Some do extra damage against all monsters, others only against specific types of monsters so aren’t better than regular weapons against other types. Some confer defensive capabilities when wielded or have other powers that aren’t listed here.
You might find them simply lying on the floor, including but not
limited to inside shops, or be granted as a reward for
#offer on an altar to your patron deity. A few might be
dropped by monsters, or might be converted from an ordinary object of
the same type via assigning the right name. Or you might wish for them,
if you happen to be granted a wish, but such wishes can fail.
Some artifacts have a specific alignment, others don’t. You won’t obtain aligned ones that have a different alignment from yours via offering and might get a shock if you attempt to wish for any of those or find one and attempt to use it.
Each role has a distinct artifact that is contained in the Quest dungeon branch. These are commonly known as quest artifacts. All are aligned and most are non-weapons. They won’t be found randomly.
The ‘\’ and ‘`a’ commands will list
artifacts that you have fully identified (knowing the name and item type
isn’t sufficient).
7.3. Relics
There are three unique items that are named and have limited special powers but aren’t classified as artifacts. Each is guarded by a particular monster and you’ll need to collect all three for use late in the game. They are the Bell of Opening, the Book of the Dead, and the Candelabrum of Invocation. Their corresponding descriptions when not yet identified are silver bell, papyrus spellbook, and candelabrum.
7.4. Weapons ())
Given a chance, most monsters in the Mazes of Menace will gratuitously try to kill you. You need weapons for self-defense (killing them first). Without a weapon, you do only 1-2 hit points of damage (plus bonuses, if any). Monk characters are an exception; they normally do more damage with bare (or gloved) hands than they do with weapons.
There are wielded weapons, like maces and swords, and thrown weapons, like arrows and spears. To hit monsters with a weapon, you must wield it and attack them, or throw it at them. You can simply elect to throw a spear. To shoot an arrow, you should first wield a bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems).
Enchanted weapons have a plus (or “to hit enhancement”
which can be either positive or negative) that adds to your chance to
hit and the damage you do to a monster. The only way to determine a
weapon’s enchantment is to have it magically identified somehow. Most
weapons are subject to some type of damage like rust. Such
erosion damage can be repaired.
The chance that an attack will successfully hit a monster, and the amount of damage such a hit will do, depends upon many factors. Among them are: type of weapon, quality of weapon (enchantment and/or erosion), experience level, strength, dexterity, encumbrance, and proficiency (see below). The monster’s armor class—a general defense rating, not necessarily due to wearing of armor—is a factor too; also, some monsters are particularly vulnerable to certain types of weapons.
Many weapons can be wielded in one hand; some require both hands.
When wielding a two-handed weapon, you can not wear a shield, and vice
versa. When wielding a one-handed weapon, you can have another weapon
ready to use by setting things up with the x command, which
exchanges your primary (the one being wielded) and alternate weapons.
And if you have proficiency in the “two weapon combat” skill, you may
wield both weapons simultaneously as primary and secondary; use the
X command to engage or disengage that. Only some types of
characters (barbarians, for instance) have the necessary skill
available. Even with that skill, using two weapons at once incurs a
penalty in the chance to hit your target compared to using just one
weapon at a time.
There might be times when you’d rather not wield any weapon at all.
To accomplish that, wield -, or else use the A
command which allows you to unwield the current weapon in addition to
taking off other worn items.
Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to monsters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement.
Some interfaces support the weaponstatus option. When it
is enabled, an extra status condition is displayed, describing the
currently wielded weapon.
The commands to use weapons are w (wield),
t (throw), f (fire), Q (quiver),
x (exchange), X (twoweapon), and
#enhance (see below).
7.4.1. Throwing and shooting
You can throw just about anything via the t command. It
will prompt for the item to throw; picking ? will list
things in your inventory which are considered likely to be thrown, or
picking * will list your entire inventory. After you’ve
chosen what to throw, you will be prompted for a direction rather than
for a specific 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 weapons will return when thrown. A boomerang—provided it fails to hit anything—is an obvious example. If an aklys (thonged club) is thrown while it is wielded, it will return even when it hits something. A sufficiently strong hero can throw the warhammer Mjollnir; when thrown by a Valkyrie it will return too. However, aklyses and Mjollnir occasionally fail to return. Returning thrown objects occasionally fail to be caught, sometimes even hitting the thrower, but when caught they become re-wielded.
You can simplify the throwing operation by using the Q
command to select your preferred missile, then using the
f command to throw it. You’ll be prompted for a direction
as above, but you don’t have to specify which item to throw each time
you use f. There is also an option,
autoquiver, which has NetHack choose another item to
automatically fill your quiver (or quiver sack, or have at the ready)
when the inventory slot used for Q runs out. If your quiver
is empty, autoquiver is false, and you are wielding a
weapon which returns when thrown, you will throw that weapon instead of
filling the quiver. The fire command also has extra assistance, if
fireassist is on it will try to wield a launcher matching
the ammo in the quiver.
Some characters have the ability to throw or shoot a volley of
multiple items (from the same stack) in a single action. Knowing how to
load several rounds of ammunition at once—or hold several missiles in
your hand—and still hit a target is not an easy task. Rangers are among
those who are adept at this task, as are those with a high level of
proficiency in the relevant weapon skill (in bow skill if you’re
wielding one to shoot arrows, in crossbow skill if you’re wielding one
to shoot bolts, or in sling skill if you’re wielding one to shoot
stones). The number of items that the character has a chance to fire
varies from turn to turn. You can explicitly limit the number of shots
by using a numeric prefix before the t or f
command. For example, 2f (or n2f if using
number_pad mode) would ensure that at most 2 arrows are
shot even if you could have fired 3. If you specify a larger number than
would have been shot (4f in this example), you’ll just end
up shooting the same number (3, here) as if no limit had been specified.
Once the volley is in motion, all of the items will travel in the same
direction; if the first ones kill a monster, the others can still
continue beyond that spot.
7.4.2. Weapon proficiency
You will have varying degrees of skill in the weapons available. Weapon proficiency, or weapon skills, affect how well you can use particular types of weapons, and you’ll be able to improve your skills as you progress through a game, depending on your role, your experience level, and use of the weapons.
For the purposes of proficiency, weapons have been divided up into various groups such as daggers, broadswords, and polearms. Each role has a limit on what level of proficiency a character can achieve for each group. For instance, wizards can become highly skilled in daggers or staves but not in swords or bows.
The #enhance extended command is used to review current
weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you’ve used one or more skills enough to become
eligible to do so. The skill rankings are none (sometimes
also referred to as restricted, because you won’t be able
to advance), unskilled, basic,
skilled, and expert. Restricted skills simply
will not appear in the list shown by #enhance. (Divine
intervention might unrestrict a particular skill, in which case it will
start at unskilled and be limited to basic.) Some characters can enhance
their barehanded combat or martial arts skill beyond expert to
master or grand master.
Use of a weapon in which you’re restricted or unskilled will incur a
modest penalty in the chance to hit a monster and also in the amount of
damage done when you do hit; at basic level, there is no penalty or
bonus; at skilled level, you receive a modest bonus in the chance to hit
and amount of damage done; at expert level, the bonus is higher. A
successful hit has a chance to boost your training towards the next
skill level (unless you’ve already reached the limit for this skill).
Once such training reaches the threshold for that next level, you’ll be
told that you feel more confident in your skills. At that point you can
use #enhance to increase one or more skills. Such skills
are not increased automatically because there is a limit to your total
overall skills, so you need to actively choose which skills to enhance
and which to ignore.
7.4.3. Two-Weapon combat
Some characters can use two weapons at once. Setting things up to do
so can seem cumbersome but becomes second nature with use. To wield two
weapons, you need to use the #twoweapon command. But first
you need to have a weapon in each hand. (Note that your two weapons are
not fully equal; the one in the hand you normally wield with is
considered primary and the other one is considered secondary. The most
noticeable difference is after you stop—or before you begin, for that
matter—wielding two weapons at once. The primary is your wielded weapon
and the secondary is just an item in your inventory that’s been
designated as alternate weapon.)
If your primary weapon is wielded but your off hand is empty or has
the wrong weapon, use the sequence x,
w, x to
first swap your primary into your off hand, wield whatever you want as
secondary weapon, then swap them both back into the intended hands. If
your secondary or alternate weapon is correct but your primary one is
not, simply use w to wield the primary.
Lastly, if neither hand holds the correct weapon, use
w, x,
w to first wield the intended secondary,
swap it to off hand, and then wield the primary.
The whole process can be simplified via use of the
pushweapon option. When it is enabled, then using
w to wield something causes the currently wielded weapon to
become your alternate weapon. So the sequence
w, w can be
used to first wield the weapon you intend to be secondary, and then
wield the one you want as primary which will push the first into
secondary position.
When in two-weapon combat mode, using the X command
toggles back to single-weapon mode. Throwing or dropping either of the
weapons or having one of them be stolen or destroyed will also make you
revert to single-weapon combat.
7.5. Armor ([)
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 a list of the armor class values provided by suits of armor:
| Dragon scale mail | 1 |
| Plate mail, Crystal plate mail | 3 |
| Bronze plate mail, Splint mail, Banded mail, Dwarvish mithril-coat | 4 |
| Chain mail, Elven mithril-coat | 5 |
| Scale mail, Orcish chain mail | 6 |
| Ring mail, Studded leather armor, Dragon scales | 7 |
| Leather armor, Orcish ring mail | 8 |
| Leather jacket | 9 |
none |
10 |
You can also wear other pieces of armor (cloak over suit, shirt under suit, helmet, gloves, boots, shield) to lower your armor class even further. Most of these provide a one or two point improvement to AC (making the overall value smaller and eventually negative) but can also be enchanted. Shirts are an exception; they don’t provide any protection unless enchanted. Some cloaks also don’t improve AC when unenchanted but all cloaks offer some protection against rust or corrosion to suits worn under them and against some monster touch attacks.
If a piece of armor is enchanted, its armor protection will be better
(or worse) than normal, and its plus (or minus) will
subtract from your armor class. For example, a +1 chain mail would give
you better protection than normal chain mail, lowering your armor class
one unit further to 4. When you put on a piece of armor, you immediately
find out the armor class and any plusses it provides.
Cursed pieces of armor usually have negative enchantments (minuses) in
addition to being unremovable.
Many types of armor are subject to some kind of damage like rust. Such damage can be repaired. Some types of armor may inhibit spell casting.
The nudist option can be set (prior to game start) to
attempt to play the entire game without wearing any armor (a
self-imposed challenge which is extremely difficult to accomplish).
Some interfaces support the armorstatus option. When it
is enabled, an extra status condition is displayed, summarizing
currently worn armor.
The commands to use armor are W (wear) and
T (take off). The A command can be used to
take off armor as well as other worn items. Also, P (put
on) and R (remove) which are normally for accessories can
be used for armor, but pieces of armor won’t be shown as likely
candidates in a prompt for choosing what to put on or remove.
7.6. Food (%)
Food is necessary to survive. If you go too long without eating you
will faint, and eventually die of starvation. Some types of food will
spoil, and become unhealthy to eat, if not protected. Food stored in ice
boxes or tins (cans) will usually stay fresh, but ice boxes
are heavy, and tins take a while to open.
When you kill monsters, they usually leave corpses which are also
food. Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb is “you
are what you eat.”
Some character roles and some monsters are vegetarian. Vegetarian monsters will typically never eat animal corpses, while vegetarian players can, but with some rather unpleasant side-effects.
You can name one food item after something you like to eat with the
fruit option.
The command to eat food is e.
7.7. Scrolls (?)
Scrolls are labeled with various titles, probably chosen by ancient
wizards for their amusement value (for example READ ME, or
THANX MAUD backwards). Scrolls disappear after you read
them (except for blank ones, without magic spells on them).
One of the most useful of these is the scroll of identify, which can be used to determine what another object is, whether it is cursed or blessed, and how many uses it has left. Some objects of subtle enchantment are difficult to identify without these.
A scroll whose label is known can be read even when the hero is blind. If a scroll has been discovered, it will be listed in inventory by type rather than by label, but the label is known in that situation even though it isn’t shown.
Many scrolls produce a different effect from usual if they are blessed or cursed, or read while the hero is confused.
A mail daemon may run up and deliver mail to you as a scroll of
mail (on versions compiled with this feature). To use this feature
on versions where NetHack mail delivery is triggered by electronic mail
appearing in your system mailbox, you must let NetHack know where to
look for new mail by setting the MAIL environment variable
to the file name of your mailbox. You may also want to set the
MAILREADER environment variable to the file name of your
favorite reader, so NetHack can shell to it when you read the scroll. On
versions of NetHack where mail is randomly generated internal to the
game, these environment variables are ignored. You can disable the mail
daemon by turning off the mail option.
The command to read a scroll is r.
7.8. Potions (!)
Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them.
Clear potions are potions of water. Sometimes these are blessed or
cursed, resulting in holy or unholy water. Holy water is the bane of the
undead, so potions of holy water are good things to throw
(t) at them. It is also sometimes very useful to dip
(#dip) an object into a potion.
The command to drink a potion is q (quaff).
7.9. Wands (/)
Wands usually have multiple magical charges. Some types of wands
require a direction in which to zap them. You can also zap them at
yourself (just give a . or s for the
direction). Be warned, however, for this is often unwise. Other types of
wands don’t require a direction. The number of charges in a wand is
random and decreases by one whenever you use it.
When the number of charges left in a wand becomes zero, attempts to use the wand will usually result in nothing happening. Occasionally, however, it may be possible to squeeze the last few mana points from an otherwise spent wand, destroying it in the process. A wand may be recharged by using suitable magic, but doing so runs the risk of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged.
In a truly desperate situation, when your back is up against the wall, you might decide to go for broke and break your wand. This is not for the faint of heart. Doing so will almost certainly cause a catastrophic release of magical energies.
When you have fully identified a particular wand, inventory display will include additional information in parentheses: the number of times it has been recharged followed by a colon and then by its current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled.
The command to use a wand is z (zap). To break one, use
the a (apply) command.
7.10. Rings (=)
Rings are very useful items, since they are relatively permanent magic, unlike the usually fleeting effects of potions, scrolls, and wands.
Putting on a ring activates its magic. You can wear at most two rings at any time, one on the ring finger of each hand.
Most worn rings also cause you to grow hungry more rapidly, the rate varying with the type of ring.
When wearing gloves, rings are worn underneath. If the gloves are cursed, rings cannot be put on and any already being worn cannot be removed. When worn gloves aren’t cursed, you don’t have to manually take them off before putting on or removing a ring and then re-wear them after. That’s done implicitly to avoid unnecessary tedium.
The commands to use rings are P (put on) and
R (remove). A, W, and
T can also be used; see Amulets.
7.11. Spellbooks (+)
Spellbooks are tomes of mighty magic. When studied with the
r (read) command, they transfer to the reader the knowledge
of a spell (and therefore eventually become unreadable)—unless the
attempt backfires. Reading a cursed spellbook or one with mystic runes
beyond your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast it. If you attempt to cast a spell well above your experience level, or if you have little skill with the appropriate spell type, or cast it at a time when your luck is particularly bad, you can end up wasting both the energy and the time required in casting.
Casting a spell calls forth magical energies and focuses them with your naked mind. Some of the magical energy released comes from within you. Casting temporarily drains your magical power, which will slowly be recovered, and causes you to need additional food. Casting of spells also requires practice. With practice, your skill in each category of spell casting will improve. Over time, however, your memory of each spell will dim, and you will need to relearn it.
Some spells require a direction in which to cast them, similar to
wands. To cast one at yourself, just give a . or
s for the direction. A few spells require you to pick a
target location rather than just specify a particular direction. Other
spells don’t require any direction or target.
Just as weapons are divided into groups in which a character can
become proficient (to varying degrees), spells are similarly grouped.
Successfully casting a spell exercises its skill group; using the
#enhance command to advance a sufficiently exercised skill
will affect all spells within the group. Advanced skill may increase the
potency of spells, reduce their risk of failure during casting attempts,
and improve the accuracy of the estimate for how much longer they will
be retained in your memory. Skill slots are shared with weapons skills.
(See also the section on “Weapon proficiency”.)
Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that.
The command to read a spellbook is the same as for scrolls,
r (read). The + command lists each spell you
know along with its level, skill category, chance of failure when
casting, and an estimate of how strongly it is remembered. The
Z (cast) command casts a spell.
7.12. Tools (()
Tools are miscellaneous objects with various purposes. Some tools have a limited number of uses, akin to wand charges. For example, lamps burn out after a while. Other tools are containers, which objects can be placed into or taken out of.
Some tools (such as a blindfold) can be worn and can be put on and removed like other accessories (rings, amulets); see Amulets. Other tools (such as pick-axe) can be wielded as weapons in addition to being applied for their usual purpose, and in some cases (again, pick-axe) become wielded as a weapon even when applied.
The blind option can be set (prior to game start) to
attempt to play the entire game without being able to see (a
self-imposed challenge which is very difficult to accomplish).
The command to use a tool is a (apply).
7.12.1. Containers
You may encounter bags, boxes, and chests in your travels. A tool of
this sort can be opened with the #loot extended command
when you are standing on top of it (that is, on the same floor spot), or
with the a (apply) command when you are carrying it.
However, chests are often locked, and are in any case unwieldy objects.
You must set one down before unlocking it by using a key or lock-picking
tool with the a (apply) command, by kicking it with the
^D command, or by using a weapon to force the lock with the
#force extended command.
Some chests are trapped, causing nasty things to happen when you
unlock or open them. You can check for and try to deactivate traps with
the #untrap extended command.
When the contents of a container are known, that container will be described as something like “a sack containing 3 items”. In this example, the 3 refers to number of stacks of compatible items, not to the total number of individual items. So a sack holding 2 sky blue potions, 7 arrows, and 350 gold pieces would be described as having 3 items rather than 10 or 359. And you would need to have 3 unused inventory slots available in order to take everything out (for the case where the items you remove don’t combine into bigger stacks with things you’re already carrying).
If a chest or large box is described as broken, that
means that it can’t be locked rather than that it no longer functions as
a container.
The apply and loot commands allow you to take out
and/or put in an arbitrary number of items in a single operation. If you
want to take everything out of a container, you can use the
#tip command to pour the contents onto the floor. This may
be your only way to get things out if your hands are stuck to a cursed
two-handed weapon. When your hands aren’t stuck, you have the potential
to pour the contents into another container. (As of this writing, the
other container must be carried rather than on the floor.)
7.13. Amulets (")
Amulets are very similar to rings, and often more powerful. Like rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck. Like wearing rings, wearing an amulet affects your metabolism, causing you to grow hungry more rapidly.
The commands to use amulets are the same as for rings, P
(put on) and R (remove). A can be used to
remove various worn items including amulets. Also, W (wear)
and T (take off) which are normally for armor can be used
for amulets and other accessories (rings and eyewear), but accessories
won’t be shown as likely candidates in a prompt for choosing what to
wear or take off.
7.14. Gems (*)
Some gems are valuable, and can be sold for a lot of gold. They are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit.
Other small rocks are also categorized as gems, but they are much less valuable. All rocks, however, can be used as projectile weapons (if you have a sling). In the most desperate of cases, you can still throw them by hand.
7.15. Large rocks (`)
Statues and boulders are not particularly useful, and are generally heavy. It is rumored that some statues are not what they seem.
Boulders occasionally block your path. You can push one forward (by
attempting to walk onto its spot) when nothing blocks its path,
or you can smash it into a pile of small rocks with breaking magic or a
pick-axe. It is possible to move onto a boulder’s location if certain
conditions are met; ordinarily one of those conditions is that pushing
it any further be blocked. Using the move-without-picking-up prefix
(default key ‘m’) prior to the direction of movement will
attempt to move to a boulder’s location without pushing it in addition
to the prefix’s usual action of suppressing auto-pickup at the
destination.
Very large humanoids (giants and their ilk) have been known to pick up boulders and use them as missile weapons.
Unlike boulders, statues can’t be pushed, but don’t need to be because they don’t block movement. They can be smashed into rocks though.
For some configurations of the program, statues are no longer shown
as ‘`’ but by the letter representing the monster they
depict instead.
7.16. Gold ($)
Gold adds to your score, and you can buy things in shops with it. There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside).
Gold pieces are the only type of object where bless/curse state does
not apply. They’re always uncursed but never described as uncursed even
if you turn off the implicit_uncursed option. You can set
the goldX option if you prefer to have gold pieces be
treated as bless/curse state unknown rather than as known to be
uncursed. Only matters when you’re using an object selection prompt that
can filter by “BUCX” state.
7.17. Persistence of Objects
Normally, if you have seen an object at a particular map location and move to another location where you can’t directly see that object any more, it will continue to be displayed on your map. That remains the case even if it is not actually there any more—perhaps a monster has picked it up or it has rotted away—until you can see or feel that location again. One notable exception is that if the object gets covered by the “remembered, unseen monster” marker. When that marker is later removed after you’ve verified that no monster is there, you will have forgotten that there was any object there regardless of whether the unseen monster actually took the object. If the object is still there, then once you see or feel that location again you will re-discover the object and resume remembering it.
The situation is the same for a pile of objects, except that only the
top item of the pile is displayed. The hilite_pile option
can be enabled in order to show an item differently when it is the top
one of a pile.
8. Conduct
As if winning NetHack were not difficult enough, certain players seek
to challenge themselves by imposing restrictions on the way they play
the game. The game automatically tracks some of these 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.
Several of the challenges are related to eating behavior. The most difficult of these is the foodless challenge. Although creatures can survive long periods of time without food, there is a physiological need for water; thus there is no restriction on drinking beverages, even if they provide some minor food benefits. Calling upon your god for help with starvation does not violate any food challenges either.
A strict vegan diet is one which avoids any food derived from
animals. The primary source of nutrition is fruits and vegetables. The
corpses and tins of blobs (b), jellies (j),
and fungi (F) are also considered to be vegetable matter.
Certain human food is prepared without animal products; namely, lembas
wafers, cram rations, food rations (gunyoki), K-rations, and C-rations.
Metal or another normally indigestible material eaten while polymorphed
into a creature that can digest it is also considered vegan food. Note
however that eating such items still counts against foodless
conduct.
Vegetarians do not eat animals; however, they are less selective
about eating animal byproducts than vegans. In addition to the vegan
items listed above, they may eat any kind of pudding (P)
other than the black puddings, eggs and food made from eggs (fortune
cookies and pancakes), food made with milk (cream pies and candy bars),
and lumps of royal jelly. Monks are expected to observe a vegetarian
diet.
Eating any kind of meat violates the vegetarian, vegan, and 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.
A pauper starts the game with no possessions, no spells, and no
weapon or spell skills (and if playing as a knight, your pony will not
have a saddle). Can only be initiated by starting a new game with
OPTIONS=pauper set in your run-time configurtion file or
NETHACKOPTIONS environment variable. Once the game is
underway, you can acquire and use items, spells, and skills in the usual
way.
Most players fight with a wielded weapon (or tool intended to be wielded as a weapon). Another challenge is to win the game without using such a wielded weapon. You are still permitted to throw, fire, and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet.
In NetHack, a pacifist refuses to cause the death of any other monster (i.e. if you would get experience for the death). This is a particularly difficult challenge, although it is still possible to gain experience by other means.
An illiterate character does not read or write. This includes reading
a scroll, spellbook, fortune cookie message, or t-shirt; 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 is a side-branch to the main dungeon called
Sokoban, briefly described in the earlier section about
Traps. As mentioned there, the goal is to push boulders into
pits and/or holes to plug those in order to both get the boulders out of
the way and be able to go past the traps. There are some special
rules that are active when in that branch of the dungeon.
Some rules can’t be bypassed, such as being unable to push a boulder
diagonally. Other rules can, such as not smashing boulders with magic or
tools, but doing so causes you to receive a luck penalty. No message
about that is given at the time, but it is tracked as a conduct. The
#conduct command and end of game disclosure will report whether you have
abided by the special rules of Sokoban, and if not, how many times you
violated them, providing you with a way to discover which actions incur
bad luck so that you can be better informed about whether or not to
avoid repeating those actions in the future. (Note: the Sokoban conduct
will only be displayed if you have entered the Sokoban branch of the
dungeon during the current game. Once that has happened, it becomes part
of disclosed conduct even if you haven’t done anything interesting
there. Ending the game with “never broke the Sokoban rules” conduct is
most meaningful if you also manage to perform the “obtained the Sokoban
prize” achievement (see Achievements below).)
There are several other challenges tracked by the game. It is
possible to eliminate one or more species of monsters by genocide;
playing without this feature is considered a challenge. When the game
offers you an opportunity to genocide monsters, you may respond with the
monster type none if you want to decline. You can change
the form of an item into another item of the same type
(polypiling) or the form of your own body into another
creature (polyself) by wand, spell, or potion of polymorph;
avoiding these effects are each 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.
8.1. Achievements
End of game disclosure will also display various achievements
representing progress toward ultimate ascension, if any have been
attained. They aren’t directly related to conduct but are
grouped with it because they fall into the same category of
bragging rights and to limit the number of questions during
disclosure. Listed here roughly in order of difficulty and not
necessarily in the order in which you might accomplish them.
| Rank | - | Attained rank title Rank. |
| Shop | - | Entered a shop. |
| Temple | - | Entered a temple. |
| Mines | - | Entered the Gnomish Mines. |
| Town | - | Entered Mine Town. |
| Oracle | - | Consulted the Oracle of Delphi. |
| Novel | - | Read a passage from a Discworld Novel. |
| Sokoban | - | Entered Sokoban. |
| Big Room | - | Entered the Big Room. |
| Soko-Prize | - | Explored to the top of Sokoban and found a special item there. |
| Mines’ End | - | Explored to the bottom of the Gnomish Mines and found a special item there. |
| Medusa | - | Defeated Medusa. |
| Tune | - | Discovered the tune that can be used to open and close the drawbridge on the Castle level. |
| Bell | - | Acquired the Bell of Opening. |
| Gehennom | - | Entered Gehennom. |
| Candle | - | Acquired the Candelabrum of Invocation. |
| Book | - | Acquired the Book of the Dead. |
| Invocation | - | Gained access to the bottommost level of Gehennom. |
| Amulet | - | Acquired the fabled Amulet of Yendor. |
| Endgame | - | Reached the Elemental Planes. |
| Astral | - | Reached the Astral Plane level. |
| Blind | - | Blind from birth. |
| Deaf | - | Deaf from birth. |
| Nudist | - | Never wore any armor. |
| Pauper | - | Started out with no possessions. |
| Ascended | - | Delivered the Amulet to its final destination. |
Notes:
Achievements are recorded and subsequently reported in the order in which they happen during your current game rather than the order listed here.
There are nine <Rank> titles for each
role, bestowed at experience levels 1, 3, 6, 10, 14, 18, 22, 26, and 30.
The one for experience level 1 is not recorded as an achievement. Losing
enough levels to revert to lower rank(s) does not discard the
corresponding achievement(s).
There’s no guaranteed Novel so the achievement to read one might not always be attainable (except perhaps by wishing). Similarly, the Big Room level is not always present. Unlike with the Novel, there’s no way to wish for this opportunity.
The special items hidden in Mines’ End and
Sokoban are not unique but are considered to be prizes or
rewards for exploring those levels since doing so is not necessary to
complete the game. Finding other instances of the same objects doesn’t
record the corresponding achievement.
The Medusa achievement is recorded if she dies for any reason, even if you are not directly responsible, and only if she dies.
The 5-note tune can be learned via trial and error with a musical instrument played closely enough—but not too close!—to the Castle level’s drawbridge or can be given to you via prayer boon.
Blind, Deaf, Nudist, and Pauper are also conducts, and they can only be enabled by setting the correspondingly named option in NETHACKOPTIONS or run-time configuration file prior to game start. In the case of Blind and Deaf, the option also enforces the conduct. They aren’t really significant accomplishments unless/until you make substantial progress into the dungeon.
9. Options
Due to variations in personal tastes and conceptions of how NetHack should do things, there are options you can set to change how NetHack behaves.
9.1. Setting the options
Options may be set in a number of ways. Within the game, the
O command allows you to view all options and change most of
them. You can also set options automatically by placing them in a
configuration file, or in the NETHACKOPTIONS environment variable. Some
versions of NetHack also have front-end programs that allow you to set
options before starting the game or a global configuration for system
administrators.
9.2. Browser Storage
Teleport stores all game data in your browser’s localStorage:
| Key | Contents |
|---|---|
vfs:* |
Virtual filesystem (nethackrc, options, saves) |
shell_context |
Screen state when transitioning between shell and game |
Data persists until you clear your browser data.
9.3. URL Parameters
You can control game initialization via URL query parameters:
Game Control
| Parameter | Example | Description |
|---|---|---|
seed=N |
?seed=12345 |
Start with specific random seed |
datetime=D |
?datetime=20260401120000 |
Pin game datetime (YYYYMMDDHHMMSS) |
logrng=1 |
?logrng=1 |
Enable RNG logging (for debugging) |
Option Overrides
Options can be set via the .nethackrc file in the
simulated shell environment. Use vi ~/.nethackrc at the
shell prompt to edit.
9.4. Customization options
Here are the options available in the Teleport edition. Use the
O command to view and change options during play.
color Use colored display (default on).
confirm Confirm before attacking peaceful creatures
(default on).
DECgraphics Use Unicode box-drawing characters for
walls: ─│┌┐└┘ (default on).
lit_corridor Show lit corridors differently from dark
ones (default off).
name Your character’s name (prompted at start if
empty).
number_pad Use numpad 1-9 for movement instead of
hjklyubn (default off).
pickup Automatically pick up items when walking over
them (default off).
pickup_types Object types to auto-pickup when
pickup is on. Use symbol characters: $ for
gold, ! for potions, ? for scrolls,
= for rings, + for spellbooks. Empty means all
types.
rest_on_space Space bar waits a turn (default off).
safe_pet Confirm before attacking your pet (default
on).
showexp Show experience points in status line (default
off).
time Show turn count in status line (default off).
tombstone Show ASCII tombstone on death (default
on).
verbose More detailed game messages (default on).
9.5. Saving and restoring
Saving (S)
Press S to save your game and quit. You will be returned
to the simulated Unix shell.
Shell Environment
Teleport provides a simulated 1980s Unix shell as the starting
interface. Type nethack at the shell prompt to start a
game. Other programs available include hack,
rogue, basic, logo, and
dungeon.
9.6. Display options
Teleport uses a fixed 80x24 terminal display with:
- DECgraphics: Unicode box-drawing characters for walls
- 16 ANSI colors: Standard terminal color palette
Font Size: Use the A+ and
A- buttons to adjust.
Dark Mode: Toggle via the hamburger menu.
Control Help: Toggle the keyboard reference panel via the hamburger menu.
Fullscreen: Toggle via the hamburger menu or Cmd/Ctrl+Enter.
10. Scoring
NetHack maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, each account on the machine can post only one non-winning score on this list. If you score higher than someone else on this list, or better your previous score, you will be inserted in the proper place under your current name. How many scores are kept can also be set up when NetHack is compiled.
Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your corpse is discovered (adventurers have been known to collect finder’s fees). So, consider whether you want to take one last hit at that monster and possibly live, or quit and stop with whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more.
If you just want to see what the current top players/games list is, you can type nethack -s all on most versions.
11. Explore mode
NetHack is an intricate and difficult game. Novices might falter in
fear, aware of their ignorance of the means to survive. Well, fear not.
Your dungeon comes equipped with an explore or
discovery mode that enables you to keep old save files and
cheat death, at the paltry cost of not getting on the high score
list.
There are two ways of enabling explore mode. One is to start the game
with the -X command-line switch or with the
playmode:explore option. The other is to issue the
#exploremode extended command while already playing the
game. Starting a new game in explore mode provides your character with a
wand of wishing in initial inventory; switching during play does not.
The other benefits of explore mode are left for the trepid reader to
discover.
11.1. Debug mode
Debug mode, also known as wizard mode, is undocumented aside from
this brief description and the various debug mode only
commands listed among the command descriptions. It is intended for
tracking down problems within the program rather than to provide
god-like powers to your character, and players who attempt debugging are
expected to figure out how to use it themselves. It is initiated by
starting the game with the -D command-line switch or with
the playmode:debug option.
For some systems, the player must be logged in under a particular
user name to be allowed to use debug mode; for others, the hero must be
given a particular character name (but may be any role; there’s no
connection between wizard mode and the Wizard role).
Attempting to start a game in debug mode when not allowed or not
available will result in falling back to explore mode instead.
12. Credits
The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally scores of people’s work. Main events in the course of the game development are described below:
Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome, and Jon Payne.
Andries Brouwer did a major re-write while at Stichting Mathematisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack into a very different game. He published the Hack source code for use on UNIX systems by posting that to Usenet newsgroup net.sources (later renamed comp.sources) releasing version 1.0 in December of 1984, then versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet newsgroup net.games.hack (later renamed rec.games.hack, eventually replaced by rec.games.roguelike.nethack) was created for discussing it.
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not contemporary NetHack ones).
R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4 in 1987. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like Hack, they were released by posting their source code to Usenet where they remained available in various archives accessible via ftp and uucp after expiring from the newsgroup.
Later, Mike coordinated a major re-write of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c.
NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0.
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0.
Version 3.0 went through ten relatively rapidly released
patch-level revisions. Versions at the time were known as
3.0 for the base release and variously as 3.0a through
3.0j, 3.0 patchlevel 1 through
3.0 patchlevel 10, or 3.0pl1 through
3.0pl10 rather than 3.0.0 and 3.0.1 through 3.0.10; the
three component numbering scheme began to be used with 3.1.0.
Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the NetHack Development Team which now included Ken 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 3.1.0 was released in January of 1993.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC.
Jon Wätte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Bart House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David
Cohrs, developed NetHack 3.1 for X11. It drew the map as text
rather than graphically but included nh10.bdf, an
optionally used custom X11 font which has tiny images in place of
letters and punctuation, a precursor of tiles. Those images don’t extend
to individual monster and object types, just replacements for monster
and object classes (so one custom image for all “a” insects
and another for all “[” armor and so forth, not separate
images for beetles and ants or for cloaks and boots).
Warwick Allison wrote a graphically displayed
version of NetHack for the Atari where the tiny pictures were described
as icons and were distinct for specific types of monsters
and objects rather than just their classes. He contributed them to the
NetHack Development Team which rechristened them
tiles, original usage which has subsequently been picked up
by various other games. NetHack’s tiles support was then implemented on
other platforms (initially MS-DOS but eventually Windows, Qt, and X11
too).
The 3.2 NetHack Development Team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original NetHack Development Team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2.0, one of the founding members of the NetHack Development Team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams.
Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game play.
During the lifespan of NetHack 3.1 and 3.2, several enthusiasts of
the game added their own modifications to the game and made these
variants publicly available:
Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack– when some people incorrectly assumed that it was a conversion of the C source code to C++. Working independently, Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack– to produce SLASH. Larry Stewart-Zerba and Warwick Allison improved the spell casting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface.
Warren Cheung combined SLASH with the Wizard Patch to produce Slash’EM, and with the help of Kevin Hugo, added more features. Kevin later joined the NetHack Development Team and incorporated the best of these ideas into NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. Because of the newer version, 3.2.3 was released as a source code patch only, without any ready-to-play distribution for systems that usually had such.
(To anyone considering resurrecting an old version: all versions before 3.2.3 had a Y2K bug. The high scores file and the log file contained dates which were formatted using a two-digit year, and 1999’s year 99 was followed by 2000’s year 100. That got written out successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in correctly, interfering with insertion of new high scores and with retrieval of old character names to use for random ghost and statue names in the current game.)
The 3.3 NetHack Development Team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000.
Version 3.3 offered many firsts. It was the first version to 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 3.4 NetHack Development Team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002.
As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement.
Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4.
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1.
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the past several releases. Unfortunately Ron’s last OS/2 machine stopped working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years.
Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.
Christian Marvin Bressler maintained
3.4 for the Atari after he resurrected it for 3.3.1.
The release of NetHack 3.4.3 in December 2003 marked the 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 nethack.org website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version.
In January 2015, preparation began for the release of NetHack 3.6.
At the beginning of development for what would eventually get released as 3.6.0, the NetHack Development Team consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Development Team.
Near the end of the development of 3.6.0, one of the significant inspirations for many of the humorous and fun features found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him.
3.6.0 was released in December 2015, and merged work done by the development team since the release of 3.4.3 with some of the beloved community patches. Many bugs were fixed and some code was restructured.
The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface.
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6 for MacOS.
Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows.
Pat Rankin attempted to keep the VMS port running for NetHack 3.6, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.
Ray Chason resurrected the MS-DOS port for 3.6 and contributed the necessary updates to the community at large.
In late April 2018, several hundred bug fixes for 3.6.0 and some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner.
In early May 2019, another 320 bug fixes along with some enhancements and the adopted curses window port, were released as 3.6.2.
Bart House, who had contributed to the game as a porting team participant for decades, joined the NetHack Development Team in late May 2019.
NetHack 3.6.3 was released on December 5, 2019 containing over 190 bug fixes to NetHack 3.6.2.
NetHack 3.6.4 was released on December 18, 2019 containing a security fix and a few bug fixes.
NetHack 3.6.5 was released on January 27, 2020 containing some security fixes and a small number of bug fixes.
NetHack 3.6.6 was released on March 8, 2020 containing a security fix and some bug fixes.
NetHack 3.6.7 was released on February 16, 2023 containing a security fix and some bug fixes.
Development work for the major release to follow NetHack 3.6 began in 2015 around the same time as NetHack 3.6.0 was being released. That development work continued in parallel to each of the NetHack 3.6 releases from 2015 through 2023, and continued until the end of April 2026. For the first time, that development was shared publicly on GitHub and SourceForge as it occurred. It was done under the label NetHack-3.7 work-in-progress (WIP), although the version number for the next release had not yet been solidified.
Exposure of the development to the public brought many good things, and some challenges. People were able to observe and criticize changes and new features almost immediately, and they often did. The GitHub pull request system made it straightforward for people to contribute directly to development. Contributions resolved many, many bugs in the game and we thank all the contributors.
In early 2026, with the game development getting stable enough to consider initiating an official release, the devteam reviewed the nature and number of changes in the game. It was clear that there was sufficient depth and breadth to warrant a major release and version 5.0 was decided on. That’s a new major release over 3.x, without opening up any ambiguity or confusion with existing variants that there might have been had it been released as version 4.0.
NetHack 5.0.0 was released on May 2, 2026.
The source code for NetHack 5.0.0 was modified and modernized to be compliant with the C99 standard. The 5.0.0 release contained over 3100 fixes, changes, and updated features.
NetHack 5.0 was the first version to replace the lex and yacc level and dungeon compilers of past versions, with a new Lua interpreter-based approach to provide those elements. Lua is also used for the quest texts in NetHack 5.0.0. The entire development team acknowledges the work done by Pasi Kallinen to make that happen.
At the time of the NetHack 5.0 release, the core development team, active and erstwhile, included Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Bart House, Kevin Hugo, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Derek S. Ray, Alex Smith, Patric Mueller, Mike Stephenson, Janet Walz, Paul Winner.
Ken Lorber, Pat Rankin, Patrick Mueller and Michael Allison helped ensure that NetHack 5.0 would run on macOS.
Ingo Paschke somehow managed to revive a NetHack 5.0 port for the Amiga, using a cross-compiler on a modern platform to do so. His work was shared so others can straightforwardly produce NetHack 5.0 for the Amiga thanks to his efforts.
Ray Chason contributed the majority of maintenance work for the NetHack 5.0 MS-DOS port, including porting the curses interface to it. Michael Allison ensured that NetHack 5.0 core changes continued to work with the msdos port and keep it alive. Cross-compiling the MS-DOS port has helped make that possible and mostly painless.
People that contributed to the Windows port of NetHack 5.0 since the development of NetHack 5.0 begain over eleven years ago, included Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir.
With sadness, the devteam would like to acknowledge and remember the past contributions from the late Ron Van Iwaarden, who was the sole maintainer of NetHack for OS/2 for several past NetHack releases. Ron will be missed.
The official NetHack web site is maintained by Ken Lorber at https://www.nethack.org/.
12.1. Special Thanks
On behalf of the NetHack community, thank you very much once again to M. Drew Streib and Pasi Kallinen for providing a public NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy Thomson for hardfought.org. Thanks to all those unnamed dungeoneers who invest their time and effort into annual NetHack tournaments such as Junethack, The November NetHack Tournament, and in days past, devnull.net (gone for now, but not forgotten).
12.2. Dungeoneers
From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers:
| Adam Aronow | Irina Rempt-Drijfhout | Mike Gallop |
| Alex Kompel | Izchak Miller | Mike Passaretti |
| Alex Smith | J. Ali Harlow | Mike Stephenson |
| Andreas Dorn | Janet Walz | Mikko Juola |
| Andy Church | Janne Salmijarvi | Nathan Eady |
| Andy Swanson | Jean-Christophe Collet | Norm Meluch |
| Andy Thomson | Jeff Bailey | Olaf Seibert |
| Ari Huttunen | Jochen Erwied | Pasi Kallinen |
| Bart House | John Kallen | Pat Rankin |
| Benson I. Margulies | John Rupley | Patric Mueller |
| Bill Dyer | John S. Bien | Paul Winner |
| Boudewijn Waijers | Johnny Lee | Pierre Martineau |
| Bruce Cox | Jon Wätte | Ralf Brown |
| Bruce Holloway | Jonathan Handler | Ray Chason |
| Bruce Mewborne | Joshua Delahunty | Richard Addison |
| Cameron Root | Karl Garrison | Richard Beigel |
| Carl Schelin | Keizo Yamamoto | Richard P. Hughey |
| Chris Russo | Keith Simpson | Rob Menke |
| David Cohrs | Ken Arnold | Robin Bandy |
| David Damerell | Ken Arromdee | Robin Johnson |
| David Gentzel | Ken Lorber | Roderick Schertler |
| David Hairston | Ken Washikita | Roland McGrath |
| Dean Luick | Kestrel Gregorich-Trevor | Ron Van Iwaarden |
| Del Lamb | Kevin Darcy | Ronnen Miller |
| Derek S. Ray | Kevin Hugo | Ross Brown |
| Deron Meranda | Kevin Sitze | Sascha Wostmann |
| Dion Nicolaas | Kevin Smolkowski | Scott Bigham |
| Dylan O’Donnell | Kevin Sweet | Scott R. Turner |
| Eric Backus | Lars Huttar | Sean Hunt |
| Eric Hendrickson | Leon Arnott | Stephen Spackman |
| Eric R. Smith | M. Drew Streib | Stefan Thielscher |
| Eric S. Raymond | Malcolm Ryan | Stephen White |
| Erik Andersen | Mark Gooderum | Steve Creps |
| Fredrik Ljungdahl | Mark Modrall | Steve Linhart |
| Frederick Roeber | Marvin Bressler | Steve VanDevender |
| G. Branden Robinson | Matthew Day | Teemu Suikki |
| Gil Neiger | Merlyn LeRoy | Tim Lennan |
| Greg Laskin | Michael Allison | Timo Hakulinen |
| Greg Olson | Michael Feir | Tom Almy |
| Gregg Wonderly | Michael Hamel | Tom West |
| Hao-yang Wang | Michael Meyer | Warren Cheung |
| Helge Hafting | Michael Sokolov | Warwick Allison |
| Ingo Paschke | Mike Engber | Yitzhak Sapir |
Brand and product names are trademarks or registered trademarks of their respective holders.
12.3. Teleport Edition
Teleport is a JavaScript port of NetHack 3.7, playable in any modern web browser. It was created through vibe coding — building software by collaborating with LLM coding agents rather than writing every line by hand.
David Bau assisted by Claude and Codex vibe coding agents.
You feel a wrenching sensation.
Project: https://github.com/davidbau/teleport