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# Container
A container is one of the following items:
large box
chest
ice box
sack
oilskin sack
bag of holding
Each can store an unlimited number of items (objects or money), but may become too heavy to lift as a consequence. For a container that's in your inventory, you can access its contents with the apply command. If the container is on the ground, you can do the same by using the #loot command.
Even though the bag of tricks is defined with the `CONTAINER` macro in objects.c (and an unidentified one appears as a "bag", like three other containers), it cannot actually store items in vanilla NetHack.
A statue can also function as a container; this causes messages like, "The statue of the Foo is empty."[1] The contents correspond to the inventory of that monster before it was stoned. Some statues are generated with spellbooks inside.
The floor and ice are also technically containers, and can store buried items (e.g. under a randomly generated headstone). These items can be accessed by digging a pit.
Contents
1 General properties
2 Containers within containers
3 Generation
4 Unlocking
4.1 Messages
5 Breakable items
6 History
7 Variants
7.1 Iron safe
7.2 Magic chest
7.3 FIQHack
8 References
General properties
As long as a container is not destroyed or polymorphed, all its contents stay unchanged, protected from any magical or physical influence, with four exceptions:
Aging: Only an ice box preserves eggs and corpses from (further) aging; in other containers they rot as usual. Furthermore, troll corpses in containers can still resurrect, unless the container is locked.
Wetting: If you get into or under the water without wearing an oilskin cloak, only a non-cursed oilskin sack, a chest, an ice box, or a large box completely protects its contents from the water damage.
Breaking: If a container is kicked, thrown, or dropped from height, fragile objects in it may break. A bag of holding is a magical container, and will protect its fragile contents from damage.
Vanishing: When opening a cursed bag of holding, each item inside has a chance of vanishing.
In particular, containers completely protect their contents from fire, cold, shock, cancellation, being stolen or picked up by monsters, being identified, and changing their BUC. There is no monster in the game that can access containers' contents (but see below for gelatinous cubes).
When you carry a container, its contents do not take up slots (letters) in your inventory. Therefore, you can normally carry only 52 object stacks in your main inventory, but with a container, you can carry an unlimited number of objects.
If a container is trapped, opening it manually will trigger the trap.
The unique items cannot be placed into containers. A cheap plastic imitation of the Amulet of Yendor can, however; this is commonly used to distinguish the real Amulet from fake ones.
All of the containers except ice boxes can be eaten by gelatinous cubes; the contents will be engulfed. but unharmed, and can be found on the cube's corpse once killed. If you are polymorphed into a gelatinous cube, you can eat these containers only if they are empty.
When a container is polymorphed (even to another container, or even to the same container), all of its contents are destroyed.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Monsters now pick up containers and can loot containers other than a cursed bag of holding. As of yet, monsters cannot open locked containers.
Containers within containers
Generally, containers may contain other containers. However, there are exceptions.
Large boxes, ice boxes, and chests are too big to fit into any other container.
If you put a bag of holding, charged bag of tricks, or charged wand of cancellation into a bag of holding, the bag will explode, destroying all its contents including the item that caused the explosion.
Attempting to place a container into itself yields the message "That would be an interesting topological exercise."
Generation
Containers created via normal generation (i.e. outside of bones files or trap "bones") are uncursed, with the contents as described below:
Containers will not be generated containing tools, weapons, armor, or rocks. Containers in your starting inventory will be empty.
If the container can be locked, then there is an 80% chance that it will be generated locked and, independently, a 10% chance that it will be trapped.
Container
Contents
Lockable
Probability
sack
0–1 items
No
3.5%
large box
0–3 items
Yes
4.0%
chest
0–5 items
Yes
3.5%
ice box
0–20 corpses
No
0.5%
bag of holding
0–1 items
No
2.0%
bag of tricks
1–20 charges
No
2.0%
oilskin sack
0–1 items
No
0.5%
Tools can be generated in the main dungeon (8% of all objects) and Gehennom (12% of all objects). Each tool has the given probability of being a container.
Large boxes and chests with contents may generate within some rooms in an ordinary room-and-corridor level.[2] Large boxes are twice as common as chests. A comment in the source cites a 40% chance of at least one container (with a low probability of extra ones); the actual chance is slightly lower and depends on the number of rooms and presence of a special room; a good estimate is 34% without a special room and 30% with one.
Quantum mechanics may carry a large box containing a housecat named Schroedinger's Cat.
Items generated in a container (other than an ice box) will each be one of the following types:
Type
Probability
gem or stone
18%
comestible
15%
potion
18%
scroll
18%
spellbook
12%
gold
7%
wand
6%
ring
5%
amulet
1%
Weapons, armor, and tools (including other containers) will never be generated in a container. Gold generated in containers will be 2.5 times the usual amount. Gemstones, glass, luckstones, and loadstones can all be generated, but flint stones, touchstones, and rocks cannot. A wand of cancellation will never be generated in a bag of holding.
Unlocking
To unlock a locked container, you can:
Apply an unlocking tool to it.
Zap a wand of opening at it.
Kick it. Because this often destroys fragile items inside, it's not the best method.
Cast the knock spell at it
Force the lock with your currently-wielded weapon. Using a blunt weapon (such as a war hammer, staff, or mace) exercises strength but risks destroying the container or its contents. Using a sharp weapon (such as a dagger, sword, or axe) exercises dexterity but risks destroying the weapon. Artifact weapons are much less likely to break. Cursed weapons will never break, preventing locks from being used to get rid of them.
Usually, you will find enough disposable uncursed orcish daggers to force with until you get an unlocking tool. If no other options are available, you could use a junk artifact such as Sting, but chest contents in the early game aren't usually worth risking a good weapon or creating Sting.
Messages
You succeed in unlocking the
<container>.
You successfully applied an unlocking tool.
Klick!
You unlocked it magically, with either the spell of knock or a wand of opening.
THUD!
You kicked it and didn't open it.
THUD! The lid slams open, then falls shut.
It wasn't locked, and you kicked it open.
You break open the lock!
It was locked, and you kicked the lid open.
You hear a muffled shatter.
You kicked it, and at least one breakable item inside was destroyed.
You hear a muffled cracking.
You kicked it, and at least one egg inside was destroyed.
Breakable items
If a container is kicked, thrown, or dropped from a height, contents which are fragile (such as potions, mirrors, and eggs) may be destroyed.
When glass objects in a bag, large box, or chest break, you hear a muffled shatter. An egg gives a muffled cracking when it breaks. You will lose that object and will not know what it was.
If a mirror in a box is destroyed through your actions, you will still incur a Luck penalty. However, mirrors and other tools are never randomly generated inside boxes.
History
Prior to NetHack 3.2.0, a popular technique for identifying worthless glass was called "kickboxing". One would gather a large pile of gems, name all of them "fake red" or whatever color, dump them in a box, and then repeatedly kick the box until no more muffled shatters were heard. One would then retrieve the remaining gems and un-name them. In this way, glass of all colors could be identified. Starting with NetHack 3.2.0, worthless glass no longer breaks, so kickboxing no longer works.
Variants
Iron safe
This is a container added to SporkHack (and later to UnNetHack and then EvilHack). It is possible to open it using a wand of opening, knock spell, or stethoscope. The only way to lock an iron safe after it's been opened is to use either a wand of locking or the wizard lock spell on it.
Magic chest
In DynaHack, magic chests are dungeon features (not items) that are generated at fixed places in the dungeon. They share their contents, so putting items in any magic chest makes them available for looting in all other magic chest locations.[3] (See below for FIQHack's magic chests.)
In NetHack Fourk, magic chests have some items inside when you first open one, randomized but suited for your role. Also, you can create a magic chest in any location by reading a scroll of consecration while confused.
In dNetHack, magic chests are items rather than dungeon features, and they have 10 slots for different compartments for those willing to categorize items. All of the compartments are shared similarly across all chests. As items, they can be wished for as long as you're not in the Planes. They're heavier than the normal theoretical max capacity, but with some of the items in dNetHack that increase it further, this can be worked around. Items in a magic chest do not add to the weight, allowing you to theoretically carry an infinite amount of items in them if you can comfortably carry a magic chest. However, you cannot open them from the inventory, so they can't make a normal bag of holding fully obsolete.
FIQHack
FIQHack has magic chests, similar to DynaHack or Nethack Fourk. They are objects but they behave like dungeon features - they can't be picked up, teleported, polymorphed, etc. You can create a magic chest by wishing for one. Minetown, Sokoban, the Castle, Orcus-town, and the quest home all have magic chests.
Also note that monsters in FIQHack can use containers - they can carry items in bags and loot items from containers on the floor. The Castle chest is special-cased to prevent monsters from stealing the guaranteed wand of wishing.
References
↑ end.c in NetHack 3.4.3, line 948
↑ src/mklev.c in NetHack 3.6.1, line 839
↑ https://github.com/tung/DynaHack/commit/b97d99ed27123fa0717ef8368b4f0d49d815c2c8
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
</container> |
# Derived undead
In some variants, "Undead" is a property that may be acquired by other creature types, instead of or in addition to being a hard-coded property of certain monsters.
Contents
1 dNetHack
1.1 Zombies
1.2 Skeletons
1.3 Crystal Dead (Vitreans)
1.4 Witnesses of the Great Fracture (Witnesses)
dNetHack
Zombies
Zombies are found in groups throughout the Dungeons of Doom. Most natural monsters that leave corpses can be found as zombies. Zombies have a tendency to get up again after being killed (~50% chance), and the corpses of monsters injured by zombies will also rise from the dead as zombies. In addition, the dead walk in the presence of a dread seraph.
Zombies are resistant to piercing and bludgeoning weapons, and do double normal damage in melee. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by half, to a minimum of 6.
Zombies are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Zombies suffer a 2-point penalty to AC.
Skeletons
Skeletons are only found on a few special levels. Skeletons don't leave corpses when killed, so they will not revive. However, the corpses of monsters injured by skeletons may rise from the dead as zombies.
Skeletons are resistant to piercing and slashing weapons, and gain a slowing melee attack. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by 1⁄4, to a minimum of 6.
Skeletons are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Skeletons receive a 2-point bonus to AC.
Crystal Dead (Vitreans)
Crystal Dead are only found on one special level. Vitreans leave glass statues when killed and don't rise from the dead.
Vitreans are resistant to piercing and slashing weapons, and gain an enhanced cold touch attack.
Vitreans are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Vitreans receive a 6-point bonus to AC.
Witnesses of the Great Fracture (Witnesses)
Only Kamerel are eligible to become Witnesses, and Kamerel are not eligible to become zombies. Kamerel Witnesses can be found throughout the upper levels of the neutral quest. Witnesses do not leave corpses, but have intrinsic life saving which triggers 50% of the time. Each time a Witness is revived by its intrinsic life saving, it gains 4 levels.
As undead, Witnesses take extra damage from blessed weapons. Witnesses have claws of broken silver mirrors.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
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# Amulet versus poison
"
Name
amulet versus poison
Appearance
random
Base price
150 zm
Weight
20
Contents
1 Effects
2 Generation
3 Identification
4 Strategy
5 See also
Effects
An amulet versus poison grants poison resistance as an extrinsic.
Generation
There is a 16.5% chance that a randomly-generated amulet will be an amulet versus poison, making it the second most generated amulet.
Identification
If you notice yourself surviving poison attacks unscathed, you know you must have a source of poison resistance. However, deliberately poisoning yourself is not a good way to identify this amulet.
Strategy
This is an excellent amulet to discover early in the game, if you can identify it. It's quite common, and for this reason, you should wear uncursed amulets in the hope that a randomly found one might be versus poison.
If you know you have poison resistance through wearing this amulet, you can then eat poisonous corpses until you gain the resistance as an intrinsic. There is a specific message, "You feel especially healthy." to indicate you received the intrinsic while currently protected by the extrinsic. This is useful to look out for as you can then dump this amulet in favour of other, more useful ones. If you play at night, however, try to hang on to the amulet in case a gremlin steals the intrinsic away.
See also
Ring of poison resistance
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. |
# File:Dispater.png
File
File history
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Dispater.png (16 × 16 pixels, file size: 224 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'Dispater'.
File history
Click on a date/time to view the file as it appeared at that time.
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current10:32, 1 August 200616 × 16 (224 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'Dispater'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 17 pages uses this file:
Dispater
List of vanilla NetHack tiles
Monster
Monsters (by size)
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
User:Chris/dNetHack/dNethack Devil Lords |
# Talk:Special level (SLASH'EM)
Right now it says that all random monsters in the Mall level are either @ or r. Does that refer to wandering monsters randomly generated on that level? That doesn't sound right; I'm sure I've seen all kinds of monsters on that level.
The kobold level is randomly generated, but I'm not quite sure what its chances are. It is sometimes a standard room and corridor level with Kroo in a large room and sometimes a unique map. It might be worth pointing out on this page that there are three different categories of special level here: those accessed by portal (the three alignment quests, Sam's black market), those accessed by separate staircase (spiders, sunless sea, lost tomb, Moloch's sanctum, giant caverns, wyrm caverns, Grund's fortress), and those that modify or replace a standard level that must be passed through (rat king, Aphrodite, kobold lair, Guild of Disgruntled adventurers, storage room).Ih fek 19:49, 15 March 2009 (UTC)
Contents
1 Mall - guaranteed shop
2 Grund's Stronghold
3 Special levels out of date?
4 Special level item/monster chances
5 Kobold level
6 A less "greedy" page
Mall - guaranteed shop
Right now it says that the Mall is guaranteed to have one random shop.
I've seen many malls where there is a single shop.
However it's always been a general store.
So, is the guaranteed shop truly random or always a general shop?
Answering my own question. Apparently in an older version the general store had a 20% chance of spawning, and no other guaranteed random shops. --AileTheAlien 02:15, 23 July 2011 (UTC)
Grund's Stronghold
What the article claims to be in the chests does not seem necessarily true, in the lower secret chest, the tins I found contained quantum mechanic and something unfamiliar, not spinach. And there were 3, and not 4 blessed potions of enlightenment in the top one.
124.150.88.22 08:29, September 21, 2009 (UTC)
Special levels out of date?
I'm not sure how up-to-date the special level spoilers are; in addition to the note above about Grund's stronghold, on the Lawful Quest I only found three Spice Girls (the (master) mind flayers in the center of the cloud bank), and there also seemed to be fewer rot worms and @s than promised.--Slandor 10:15, September 22, 2009 (UTC)
Special level item/monster chances
This page seems to simply have missed a lot of the chances for items and monsters being generated; they're all findable at this site, with that one being for Grund's Stronghold (look to the side for the other levels). I'll go and start changing some of that over the next few days. -Ion frigate 03:24, June 19, 2010 (UTC)
Kobold level
What's the probability of the kobold level existing? It's definitely not 100%. 99.167.105.112 21:14, 3 September 2011 (UTC)
50% --paxed 21:40, 3 September 2011 (UTC)
Also, the Wyrm caves don't seem to be guaranteed. 99.167.107.68 13:41, 17 September 2011 (UTC)
A less "greedy" page
Not all of these special levels are unique to SLASH'EM anymore.
For example, the Black Market and the Nymph Level also exist in UnNetHack, and thus those pages should no longer automatically redirect here. |
# Instadeath
Instadeath stands for instant death. An instadeath causes death in zero time and allows no intervention. These effects do not count as HP damage and thus cannot be survived through self-polymorph.
Causes of instadeaths are:
Turning to stone (unless stoning resistant), which can be caused by:
Touching a cockatrice or chickatrice corpse without worn gloves
Passing a square with a cockatrice or chickatrice corpse while blind and not levitating is considered as touching the corpse.
Eating a cockatrice or chickatrice corpse, or eating the corpse of Medusa
Kicking a cockatrice or chickatrice corpse without worn boots
Trying to sacrifice or tin a cockatrice or chickatrice corpse without worn gloves, even if it is already lying on the altar
Falling into a pit, hole, or trapdoor while wielding a cockatrice or chickatrice corpse
Includes deliberately flying down a hole, although flying over a pit is safe
Falling down stairs due to being burdened while wielding a cockatrice or chickatrice corpse
Attacking a cockatrice or chickatrice while polymorphed into a creature with a contact attack, or when not wielding a weapon and not wearing gloves
Seeing Medusa's gaze, unless blind or reflecting. (Invisibility protects her, not you.)
Being hit by a thrown cockatrice egg
Being hit by a death ray while not having magic resistance, and not polymorphed into a demon or undead. This can be achieved by:
Zapping yourself with a wand of death or a finger of death — this will kill you even if you have magic resistance. ("You irradiate yourself with pure energy!")
Zapping a wand of death or finger of death, and being hit by the ray reflecting off a wall or a monster's reflection. Reflection will protect against this.
Having a monster zap you with a wand of death. Reflection can also protect against this.
Being touched by the touch of death while not having magic resistance, not polymorphed into a demon or undead, and not hallucinating.
Being fatally poisoned by a monster attack, a poisoned weapon, or a spiked pit, unless you have poison resistance. (Quaffing a potion of sickness or eating a poisonous corpse will never instakill you, but may kill you by HP loss or strength drain.)
Choking on your food
Starving to death
Drowning in a body of water
If you fall into a body of water with no adjacent land, you'll drown unless you are breathless or amphibious.
Falling into water with excessive encumbrance may drown you even if there is adjacent land. There is a chance that you drop some inventory instead.
Standing near a collapsing drawbridge
Genociding your own race by reading a scroll of genocide or sitting on a throne. Reading a non-cursed scroll of genocide while confused always results in self-genocide.
Falling into lava without fire resistance
Intentionally level teleporting yourself to level 0 or any negative-numbered level — level 0 is nowhere, −1 to −9 are "above the clouds", and −10 and above are Heaven. Teleporting to a level "above" 0 will not instakill you if you are levitating or flying, but the game will end anyway by escaping the dungeon.
Even though levels −1 to −5 do exist in the game code (they are the Elemental Planes and Astral Plane), you need the real Amulet of Yendor to enter them, and you can't levelport while carrying it.
Being hit by a disintegration breath (from a black dragon or the Chromatic Dragon) without reflection or disintegration resistance. If you are wearing a shield, it disintegrates, saving you; otherwise, if you are wearing body armor, that and any cloak disintegrate, again saving you (but likely leaving you with a very poor armor class and vulnerable to the rebound).
Being hit by a lightning bolt from an angry god without reflection or shock resistance
Being hit by a wide-angle disintegration beam from an angry god without disintegration resistance. Reflection and armor will not protect you in this case.
Being level drained below experience level 1
Eating any of the Riders' corpses (note that food appraisal does not warn you)
Digesting any of the Riders
Having your brain eaten by a mind flayer
Offering the Amulet of Yendor to Moloch on the unaligned high altar in the Sanctum
The following will instantly kill the player in most situations, but are not instadeath since they deal HP damage equal to twice the player's maximum HP instead of simply killing them. A player polymorphed into a monster will survive and return to their base form.
Being beheaded by Vorpal Blade or bisected by the Tsurugi of Muramasa (5% chance per hit)
Dying on turn one generates the message "Do not pass go. Do not collect 200 zorkmids." This is a reference to the board game Monopoly.
Contents
1 Instakilling monsters
2 Variants
2.1 SLASH'EM
2.2 dNetHack
2.3 FIQHack
3 See also
Instakilling monsters
In many situations, it is very helpful for a player to have a way to instantly kill other monsters. Here are some methods of instantly killing monsters, listed roughly in order from most common to most obscure. Not all methods work on all monsters; for example, undead monsters resist death rays.
Zap a monster with a wand of death or finger of death
Hit a monster with a poisoned weapon (10% chance)
Zap a monster with a wand, potion, or spell of polymorph (small chance of fatal system shock)
Hit a monster with a wielded or thrown cockatrice corpse or cockatrice egg
Disintegrate a monster with a black dragon's disintegration breath
Engulf a monster with a swallowing monster such as a purple worm or trapper
Open, close, or destroy a drawbridge on top of a monster
Attack a monster with Vorpal Blade or the Tsurugi of Muramasa (5% chance per hit for most monsters, Vorpal Blade is a 100% chance if the monster is a jabberwock)
Displace a pet into water or lava
Cause a monster engulfing you to be struck by a lightning bolt from an angry god
Cause a monster engulfing you to be struck by a wide-angle disintegration beam from an angry god (requires it to survive the aforementioned lightning bolt, generally by being shock resistant)
Polymorph into a sea monster with a drowning attack, and repeatedly attack monsters while being in water (breathless monsters will survive this type of attack). The chance of wrapping around a target monster is only about 10%, but if it's successful, the next melee attack will instakill the monster.
Variants
SLASH'EM
SLASH'EM features several new instadeaths. They are:
Being hit by a gaze of death from a Catoblepas or the Beholder
Asking a gypsy to read your fortune and drawing Death while not having magic resistance
Being hit by Thiefbane (10% chance)
Being hit by Serpent's Tongue without poison resistance (10% chance)
Being hit by a wooden stake as a vampire
Invoking the Eye of the Beholder with your luck less than −9.
Being hit by Houchou
dNetHack
dNetHack features the following insteadeaths:
Being on the same level as a dying mandrake, while you have 100 or fewer hit points. Hallucination or the seal of Ose will prevent this.
FIQHack
FIQHack does not have poison instadeath. Instead, you suffer permanent attribute loss, which cannot be cured by a unicorn horn or potion.
See also
Delayed instadeath, which also results in sudden death but allows for emergency intervention.
Trickery, which ends a game instantly as an anti-cheating measure and is not considered death
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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# Dingo puppy
d dingo puppy
Difficulty
3
Attacks
Bite 1d6
d dingo puppy
Difficulty
3
Attacks
Bite 1d6
Base level
2
Base experience
20
Speed
18
Base AC
6
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
150
Nutritional value
150
Size
Small
Resistances
None
Resistances conveyed
None
A dingo puppy:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line428
A dingo puppy is a new monster in SLASH'EM. Aside from not being a domestic animal, it is identical to a little dog. If you do manage to tame one, it can grow up to become a dingo, and eventually a large dingo.
Strategy
While not a huge threat, these can extinguish some of the weaker starting roles in SLASH'EM. Ranged weapons are advised if you are low on HP. |
# Nickelpede
s nickelpede
Difficulty
10
Attacks
Bite 3d4 poison
s nickelpede
Difficulty
10
Attacks
Bite 3d4 poison
Base level
8
Base experience
121
Speed
4
Base AC
3
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
150
Nutritional value
50
Size
Medium
Resistances
poison
Resistances conveyed
poison (53%)
A nickelpede:
can hide under items.
has no hands.
is an animal.
can lay eggs.
is carnivorous.
is normally generated hostile.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1538
The nickelpede is a monster that appears in SLASH'EM. It is the "big brother" of the centipede. They are not poisonous to eat but have a high chance of conferring poison resistance.
Origin
The nickelpede is a reference to the Xanth novels, and is a pun based on a play off the words "cent" and "centipede". In Xanth, they are described as "five times as bad as centipedes, gouging out nickel-sized disks of flesh".[1].
References
↑ Currant Events, page 53
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Door
Doesn't door-kicking also make noise and also wake up monsters? I dunno, but being attacked by an entire leprechaun hall can be annoying.
Locks
Why can you #force the lock on a chest but not the lock on a door? --FJH 01:28, 25 November 2010 (UTC)
It just is, nobody knows why. Doors have to be kicked down. --Tjr
Presumably it's because there's no space to get leverage on the door. With a chest, you could slip a sword or similar object into the gap between the lid and the main body of the chest. This line of thought doesn't work for bashing weapons, though. Ais523 15:07, 25 November 2010 (UTC)
Pet aid finding secret doors.
A hint to find secret doors is a strange conduct of your pet. If you don't know why your pet gets "lost" everytime you walk into some corridor to reach a room, it means there is a shorter path using a hidden door.--Gargarismo (talk) 11:38, 19 July 2016 (UTC) |
# Flying
Flying is an intrinsic property that appears in NetHack, Monsters that fly are defined in the source code with the M1_FLY flag.[1]
Flight allows a monster to avoid contact with the ground as with levitation, but additionally allows control over vertical movement - while flying, you can pick up items on the floor, go down stairs, use ranged weapons without hurtling in the opposite direction, and so on. Broadly speaking, flight gives almost all of the benefits of levitation with none of the downsides.
Contents
1 Description
1.1 List of flying monsters
2 Obtaining flight
3 Bugs
4 Variants
4.1 SLASH'EM
4.2 NetHack Fourk
4.3 EvilHack
4.4 UnNetHack
4.5 xNetHack
4.6 dNetHack
4.7 SpliceHack
5 References
Description
The detailed effects of flying are as follows:
You can pass over pits, holes, trap doors, squeaky boards, and bear traps without triggering them. (Pits and holes in Sokoban will still trap you.)
You can pick up items in pits and spiked pits without falling in. If you begin flying while stuck in a pit, you can escape in one turn.
You can descend into holes and trap doors with the > command.
Land mines have a chance of not being triggered, and will not wound your legs.
You can move over lava and water safely, and you can dip items into water.
You have a better chance of avoiding being killed by a collapsing drawbridge.
You can move freely over ice and on the Plane of Air.
Wounded legs do not reduce your carrying capacity.
You suffer no ill effects from descending stairs when encumbered, fumbling, or punished.
You escape the dungeon rather than dying if you level teleport to a level between −9 and −1.
You cannot snag underwater items with a bullwhip unless you start levitating.
If you begin phasing through something solid, you will stop flying until you are in open space again.
Even though all e possess the M1_FLY flag, they levitate rather than fly.
List of flying monsters
The following monsters are capable of flight:
a killer bee
a queen bee
g winged gargoyle
h mind flayer
h master mind flayer
i homunculus
t lurker above
x xan
A couatl
E air elemental
E fire elemental
E stalker
H titan
J jabberwock
W wraith
& succubus
& incubus
& balrog
any monster represented by v, y, B, D, or V
These monsters listed below are also capable of flight, but are not valid polymorph forms:
A Angel
A ki-rin
A Archon
D Ixoth
V Vlad the Impaler
@ Medusa
@ Wizard of Yendor
ghost
shade
& Juiblex
& Yeenoghu
& Orcus
& Geryon
& Dispater
& Baalzebub
& Asmodeus
& Demogorgon
& the Riders
& mail daemon
& djinni
& Minion of Huhetotl
& Nalzok
Obtaining flight
The only way to obtain this property is to polyself into one of the flying monsters listed above, or ride one as a steed. The eligible flying steeds are:
A couatl
A ki-rin
J jabberwock
any monster represented by D
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Flying can be gained extrinsically by wearing an amulet of flying.
Bugs
You can sometimes displace flying monsters by kicking them. If the "foo swoops, nimbly evading your kick" then it is moved to a vacant square randomly selected from those nearest to you.[2] This means that on sufficiently crowded levels, it is possible for a flying creature to swoop through a wall. (This is possibly an effect of bug C343-38; it is hard to tell from its description.)
Variants
The amulet of flying is an item that originated in SLASH'EM and has since appeared in many variants.
Various new flying races and monsters (and thus additional polyforms) are often added in variants - the vampire player race]] has intrinsic flight in all variants.
SLASH'EM
In SLASH'EM, the amulet of flying cannot be eaten to gain intrinsic flight. You can use a fishing pole to snatch items from pits while flying.
SLASH'EM also introduces many new flying monsters.
NetHack Fourk
In NetHack Fourk, the amulet of flying is an available item. Valkyries also have intrinsic flight.
EvilHack
EvilHack also has the amulet of flying as well as several new flying monsters of its own.
UnNetHack
UnNetHack adds the amulet of flying.
xNetHack
xNetHack has the amulet of flying.
dNetHack
dNetHack allows players to obtain the property via boots of flight. The half-dragon race also receives the flight intrinsic at XL 14.
SpliceHack
In SpliceHack, the angel race has intrinsic flight.
References
↑ include/monflag.h in NetHack 3.6.6, line 70
↑ dokick.c in NetHack 3.4.3, line 209
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited. |
# Secret passage
Secret passages or hidden corridors, represented by , are a type of terrain that appear to be solid rock until exposed, when they turn to an ordinary corridor.
When a room and corridor level is generated, secret passages are often created on some corridor squares. You can sometimes guess the existance of a secret passage from surrounding corridor squares, especially if they are at a corner, but corridors can also have natural dead ends.
Until exposed, a secret passage doesn't only look like solid wall, but also acts like one: monsters (including pets) won't step on a secret passage square, the square blocks thrown objects, and you can't see through them.
Exposing a secret passage
There are multiple ways to expose a secret passage, turning it to an ordinary corridor square.
The search command or the automatic searching property has a chance of finding them: see searching for what influences the probability.
Apply a stethoscope at them.
Read a blessed scroll of magic mapping.
Cast the spell of detect unseen or zap the wand of secret door detection when you're near the corridor.
Start to dig the secret door square.
Kicking can expose them sometimes.
Secret passages are more difficult to expose than secret doors, as effects that would usually open or break down a door (multiple wands or spells) do not work on them.
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# User talk:Antalsz
Welcome!
Welcome!
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# User:Chris/dNetHack/dNethack Demon Lords
Contents
1 Abyss 1
1.1 Juiblex
1.2 Zuggtmoy
1.3 Yeenoghu
1.4 Baphomet
1.5 Pale Night
1.6 Kostchtchie
2 Abyss 2
2.1 Orcus
2.2 Graz'zt
2.3 Malcanthet
2.4 Avatar of Lolth
3 Brine Flats
3.1 Dagon
3.2 Demogorgon
3.3 Lamashtu
Abyss 1
Juiblex
&
Center of level (hard to avoid)
*2x green slime touch 1d4, Acid spit 3d12, Acid blood 3d12, Disease engulf attack, Slow (speed 6)
Unlike most monsters with an engulfing attack, Juiblex, will only take damage equal to 10% of his current hp if an engulfed character escapes via a wand of digging.
Non-acid immune players will have to carefully watch their HP totals, due to his high-damage acid elemental counterattack.
A shuddering, glistening cone of jelly and slime striated
with veins of black and green rears up from the pit.
Baleful red eyes swim in the things gelatinous body, and
dripping pseudopods of tremulous ooze writhe with latent
hunger in every direction at once.
[ Hordes of the Abyss,
by Ed Stark, James Jacobs, and Erik Mona ]
Little is known about the Faceless Lord, even the correct
spelling of his name. He does not have a physical form as
we know it, and those who have peered into his realm claim
he is a slime-like creature who swallows other creatures
alive, spits acidic secretions, and causes disease in his
victims which can be almost instantly fatal.
Zuggtmoy
&
Center of level (hard to avoid)
*claw 1d12 + stick, 2x corroding claws 1d6, 2x decaying claws 1d6, Disease-inducing retaliatory attack. Slow (speed 6)
Zuggtmoy is perhaps less threatening than Juiblex, however her immobilizing attack leaves the character open to attack by other creatures.
Characters who attack her in melee will have to exercise extreme caution due to her sickness-inducing counterattack.
This foul demoness resembles a human only from the torso
up. This portion of her body is composed of thick rancid
sheets and coils of fungus that just happens to have grown
into the shape of what would otherwise be an attractive
woman. Four fibrous antlers grow from her brow, and her
hands bear cruel talons. Her lower torso is a coiling
pillar of lashing ropy tendrals and other fungus growths.
Her skin is a nauseating swirl of grays, blues, purples,
and blacks.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Yeenoghu
&
Fortress (optional)
*weapon +3d6, weapon +2d8+confusion, claw 1d6+paralysis, magic missile spell. Fast (speed 18)
Yeenoghu is a melee specialist, but isn't particularly threatening to an ascension-ready character.
This gaunt, 12-foot tall humanoid demon is covered with
mangy patches of yellow fur and has pale grey flesh
showing where the fur is absent. His face is that of
a leering, amber-eyed hyena, and he wields a massive
flail with three spiked heads.
[ Hordes of the Abyss,
by Ed Stark, James Jacobs, and Erik Mona ]
Yeenoghu, demon lord of gnolls. He casts magic projectiles
at those close to him, and a mere glance into his piercing
eyes may hopelessly confuse the battle-weary adventurer.
Baphomet
&
Spectator booth in arena (difficult to avoid)
*weapon 3d6, weapon 2d8+confusion, claw 1d6+paralysis, magic missile spell. Fast (speed 18)
Baphomet is a melee specialist, but isn't particularly threatening to an ascension-ready character.
This hulking, manlike brute stands 20 feet tall. His muscular
frame is covered in thick, matted black hair. His head is that
of a fiendish bull, and his great horns are stained in the
lifeblood of countless victims.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Pale Night
&
Central Tower (optional)
*Life draining gaze, confusing gaze, Spellcasting (custom list)+4d4, abduction reach attack 4d4, retaliatory seduction attack. Slow (speed 10)
Spell List
open wounds
weaken
psi bolt
curse items
finger of death
Pale Night is the most dangerous of the minor demon lords. Its reflexive seduction ability makes attacking it in melee foolish at best.
A character attacking Pale Night in melee is exposed to its extended seduction attack. Pale Night's silhouette (which always appears to be of opposite gender to the character) will attempt to seduce the character into passing through its veil. The check to resist this seduction is Wisdom based, and penalized by Intelligence.
If the character fails to resist the seduction, they step through the veil and encounter Pale Night's true form. Their armor (cloak, body armor, shirt, gloves, boots, and helm) are instantly disintegrated, and the character makes another Wisdom check.
If this second check FAILS, they character stumbles back out from under the veil with no memory of what they saw. Their Wisdom is reduced by 1d10+1, and they loose their memory of 25% of objects and 25% of levels.
If this second check SUCCEEDS, the character dies. If the character's life is saved, they retry this second check, with the same outcomes for success and failure.
A strange shimmering in the air announces the arrival of a
shape, little more than a billowing white diaphanous sheet.
Closer inspection reveals a writhing, seductive form beneath
the sheet, indistinct and hazy. Now and then the edges of
the sheet rise a little too high on the netherwind, yet
never enough to reveal the details that lie beyond.
[ Adapted from Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Kostchtchie
File:Kostchtchie.png &
Fortress (optional)
*Weapon 2d12 physical, Weapon 2d12 physical, Breath weapon 5d12 cold
While Kostchtchie can deal heavy damage to non-cold resistant characters, with cold resistance he poses no threat.
Abyss 2
Orcus
&
Town Hall (forced)
*Weapon +3d6, 2x claw 3d4, mage spells. Slow (speed 9)
Orcus favors the Raise Dead spell. He is spawned carrying a wand of death, and the character should attempt to kill him quickly and claim the wand.
The massive, boated demon stands 15 feet tall, his immense
frame a hideous combination of muscle and bloated flesh. His
head is that of a ram with a great maw filled with tusks,
and his thick-furred legs end in cloven hooves. Leathery
wings and a barb-tipped tail complete the picture of the
archetypal demon.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Orcus, Prince of the Undead, has a ram's head and a poison
stinger. He is most feared, though, for his powerful magic
abilities. His wand causes death to those he chooses.
Graz'zt
&
*Extended seduction attack, weapon +2d8, weapon +4d8 Acid, mage spells.
Graz'zt's melee attack is manageable, however his extended seduction attack (which he uses on both male and female characters) is extremely dangerous. The seduction check is based on Charisma, Constitution, and Intelligence. If the character fails the check, Graz'zt may steal some of their possessions and/or equip them with harmful equipment. If the character passes the check, Graz'zt may grant them wishes or genocide monsters; however, Graz'zt may simply attack male characters out of jealousy rather than granting a boon. Additionally, Grazz't has a tendency to summon hoards of monsters that can quickly overwhelm a player, so warding the upstairs and preparing an escape route are important considerations as well.
The figure standing before the throne is darkly handsome,
an ebon-skinned man nearly 9 feet tall. His slightly
pointed ears, yellow fangs, and six-fingered hands mark
him for the demon he is.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Malcanthet
&
*Extended seduction attack, 2xclaw 1d4, poisoned sting 2d12, life-draining bite 1d4, energy draining claw 2d30.
Malcanthet's melee attack is manageable, however her extended seduction attack (which she uses on both male and female characters) is extremely dangerous. The seduction check is based on Charisma, Constitution, and Intelligence. If the character fails the check, their statistics will be drained in some way, possibly including amnesia or a reduction in maximum carrying capacity. If the character passes the check, Malcanthet may grant a variety of blessings, possibly including increases to AC, attack, damage, or maximum carrying capacity. However, she may simply attack female characters out of jealousy rather than granting a blessing.
This statuesque beauty wears a sardonic smile on her ruby lips.
Curved horns jut from her brow and hold back her long dark hair
-and her eyes smolder with dangerous red sensuality. Large
leathery wings stretch from her back, the joints of which are
laced with razorlike claws, and a sinuous tail ending in a thin
curved spike completes the image of demonic beauty. She wears a
revealing gown of diaphanous silk and razor studded leather
straps.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Avatar of Lolth
File:Avatar of Lolth.png &
*Bite 1d1 seduction, Weapon 2d10 physical, Weapon 2d10 physical, Touch 1d1 Intrinsic theft, Cast 0d8 clerical spell
The Avatar of Lolth's most dangerous attack is probably her intrinsic theft attack, which can derive you of critical intrinsics. Other than that she's a powerful spellcaster with a preference for summoning spiders, and wields the Scourge of Lolth, an artifact bullwhip with bonus exploding die damage.
Brine Flats
Dagon
&
*Bite 3d30, 2x armor-shredding tentacles 1d6, wrapping tentacles 3d4, confusing gaze, hallucination-inducing gaze. Speed 13
Dagon's most dangerous quality is his armor-shredding tentacle attacks. Coupled with his high hp, these attacks can destroy critical parts of your ascension kit.
The demon is immense, its glistening bulk heaving monstrously
into the air as a writhing storm of hook-suckered tentacles
unfolds from its shapless lower body. Its two largest tentacles
terminate in immense five-fingered talons. Its head is that of
a deep-sea fish, twisted with cruelty and leering with a
primordial intelligence, its stilettolike teeth immense and
translucent.
[ Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Demogorgon
&
*2x Disease-causing claws 3d12, armor-shredding rend, Life-draining gaze, Paralysis gaze, Theft gaze, 2x spellcasting, very fast (speed 24)
Demogorgon is easily the most dangerous monster in dnethack, and as such should be evaded rather than confronted directly. The first time he appears in a game, his presence is announced by a full-screen message.
It is possible to sneak through Demogorgon's home layer without having to confront the Prince of Demons, and this is perhaps the easiest way to deal with him in a game. Should Demogorgon appear unexpectedly on another level, the best option may be to use an escape item to flee the level in one turn.
If retreat is not an option, the character MUST blind themselves within one turn of receiving the warning message. Demogorgon's gaze attacks can stun-lock the unprepared. Even with the gaze attacks negated, Demogorgon still has numerous strategies to kill the character.
Any turn in which he hits with both claw attacks, he makes an additional rend attack that damages and destroys torso armor. Should the rend attack strike a characters unarmored torso, Demogorgon will rip the character apart, instantly killing them.
Even without the deadly rend, Demogorgons claws deal 6d12 damage per turn, an average of 45 damage.
The claws also carry a deadly disease, and can stun targets.
Demogorgon further casts two mage spells per turn.
In any conflict with Demogorgon, the best option is to look for a way to retreat. Demogorgon can teleport adjacent to the characeter, but only does so 50% of the time (at random).
A terrible deity, whose very name was capable of producing the
most horrible effects. He is first mentioned by the 4th-century
Christian writer, Lactantius, who in doing so broke with the
superstition that the very reference to Demogorgon by name
brought death and disaster.
[ Brewer's Concise Dictionary of Phrase and Fable ]
Demogorgon, the prince of demons, wallows in filth and can
spread a quickly fatal illness to his victims while rending
them. He is a mighty spellcaster, and it is said that no
mortal may meet his gaze and live to tell of it.
The demon towers over you, his body at once sinuous like
that of a snake and powerful like that of a great ape. Two
baleful baboon heads leer from atop his lumbering shoulders,
attached to which are two long, bifurcated tentacles. His
lower torso is saurian, like some great reptile with an
immense forked tail.
[ Adapted from Hordes of the Abyss, by Ed Stark, James Jacobs, and Erik Mona ]
Lamashtu
File:Lamashtu.png &
* vampiric bite 3d7, touch teleport away your items 3d7, touch teleport you 3d7, 2x clerical spellcasting, very fast (speed 24)
The Queen of Demons, Lamashtu is second only to Demogorgon in danger. While less dangerous in melee, her clerical spellcasting includes Summon Angel and Summon Alien, which will quickly surround the player with moderately nasty enemies.
Her touch attacks will teleport your armor to random places on the current floor. |
# User talk:Aheneve
Welcome!
Welcome!
Hi, Aheneve! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting.
-- New user message (talk) 15:25, 26 July 2013 (UTC) |
# File:Ice box.png
File
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Ice_box.png (16 × 16 pixels, file size: 217 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'ice box'.
File history
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Date/TimeThumbnailDimensionsUserComment
current12:02, 1 August 200616 × 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'ice box'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 14 pages uses this file:
Ice box
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
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NetHack 3.3.1
NetHack 3.4.0
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NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
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# User talk:Skelwing
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 20:53, 29 March 2009 |
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# Forum:Any changes in favor of the player in 3.6.0?
< Forum:Watercooler
I am by no means an expert player, but I am definitely an experienced player. I have played thousands
of games of 3.4.3, and ascended many times, in a variety of roles (although not ALL roles), with multiple
ascensions in a few roles.
I have played 3.6.0 hundreds of times and I've yet to ascend. My most recent loss that stunned me went
like this: I was a level 16 Arc with 157 HP and an AC of -11 in the Arc quest, with EVERY SINGLE
resistance except stoning resistance. I was twoweaponing with MagicBane (for magic resistance) and a
silver saber and I was wearing an amulet of reflection. I had already cleared the mines AND Fort Ludios,
killing multiple dragons, etc. I got to the Minion of Huhetotl without breaking much of a sweat, but in
a matter of 3 or 4 turns, my HP went from 157 to 114 to 53 to 24 to dead - REALLY? The Minion summoned
nasties (nothing TOO scary), and they did some of the damage, but with my AC of -11, I would have expected
much less damage. I was wearing a ring of conflict and the nasties seemed much more interested in attacking
me than attacking each other. Did conflict change from 3.4.3 to 3.6.0?
To the point of the title of this post - every change from 3.4.3 to 3.6.0 which I have encountered has
been something to the disadvantage of the player, making the game harder, or possibly adding no value at
all, such as the scrambling of scroll names, which serves no purpose I can see. Elbereth may as well just
go away since a semi-permanent Elbereth can be scuffed just from standing on it ... which defeats its
purpose. Oh, and inventory stacking is broken, unless it's been fixed in 3.6.1. For example, in 3.4.3,
blanking a bunch of potions at a fountain and then doing "#adjust x x" would stack all the "uncursed
potions of water" under "x" (if "x" started as an uncursed water), but it takes at least 2 and usually 3
tries in 3.6.0.
Were ANY of the changes in 3.6.0/3.6.1 intended to advantage the player? Or was the full intent of the
version to make an already difficult game more difficult? I've gotten to the Astral Plane ONCE in 3.6.0,
(and that was after finding a wand of wishing on level 3 or so), and I immediately died from Angel
missiles. I had changed my cloak of magic resistance for an oilskin cloak in the Plane of Water, not
realizing that I had to be WEARING the Eye of the Aethiopica for magic resistance in 3.6.0 instead of
just carrying it. The portal in the Plane of Water appeared beneath me, I showed up in the Astral Plane
generating conflict (without magic resistance) and I lasted, like, 2 more turns, my amulet of life saving
disintegrated, and then I was done 2 or 3 turns later.
Is it my imagination? I feel like I have a pretty good sample size to compare, and it's something like
one ascension every 30 or 40 games in 3.4.3 vs. ZERO ascensions in about 300 games in 3.6.0.
Respectfully,
Bone.Saw (talk) 19:25, 4 March 2019 (UTC)
Addressing these one by one:
3.6 did not change conflict. Monsters can of course still resist the conflict on each turn and attack you, the same as before.
The Minion gets 8d4 + weapon damage + 4d6 + weapon damage + 2d6 + its spell. If you're facing it and also other monsters (especially if one was something notoriously damage-spiky like a minotaur), losing 50-60 HP in a turn is unlucky but plausible at -11 AC. 3.6 did not change monster stats like attack damage.
I don't know what you mean by "scrambling of scroll names". 3.6 did add additional scroll labels (such as PHOL ENDE WODAN :) but the randomization of label to scroll identity has been a fundamental part of the game for a long time.
Semipermanent Elbereths could already be scuffed by standing on them, and that erosion rate is the same between 3.4.3 and 3.6. That said, 3.6.0 does have the unpopular mechanic where it has a chance to erode when it causes a monster to turn to flee. Because of that unpopularity, 3.6.1 changed Elbereth again, to a system where it'll erode if the player abuses their safe position.
I think I remember something about an inventory stacking bug that was fixed in 3.6.1.
The artifact MR stuff can be a gotcha if you're expecting them to behave the same way as in 3.4.3. Unless you're totally unspoiled, the only way to avoid gotchas like this is to check the patch notes/wiki/etc for different behaviors when there's an update. (Otherwise, the devs would never be able to make any changes in a new version that create gotchas.) The flip side of the artifact MR stuff is that you can now death-ray the Dark One and Master Kaen, since they don't get MR from just carrying them.
All considered, I don't think there are many gameplay changes in 3.6.0 that are beneficial to the player. The one that comes to mind is the souped up effect of standing on a scroll of scare monster, where it's actually rather overpowered. Though there are interface improvements like status hilites, the #terrain, #overview and #annotate commands, and configurable MSGTYPEs. I don't think the devteam was necessarily aiming for "make the game more difficult" so much as "close off some of the exploits people have been complaining about forever and also it's been 12 years so let's get it released".
My ultimate recommendation is to not play 3.6.0, since it's now outdated and was less popular than both 3.4.3 and 3.6.1. Play 3.6.1 instead, or play the 3.6.2 development version which contains more content and bug fixes. Or play a variant that tries to be nice to the player (my very biased recommendation is xNetHack). --Phol ende wodan (talk) 21:02, 4 March 2019 (UTC)
Fair enough on the 3.6.0 recommendation.
By "scrambling of scroll names", I meant - adding some new ones, removing some old ones. I don't see any reason for that.
When facing the Minion, there was nothing with crazy damage that I recall - a couple of ogre kings and an Olog-hai were the toughest things I can remember. Still, tho - at AC -11, I would expect some hard hits, some soft hits, and some misses.
And, yes, the effect of 'Elbereth' scuffing every time it causes a monster to flee really does render it quite worthless. You generally don't resort to 'Elbereth' unless you're down to your last few HP and need to just stand quietly and (hopefully) regenerate several.
In defense of the dev team, I have read about a '#tip' extended command, which would be in the player's favor. I just haven't survived in a game long enough to need to use that one ...
Bone.Saw (talk) 04:13, 6 March 2019 (UTC)
Indeed, it did make Elbereth useless against more than one monster. Perhaps that's why it was changed again in in 3.6.1, so that it no longer erodes by scaring monsters, and instead disappears with an alignment penalty if you attack while standing on it. Much less useless now. Also, I believe 3.6.0 was where they buffed the humble bugle so that it can now scare monsters like a tooled horn (but avoid using it in Minetown!) - Andrio Celos (talk) 04:24, 6 March 2019 (UTC)
Oh, and also, about the Eye of the Aethiopica, it doesn't give the Dark One magic resistance, either. Whoops! - Andrio Celos (talk) 04:27, 6 March 2019 (UTC)
Regarding scroll names: it didn't really affect anything to add more labels, so I'm not sure what the cause for complaint is here. Sure there wasn't any particular reason for that, but why does there need to be justification for a harmless cosmetic change?
A couple ogre kings and an Olog-hai make that average damage soar, and the chance of a high spike actually goes way up. Ogre kings get 3d5 plus their weapon damage, and Olog-hais get 3d6 + weapon damage + 2d8 + 2d6. And that's on top of whatever the Minion was doing. --Phol ende wodan (talk) 04:34, 6 March 2019 (UTC)
The gripe about the scroll labels is really the most minor one I have, and probably comes from my "you kids get off my lawn!" side. Just seemed like a change for change's sake - it didn't improve the game and actually eliminated a tiny bit of the feel of the "old" game. The one very minor part of gameplay that is affected by changing the scroll names is the muscle memory that is built into my hands for typing in the names of the scrolls. I actually use the scroll labels in my price ID naming scheme, so the (again) very minor nitpick is that it took away very slightly from the "classic" feel of the game and has made my typing muscles learn new dances ... "Hey! Close the door! Were you raised in a barn?"
Bone.Saw (talk) 22:06, 6 March 2019 (UTC)
3.6.0+ has only 25% instead of 50% chance of Titan on Medusa level, due to 2 more levels to choose from, that's a notable plus. I do quite like 3.6.1, despite it being harder (my Wizards start with MC3->MC1). Personally, my by far biggest complaint is that it's no longer possible to trick demon lords into fetching the amulet. I didn't do this often, but enjoyed it massively when I managed to pull it off. It requires some work and set-up, so I don't see this as an exploit at all. To the contrary, its valid strategy and the reward of skipping the Sanctum graveyard is reasonable compared to the effort necessary. And most importantly it added variation to how you can play the game. --Luna (talk) 02:14, 8 March 2019 (UTC) |
# Flying
Flying is an intrinsic property that appears in NetHack, Monsters that fly are defined in the source code with the M1_FLY flag.[1]
Flight allows a monster to avoid contact with the ground as with levitation, but additionally allows control over vertical movement - while flying, you can pick up items on the floor, go down stairs, use ranged weapons without hurtling in the opposite direction, and so on. Broadly speaking, flight gives almost all of the benefits of levitation with none of the downsides.
Contents
1 Description
1.1 List of flying monsters
2 Obtaining flight
3 Bugs
4 Variants
4.1 SLASH'EM
4.2 NetHack Fourk
4.3 EvilHack
4.4 UnNetHack
4.5 xNetHack
4.6 dNetHack
4.7 SpliceHack
5 References
Description
The detailed effects of flying are as follows:
You can pass over pits, holes, trap doors, squeaky boards, and bear traps without triggering them. (Pits and holes in Sokoban will still trap you.)
You can pick up items in pits and spiked pits without falling in. If you begin flying while stuck in a pit, you can escape in one turn.
You can descend into holes and trap doors with the > command.
Land mines have a chance of not being triggered, and will not wound your legs.
You can move over lava and water safely, and you can dip items into water.
You have a better chance of avoiding being killed by a collapsing drawbridge.
You can move freely over ice and on the Plane of Air.
Wounded legs do not reduce your carrying capacity.
You suffer no ill effects from descending stairs when encumbered, fumbling, or punished.
You escape the dungeon rather than dying if you level teleport to a level between −9 and −1.
You cannot snag underwater items with a bullwhip unless you start levitating.
If you begin phasing through something solid, you will stop flying until you are in open space again.
Even though all e possess the M1_FLY flag, they levitate rather than fly.
List of flying monsters
The following monsters are capable of flight:
a killer bee
a queen bee
g winged gargoyle
h mind flayer
h master mind flayer
i homunculus
t lurker above
x xan
A couatl
E air elemental
E fire elemental
E stalker
H titan
J jabberwock
W wraith
& succubus
& incubus
& balrog
any monster represented by v, y, B, D, or V
These monsters listed below are also capable of flight, but are not valid polymorph forms:
A Angel
A ki-rin
A Archon
D Ixoth
V Vlad the Impaler
@ Medusa
@ Wizard of Yendor
ghost
shade
& Juiblex
& Yeenoghu
& Orcus
& Geryon
& Dispater
& Baalzebub
& Asmodeus
& Demogorgon
& the Riders
& mail daemon
& djinni
& Minion of Huhetotl
& Nalzok
Obtaining flight
The only way to obtain this property is to polyself into one of the flying monsters listed above, or ride one as a steed. The eligible flying steeds are:
A couatl
A ki-rin
J jabberwock
any monster represented by D
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Flying can be gained extrinsically by wearing an amulet of flying.
Bugs
You can sometimes displace flying monsters by kicking them. If the "foo swoops, nimbly evading your kick" then it is moved to a vacant square randomly selected from those nearest to you.[2] This means that on sufficiently crowded levels, it is possible for a flying creature to swoop through a wall. (This is possibly an effect of bug C343-38; it is hard to tell from its description.)
Variants
The amulet of flying is an item that originated in SLASH'EM and has since appeared in many variants.
Various new flying races and monsters (and thus additional polyforms) are often added in variants - the vampire player race]] has intrinsic flight in all variants.
SLASH'EM
In SLASH'EM, the amulet of flying cannot be eaten to gain intrinsic flight. You can use a fishing pole to snatch items from pits while flying.
SLASH'EM also introduces many new flying monsters.
NetHack Fourk
In NetHack Fourk, the amulet of flying is an available item. Valkyries also have intrinsic flight.
EvilHack
EvilHack also has the amulet of flying as well as several new flying monsters of its own.
UnNetHack
UnNetHack adds the amulet of flying.
xNetHack
xNetHack has the amulet of flying.
dNetHack
dNetHack allows players to obtain the property via boots of flight. The half-dragon race also receives the flight intrinsic at XL 14.
SpliceHack
In SpliceHack, the angel race has intrinsic flight.
References
↑ include/monflag.h in NetHack 3.6.6, line 70
↑ dokick.c in NetHack 3.4.3, line 209
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited. |
# Ali Harlow
J. Ali Harlow is the webmaster of "Ali's NetHack Page" at juiblex.co.uk; the site is named for Juiblex. His site hosts distributions of Hack and NetHack, from the first public distribution of Hack 1.0 all the way up to NetHack 3.4.3.
The site also contains a set of Vernon spoilers for NetHack, as well as distributions of other variants, patches, and resources, and links to various other resources.
List of hosted NetHack versions and variants
Source code and patch distributions include the following:
SLASH and SLASH'EM
NetHack: The Next Generation
NetHack Plus
NetHack-- (and its original NetHack++ incarnation)
The Wizard Patch
Tiles and comparison charts for various NetHack variants and ports.
Easy configuration utilities for NetHack and SLASH'Em |
# File:Ruby golem.png
File
File history
File usageNo higher resolution available.
Ruby_golem.png (16 × 16 pixels, file size: 286 bytes, MIME type: image/png)
A 16x16 tile of the SLASH'EM monster, the ruby golem
File history
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current05:02, 1 January 201016 × 16 (286 bytes)Ion frigate (talk | contribs)A 16x16 tile of the SLASH'EM monster, the ruby golem
You cannot overwrite this file.
File usage
The following page uses this file:
Golem (SLASH'EM) |
# User:Tsingi
About me
This is your user page. Please edit this page to tell the community about yourself!
My contributions
User contributions
My favorite pages
Add links to your favorite pages on the wiki here!
Favorite page #2
Favorite page #3 |
# User talk:Shmoo
Canines etc.
Merging the various canines into a single page seems a reasonable idea; NetHackWiki is full of pages that just have a quick, perfunctory description of some monster or item. Deleting the original pages, though, isn't a good idea -- someone who types "wolf" into the search box to the left is going to want to find some information. Instead, the pages should be redirects. To make a redirect, blank the page and then replace it with "#REDIRECT [[target page]]". Any editor can do this; you don't need sysop privileges, or even a login.--Ray Chason 23:49, 22 January 2008 (UTC)
I also like to add [[Category:Monsters]] to such redirect pages, so that the category list still has the actual monster name on it. MysterX 00:03, 23 January 2008 (UTC)
Thanks for the advice. I'll fix up the pages in a little bit. I'm happily to finally be contributing something to a wiki, even if it is just for a game :PShmoo 00:13, 23 January 2008 (UTC) |
# Talk:Quasit
In a game I was just playing, I died instantly from a quasit attack at about 43 hp. It read "It's poison is deadly!"
Is this an exception or the norm? Either way, I believe this article to be wrong.
Poison can be instadeath if you don't have poison resistance. It is why the resistance is a very important intrinsic to obtain as early as possible. Orcs with poisoned weapons, spiked pits and quasits are some of the more common sources of poison in the early to mid game. Oh, and 69.141.141.195, please sign your posts. -- Kalon 03:44, 21 May 2009 (UTC)
Safe Corpse?
Is the corpse safe to eat? It has a poisonous attack and has poison resistance, but the article says not whether it is poisonous to eat. --Havvy 04:01, 5 March 2011 (UTC)
It is. For the most part, the list of attributes on the monster template are complete; if it doesn't say "is poisonous to eat", then it isn't poisonous to eat, same with acidic. Other more specific issues, like yellow molds causing hallucination and cockatrice corpses being fatal are mentioned in the articles. -- Qazmlpok 04:11, 5 March 2011 (UTC) |
# Alignment key
( The Key of Chaos/Neutrality/Law
Base item
skeleton key
Affiliation
chaotic/neutral/lawfulintelligent
When carried
(none)
When applied
Can open respective doors in Vlad's Tower
When invoked
(none)
Base price
1000 zm
Weight
3
The alignment keys are artifact skeleton keys found at the end of the alignment quests in SLASH'EM. They are all intelligent but otherwise have no special properties. Wishing for any of them is not allowed ("For a moment, you feel something in your hands, but it disappears!").
Opening the doors in Vlad's Tower
The main purpose of the alignment keys is to open the artifact doors in Vlad's Tower. To reach Vlad himself, two of the three keys (any two) are needed. However, as mentioned in the alignment quest article, this is not absolutely necessary to obtain the Candelabrum of Invocation.
Usefulness otherwise
In SLASH'EM, unlocking tools can break, whereas these artifact keys never will( they can corrode and rust however). Therefore, one's own alignment key is ultimately a very useful item to have, and even a cross-aligned key can be useful to open a chest without risking breaking its contents, although one will sustain up to 8d10 blasting damage for every use.
Bug
They can be put into containers, including a bag of holding, and if such a bag of holding blows up, the artifact key is lost forever and the game also often throws a "indestructible object free" error message. If more than one of the keys is destroyed this way and the doors on Vlad's tower are not yet unlocked, winning the game requires the player to use one of the alternate strategies to wake up Vlad. |
# Gnome (monster class)
Gnomes are a class of monsters that appear in large numbers in the Gnomish Mines. They are humanoids that are slower than the player, and are peaceful to gnomish and dwarven characters. Nevertheless, they are a frequent cause of death for incautious adventurers.
Contents
1 Monsters
1.1 Gnome
1.2 Gnome lord
1.3 Gnomish wizard
1.4 Gnome king
2 Generation
3 Strategy
4 Variants
4.1 SLASH'EM
4.2 dNetHack
4.3 GruntHack
5 Encyclopedia entry
6 References
Monsters
Gnome
A normal gnome is slow and weak, but can use weapons and wands.
G gnome
Difficulty
3
Attacks
Weapon 1d6
G gnome
Difficulty
3
Attacks
Weapon 1d6
Base level
1
Base experience
13
Speed
6
Base AC
10
Base MR
4
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
650
Nutritional value
100
Size
Small
Resistances
None
Resistances conveyed
None
A gnome:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is a gnome.
can pick up weapons and food.
has infravision.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line1450
Gnome lord
G gnome lord
Difficulty
4
Attacks
Weapon 1d8
G gnome lord
Difficulty
4
Attacks
Weapon 1d8
Base level
3
Base experience
33
Speed
8
Base AC
10
Base MR
4
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
700
Nutritional value
120
Size
Small
Resistances
None
Resistances conveyed
None
A gnome lord:
has a head, a couple of arms, and a torso.
is omnivorous.
is a gnome.
is a lord to its kind.
is male.
can pick up weapons and food.
has infravision.
can be seen through infravision.
Reference
monst.c#line1457
Gnomish wizard
G gnomish wizard
Difficulty
5
Attacks
Spell-casting
G gnomish wizard
Difficulty
5
Attacks
Spell-casting
Base level
3
Base experience
38
Speed
10
Base AC
4
Base MR
10
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
700
Nutritional value
120
Size
Small
Resistances
None
Resistances conveyed
None
A gnomish wizard:
has a head, a couple of arms, and a torso.
is omnivorous.
is a gnome.
can pick up magical items.
has infravision.
can be seen through infravision.
Reference
monst.c#line1464
A gnomish wizard is a gnome dressed up as a wizard. Most of the time, its spell attempts will fail, so they can easily be hit or killed by any other means. When the spells succeed, however, you can suffer stunning or a splitting headache; stunning is especially problematic against groups of gnomes, or in Minetown where carelessness may cause you to attack a watchman or shopkeeper.
Gnome king
G gnome king
Difficulty
6
Attacks
Weapon 2d6
G gnome king
Difficulty
6
Attacks
Weapon 2d6
Base level
5
Base experience
61
Speed
10
Base AC
10
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
750
Nutritional value
150
Size
Small
Resistances
None
Resistances conveyed
None
A gnome king:
has a head, a couple of arms, and a torso.
is omnivorous.
is a gnome.
is an overlord to its kind.
is male.
can pick up weapons and food.
has infravision.
can be seen through infravision.
Reference
monst.c#line1471
As overlords to their kind, gnome kings that generate with weapons and/or armor are guaranteed to have their equipment's enchantment set to at least +1 and +0, respectively.
A gnome king is said to have a wine cellar, located in the basement of the Gnomish Mines.
Generation
Gnomes other than gnomish wizards are generated with one of the following: 3–14 darts, a crossbow and 3–14 bolts, a bow and 3–14 arrows, 3–5 daggers, an aklys, or nothing. The probability of getting nothing is 36% for a gnome king, 50% for a gnome lord, and 64% for an ordinary gnome.
Gnomes have a chance of getting a single candle: 1⁄20 if in the Gnomish Mines when the level was generated, and 1⁄60 otherwise. The candle will be tallow 3⁄4 of the time, or wax otherwise. If generated on a dark level, the candle will be lit.[1]
With the exception of Minetown, each floor of the Gnomish Mines will generate seven gnomes and one gnome lord, along with two random G. Minetown will generate varying amounts and types of gnomes based on which version is generated, with the exception of Orcish Town; Bazaar Town guarantees a gnome king in the northeastern room opposite the tool shop's designated location. Two variants of Mines' End, the Gnome King's Wine Cellar and the Mimic of the Mines, also guarantee a gnome king. If the player is a dwarf or gnome, two-thirds of the dwarves and gnomes generated this way are replaced with random monsters.
All types of gnome may be generated in throne rooms, with a gnome king eligible for generation on the throne.
Strategy
In general, gnomes are not usually considered to be a big threat, especially on their own. However, large groups and the stronger versions can pose a challenge, particularly to a low-level adventurer taking on the Mines early.
Gnomes can pick up and use wands; in rare cases this can lead to the infamous Gnome With the Wand of Death long before a player is prepared to deal with such a threat.
Variants
SLASH'EM
SLASH'EM features more gnome variants:
G gnome warrior
G gnome thief
G deep gnome
G Ruggo the Gnome King
dNetHack
G gnome lady File:Gnome lady.png
Difficulty
5
Attacks
Weapon 1d1 physical, Weapon 1d1 physical
G gnome lady File:Gnome lady.png
Difficulty
5
Attacks
Weapon 1d1 physical, Weapon 1d1 physical
Base level
3
Base experience
38
Speed
8
Base AC
10
Base MR
4
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
700
Nutritional value
120
Size
small
Resistances
sleep, poison, petrification, level drain, disease
Resistances conveyed
poison
A gnome lady:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is a gnome.
is a lord to its kind.
is female.
can pick up weapons and food.
has infravision.
can be seen through infravision.
cannot be tamed.
G gnome queen File:Gnome queen.png
Difficulty
7
Attacks
Weapon 1d3 physical, Weapon 1d3 physical
G gnome queen File:Gnome queen.png
Difficulty
7
Attacks
Weapon 1d3 physical, Weapon 1d3 physical
Base level
5
Base experience
66
Speed
10
Base AC
10
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
750
Nutritional value
150
Size
small
Resistances
sleep, poison, petrification, level drain, disease
Resistances conveyed
poison
A gnome queen:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is a gnome.
is an overlord to its kind.
is female.
can pick up weapons and food.
has infravision.
can be seen through infravision.
cannot be tamed.
dNetHack has separate growth chains for male and female monsters. Female gnomes will grow up into gnome ladies and gnome queens, instead of female gnome lords and gnome kings.
GruntHack
In GruntHack, lords and ladies are racial monsters that replace gnome lords and other similar monsters; kings and queens serve the same purpose for gnome kings, including generation on a throne in throne rooms.
Encyclopedia entry
... And then a gnome came by, carrying a bundle, an old fellow three times as large as an imp and wearing clothes of a sort, especially a hat. And he was clearly just as frightened as the imps though he could not go so fast. Ramon Alonzo saw that there must be some great trouble that was vexing magical things; and, since gnomes speak the language of men, and will answer if spoken to gently, he raised his hat, and asked of the gnome his name. The gnome did not stop his hasty shuffle a moment as he answered 'Alaraba' and grabbed the rim of his hat but forgot to doff it.
'What is the trouble, Alaraba?' said Ramon Alonzo.
'White magic. Run!' said the gnome ..
[ The Charwoman's Shadow, by Lord Dunsany ]
"Muggles have garden gnomes, too, you know," Harry told Ron as they crossed the lawn.
"Yeah, I've seen those things they think are gnomes," said Ron, bent double with his head in a peony bush, "like fat little Santa Clauses with fishing rods..."
There was a violent scuffling noise, the peony bush shuddered, and Ron straightened up. "This is a gnome," he said grimly.
"Geroff me! Gerroff me!" squealed the gnome.
It was certainly nothing like Santa Claus. It was small and leathery looking, with a large, knobby, bald head exactly like a potato. Ron held it at arm's length as it kicked out at him with its horny little feet; he grasped it around the ankles and turned it upside down.
[ Harry Potter and the Chamber of Secrets, by J. K. Rowling ]
References
↑ src/makemon.c in NetHack 3.6.0, line 701
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# What is
Keyboard commands
~
!
@
#
$
%
^
&
*
(
)
_
=
+
Q
W
E
R
T
Y
U
I
O
P
{
}
|
q
w
e
r
t
y
u
i
o
p
[
]
\
A
S
D
F
G
H
J
K
L
:
"
a
s
d
f
g
h
j
k
l
;
'
Z
X
C
V
B
N
M
<
>
?
z
x
c
v
b
n
m
,
.
/
q
w
e
r
t
u
i
o
p
Alt
a
s
d
f
j
l
Alt
c
v
n
m
?
Alt
A
C
R
T
O
Alt
a
c
d
o
p
r
t
[
Ctrl
/ is the what is command. It has several functions for providing you with more information about the game. These functions include:
Activating the far look mechanic to examine things on the map
Displaying information about what a given ASCII symbol represents
Displaying the encyclopedia entry for a given symbol or topic
Contents
1 Usage
1.1 Cursor select
1.2 ASCII symbol legend
1.3 Consulting the encyclopedia
2 Strategy
3 See Also
Usage
When you press /, first you will be given an opportunity to far look using cursor select:
Specify unknown object by cursor? [ynq] (q)
Choosing y will allow you to move to a symbol on the map using the movement keys
Choosing n will prompt you to input an ASCII character or topic
Choosing q will abort the command
Cursor select
If you choose to specify an object with the cursor, you will see:
Please move the cursor to an unknown object. (For instructions type a ?)
If you press ? for movement instructions, the following help text is displayed:
Use 'h', 'j', 'k', 'l' to move the cursor to an unknown object.
Use 'H', 'J', 'K', 'L' to fast-move the cursor, 8 units at a time.
Or enter a background symbol (ex. '<').
Use '@' to move the cursor on yourself.
Use 'm' or 'M' to move the cursor to next monster.
Use 'o' or 'O' to move the cursor to next object.
Use 'd' or 'D' to move the cursor to next door or doorway.
Use 'x' or 'X' to move the cursor to unexplored location.
Use 'a' or 'A' to move the cursor to anything interesting.
Use '*' to change fast-move mode to skipping same glyphs.
Use '!' to toggle menu listing for possible targets.
Use '"' to change the mode of limiting possible targets.
Use '#' to toggle automatic description.
Type a '.' or ',' or ';' or ':' when you are at the right place.
':' describe current spot, show 'more info', move to another spot.
'.' describe current spot, move to another spot;
',' describe current spot, move to another spot;
';' describe current spot, stop looking at things;
Type Space or Escape when you're done.
You can also enter the symbol of a dungeon feature to move the cursor onto it (stairway, altar, closed door, etc). For example, pressing > would jump the cursor to the stairs down, even if the stairs are covered by items.
The keys to move to next/previous monster/object/door and so on cycle through the possible targets by distance, unless you've toggled on the menu listing, in which case a menu with the possible targets is show. The possible targets can further be limited to those in line of sight or in the same area.
ASCII symbol legend
Once you select a square, you will be given a brief description of the symbol there. For example:
+ a spellbook or closed door (closed door)
... or ...
d a dog or other canine (tame dog called Fido)
If your selection has an encylopedia entry, you will be able to get additional information. In this case you will see:
More info? [yn] (n)
Choosing y displays the encylopedia information for your selection
Choosing n lets you select another object with the cursor
Unset the help option to avoid this prompt. You can also get the symbol legend for a character if you choose no to cursor select, and then type a single character. In this case you will not be prompted for more information, because there could be different encyclopedia entries for the things that symbol represents.
Compare selecting a staircase with cursor select:
< a staircase up or a ladder up (staircase up)
More info? [yn] (n)
... vs. typing < ...
Specify what? (type the word) <
< a staircase up or a ladder up
Consulting the encyclopedia
Choosing yes when asked for more info, or typing in a complete word or phrase when asked to specify what, will display the encyclopedia entry for that subject. Usually this is a lore reference from a real-world source (which may not be 100% accurate in NetHack), a brief writeup by the devteam, or even a funny quote. If there is nothing in the encylopedia for the phrase you entered, you will be told:
I don't have any information on those things.
The encyclopedia has information about a vast array of subjects. It is possible to be very specific when requesting information. Compare the following examples:
Specify what? (type the word) fog
I don't have any information on those things.
Specify what? (type the word) cloud
I wandered lonely as a cloud
That floats on high o'er vales and hills,
When all at once I saw a crowd,
A host, of golden daffodils;
Beside the lake, beneath the trees,
Fluttering and dancing in the breeze.
[ I Wandered Lonely as a Cloud, by William Wordsworth ]
Specify what? (type the word) fog cloud
The fog comes
on little cat feet.
It sits looking
over harbor and city
on silent haunches
and then moves on.
[ Fog, by Carl Sandburg ]
Strategy
This command can be quite helpful to new players still learning what some of the symbols represent. This is especially true when facing unfamiliar monsters. Cursor select can be used to tell if detected creatures are peaceful. It can also be helpful in verifying that you have acquired detection abilities such as telepathy—this can be used to help identify an amulet of ESP or a ring of warning, for instance.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
See Also
Far look ; |
# File:Dingo.png
File
File history
File usageNo higher resolution available.
Dingo.png (16 × 16 pixels, file size: 217 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'dingo'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current08:45, 1 August 200616 × 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'dingo'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 14 pages uses this file:
Canine
List of vanilla NetHack tiles
Monster
Monsters (by size)
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
User:EasterlyIrk/Scratchpad
User:Kalon/NetHack 4.0.0 |
# Death (character)
This article is about the player character's death. For the monster named Death, see Riders#Death.
For "die" as in dice rolls, see D notation.
When you reach zero hit points, you die. Death is also possible when you have nonzero hit points, by several methods of instadeath or delayed instadeath. You lose all the progress you made in that game, and you may have your possessions identified, see your attributes at the time of death (as well as a single post-mortem attribute), see a list of vanquished creatures, see a list of monsters genocided, and see which official conducts you have adhered to.
Dying may also create a bones file.
A particularly spectacular character death, especially of a character that is was well on the way to ascension, is often called a splat. Watching splats (live or on Splat TV) is a part of the fun of social NetHack.
Resurrection
Death in NetHack is permanent, unlike in many other games; you only have one life, and you cannot go to an older save file. Doing so artificially—savescumming—is considered cheating.
However, there are a couple of in-game methods of cheating death. If you run out of hit points while polymorphed and not wearing an amulet of unchanging, you will return to your normal form, but if you die in any other way while polymorphed, it will be permanent. An amulet of life saving will bring you back from almost all deaths at the cost of one point of constitution. The exceptions are brainlessness from a mind flayer's attack and self-genocide.
If playing in explore mode or wizard mode, you can choose whether or not to die.
Messages
You die...
The usual death message, shown when you die through hit point loss, choking, strength loss from the drain strength spell, and many special monster attacks including passive attacks.
See individual pages for more specific messages seen on player death.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# User talk:Dalek955
Welcome!
Welcome!
Hi, Dalek955! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting. -- The Welcome Bot 17:19, 24 Jul 2023 (UTC) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
Recent changes options
Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 daysHide registered users | Hide anonymous users | Hide my edits | Show bots | Hide minor editsShow new changes starting from 18:02, 24 July 2023
Namespace:
all
(Main)
Talk
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User talk
NetHackWiki
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File
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MediaWiki
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Template
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Help
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Source
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Blog
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Invert selection Associated namespaceTag filter:Page name: Show changes to pages linked to the given page instead
List of abbreviations:
N
This edit created a new page (also see list of new pages)
m
This is a minor edit
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes
22 July 2023
06:37 Black light (diff | hist) . . (+181) . . Umbire the Phantom (talk | contribs) (→Variants: Grunt) |
# Auto-identify
Sometimes, the game will auto-identify an object after you or a monster does something with it. This is a contraction for automatically identify, and means that you identified a type of object without explicitly using the scroll of identify or spellbook of identify. Common ways to auto-identify an object include the engrave-testing of wands, letting monsters use certain objects, and (to possibly dangerous effect) yourself using an unidentified object.
Your character now recognizes that type of object; it adds the object to the list of discoveries that appears when you press \.
For example, when you hear a monster read an unfamiliar spell scroll, then see the monster teleport away, we say that the game has auto-identified the scroll of teleportation. Now, you know which other scrolls (in your inventory or elsewhere) are scrolls of teleportation, and you saved a scroll of identify in learning this.
The difference between auto-identification and explicit identification (from the scroll or spell) is that the latter also reveals the beatitude, enchantment and charges of one object.
You might still think that you know the identity of an object, even if NetHack did not auto-identify it. Suppose that you wore an unidentified ring and quaffed a potion of enlightenment to discover that it gave you cold resistance, or you dropped the ring in a sink and compared the message with a spoiler. You might know what kind of ring it is, even when the game does not tell you. In these cases, the game will still label the item with its randomized appearance, but you can use the (N)ame command (N if you use the numpad-based control scheme, or #name which always works) to name it yourself. (e.g. the game might still describe that ring of cold resistance as "an engagement ring" but you can (N)ame it "cold resistance" and from then on all engagement rings would be labeled "cold resistance")
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. |
# Mine king level
In SLASH'EM, the Mine King level is one level below the now-misnamed "Mine's End" level. It is reached by a staircase found in one of the possible positions for the luckstone in Mine's End.
Contents
1 Level
2 Strategy
3 History
4 See also
Level
# # # ## ##### ####### # # # # ############### ### ###### # ##### ######## # #### # # # # #### ##########<########## ## ----------- ### ######### # ######## # # # |GGGG\GGGG| # # # ###### ### # |GGGGGGGGG| #### ## # # ## ####### |GGGGGGGGG| ## # # #### # ######## # # # -----+----- # # ######### # # # # # ####### # # ##### ############### ##### # # ######## # # # # # # # # ###### ######### ############## # #### # # # # # #
Ruggo the Gnome King is on his throne and carries a random weapon, a random wand, two random potions, and a random piece of armor. There are also 26 random G in the throne room (shown as G on the above map). There are 20 gnomes and eleven gnome warriors roaming the level, and scattered throughout the level are 40 random gems, 20 piles of gold, and a pick-axe.
Strategy
Always use telepathy to check any gray G that appear in the throne room: it is possible that they are gnolls, which can easily dispatch most players just reaching the level for the first time. Gnolls naturally hide, meaning they will not come out and attack you, but if you bump into them or find them through automatic searching, they will attack.
Apart from potential gnolls, Ruggo himself can be dangerous, as he is guaranteed to generate with a wand, which may be something nasty like a wand of fire. Additionally, the gnome warriors, while not individually a huge threat, can wear down your HP faster than one might expect: keep a close eye on your health.
History
The Mine king level is identical to the home level of the defunct Gnome quest from SLASH 6, of which Ruggo the Gnome King was the quest leader. The guaranteed pick-axe may be an allusion to that quest's artifact, the Pick of Flandal Steelskin.
See also
Special level (SLASH'EM) |
# Lightsaber form
Redirect to:User:Chris/dNethack/Lightsaber Forms |
# Teleportation
Teleportation provides a quick escape to a different (often random) location. Some escape items can teleport you away from monsters. Some monsters can also teleport themselves to flee from you.
Teleportation comes from:
ring of teleportation
scroll of teleportation
spellbook of teleport away
wand of teleportation
teleportitis
teleport trap
quantum mechanic attack
cursed spellbook, especially low-level ones
There are three teleport-related properties: teleportitis, which teleports you horizontally at random; teleport control, which lets you choose where teleports land; and teleport at will, which lets you trigger teleportitis to happen whenever you want at a power cost.
Horizontal teleportation almost always moves you away from your current position, but there is a very small chance of landing on the exact same square.[1]
Contents
1 Valid destinations
2 Messages
3 See also
4 References
Valid destinations
You cannot teleport to a square that is already occupied by a monster[2], or to one that is considered unsafe for you to occupy.[3] If you try to do so deliberately with teleport control, you will receive the message "Sorry..." and be teleported randomly instead.[4]
In particular:
You cannot teleport into water unless you are levitating, flying, water walking, magical breathing, or polymorphed into a swimming or amphibious monster.[5]
You also cannot teleport onto lava, unless you are levitating, flying, are fire resistant and wearing fireproof water walking boots, or are polymorphed into a monster such as a salamander or fire elemental that likes lava. [6]
If you're polymorphed into a sea monster, you only have a 1 in 13 chance of successfully teleporting onto dry land.[7]
You cannot teleport onto a trap, unless there are no other valid locations to teleport to. (The game will try 200 times to pick a safe location for you before considering trapped locations.[8]) In particular, magic portals are considered traps, so you cannot teleport directly onto your quest portal.
Only phasing monsters can teleport into solid rock, into walls, trees, iron bars or a raised drawbridge, or into a secret door or a secret corridor. [9] Teleporting onto a closed door is only possible for phasing or amorphous monsters,[10] and only giants and phasing monsters can teleport onto boulders.[11]
You cannot teleport into the Wizard's Tower from outside it, nor outside it from the inside.[12]
There is also some code that could prevent the player from teleporting in and out of force fields[13], but those do not exist in vanilla NetHack.
Messages
A mysterious force prevents you from teleporting!
You are on a non-teleport level.
You feel disoriented for a moment.
You would have teleported, but it failed because you are carrying the Amulet of Yendor.
Sorry...
You chose an unteleportable destination with teleport control.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
The following two messages are added.
You materialize in a different location!
You teleported to a different space on your level.
You materialize in the same location!
You teleported to your current space.
See also
Level teleport
Teleport control
Non-teleport level
References
↑ http://groups.google.com/group/rec.games.roguelike.nethack/msg/fd6ff9fff482a512
↑ src/teleport.c in NetHack 3.6.6, line 48-L61
↑ src/teleport.c in NetHack 3.6.6, line 262
↑ src/teleport.c in NetHack 3.6.6, line 533
↑ src/teleport.c in NetHack 3.6.6, line 67: Note: the Amphibious macro covers magical breathing.
↑ src/teleport.c in NetHack 3.6.6, line 85
↑ src/teleport.c in NetHack 3.6.6, line 77
↑ src/teleport.c in NetHack 3.6.6, line 424
↑ src/teleport.c in NetHack 3.6.6, line 93
↑ src/teleport.c in NetHack 3.6.6, line 95
↑ src/teleport.c in NetHack 3.6.6, line
↑ src/teleport.c in NetHack 3.4.3, line 227
↑ src/teleport.c in NetHack 3.6.6, line 277
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# File:Pine wand.png
File
File history
File usageNo higher resolution available.
Pine_wand.png (16 × 16 pixels, file size: 194 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'pine wand'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:24, 1 August 200616 × 16 (194 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'pine wand'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# User talk:YaoiBlossom
Welcome!
Welcome!
Hi, YaoiBlossom! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting. -- The Welcome Bot 17:19, 24 Jul 2023 (UTC)
May YaoiBlossom feel welcome and enjoy her time on this wiki. --Tjr 22:24, 25 August 2011 (UTC)
Thank you, Tjr.--YaoiBlossom - Devious Valkyrie 22:32, 25 August 2011 (UTC) |
# Source:NetHack 3.6.1/src/sit.c
Below is the full text to sit.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/sit.c#line123]], for example.
Contents
1 Top of file
2 take_gold
3 dosit
4 rndcurse
5 attrcurse
Top of file
/* NetHack 3.6 sit.c $NHDT-Date: 1458341129 2016/03/18 22:45:29 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.53 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
#include "hack.h"
#include "artifact.h"
take_gold
/* take away the hero's money */
void
take_gold()
{
struct obj *otmp, *nobj;
int lost_money = 0;
for (otmp = invent; otmp; otmp = nobj) {
nobj = otmp->nobj;
if (otmp->oclass == COIN_CLASS) {
lost_money = 1;
remove_worn_item(otmp, FALSE);
delobj(otmp);
}
}
if (!lost_money) {
You_feel("a strange sensation.");
} else {
You("notice you have no money!");
context.botl = 1;
}
}
dosit
/* #sit command */
int
dosit()
{
static const char sit_message[] = "sit on the %s.";
register struct trap *trap = t_at(u.ux, u.uy);
register int typ = levl[u.ux][u.uy].typ;
if (u.usteed) {
You("are already sitting on %s.", mon_nam(u.usteed));
return 0;
}
if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
u.uundetected = 0; /* no longer on the ceiling */
if (!can_reach_floor(FALSE)) {
if (u.uswallow)
There("are no seats in here!");
else if (Levitation)
You("tumble in place.");
else
You("are sitting on air.");
return 0;
} else if (u.ustuck && !sticks(youmonst.data)) {
/* holding monster is next to hero rather than beneath, but
hero is in no condition to actually sit at has/her own spot */
if (humanoid(u.ustuck->data))
pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
else
pline("%s has no lap.", Monnam(u.ustuck));
return 0;
} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
goto in_water;
}
if (OBJ_AT(u.ux, u.uy)
/* ensure we're not standing on the precipice */
&& !uteetering_at_seen_pit(trap)) {
register struct obj *obj;
obj = level.objects[u.ux][u.uy];
if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
You("coil up around your %shoard.",
(obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
: "");
} else {
You("sit on %s.", the(xname(obj)));
if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
pline("It's not very comfortable...");
}
} else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
if (u.utrap) {
exercise(A_WIS, FALSE); /* you're getting stuck longer */
if (u.utraptype == TT_BEARTRAP) {
You_cant("sit down with your %s in the bear trap.",
body_part(FOOT));
u.utrap++;
} else if (u.utraptype == TT_PIT) {
if (trap && trap->ttyp == SPIKED_PIT) {
You("sit down on a spike. Ouch!");
losehp(Half_physical_damage ? rn2(2) : 1,
"sitting on an iron spike", KILLED_BY);
exercise(A_STR, FALSE);
} else
You("sit down in the pit.");
u.utrap += rn2(5);
} else if (u.utraptype == TT_WEB) {
You("sit in the spider web and get entangled further!");
u.utrap += rn1(10, 5);
} else if (u.utraptype == TT_LAVA) {
/* Must have fire resistance or they'd be dead already */
You("sit in the %s!", hliquid("lava"));
if (Slimed)
burn_away_slime();
u.utrap += rnd(4);
losehp(d(2, 10), "sitting in lava",
KILLED_BY); /* lava damage */
} else if (u.utraptype == TT_INFLOOR
|| u.utraptype == TT_BURIEDBALL) {
You_cant("maneuver to sit!");
u.utrap++;
}
} else {
You("sit down.");
dotrap(trap, VIASITTING);
}
} else if (Underwater || Is_waterlevel(&u.uz)) {
if (Is_waterlevel(&u.uz))
There("are no cushions floating nearby.");
else
You("sit down on the muddy bottom.");
} else if (is_pool(u.ux, u.uy)) {
in_water:
You("sit in the %s.", hliquid("water"));
if (!rn2(10) && uarm)
(void) water_damage(uarm, "armor", TRUE);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
(void) water_damage(uarm, "armor", TRUE);
} else if (IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
} else if (IS_ALTAR(typ)) {
You(sit_message, defsyms[S_altar].explanation);
altar_wrath(u.ux, u.uy);
} else if (IS_GRAVE(typ)) {
You(sit_message, defsyms[S_grave].explanation);
} else if (typ == STAIRS) {
You(sit_message, "stairs");
} else if (typ == LADDER) {
You(sit_message, "ladder");
} else if (is_lava(u.ux, u.uy)) {
/* must be WWalking */
You(sit_message, hliquid("lava"));
burn_away_slime();
if (likes_lava(youmonst.data)) {
pline_The("%s feels warm.", hliquid("lava"));
return 1;
}
pline_The("%s burns you!", hliquid("lava"));
losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
"sitting on lava", KILLED_BY);
} else if (is_ice(u.ux, u.uy)) {
You(sit_message, defsyms[S_ice].explanation);
if (!Cold_resistance)
pline_The("ice feels cold.");
} else if (typ == DRAWBRIDGE_DOWN) {
You(sit_message, "drawbridge");
} else if (IS_THRONE(typ)) {
You(sit_message, defsyms[S_throne].explanation);
if (rnd(6) > 4) {
switch (rnd(13)) {
case 1:
(void) adjattrib(rn2(A_MAX), -rn1(4, 3), FALSE);
losehp(rnd(10), "cursed throne", KILLED_BY_AN);
break;
case 2:
(void) adjattrib(rn2(A_MAX), 1, FALSE);
break;
case 3:
pline("A%s electric shock shoots through your body!",
(Shock_resistance) ? "n" : " massive");
losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
KILLED_BY_AN);
exercise(A_CON, FALSE);
break;
case 4:
You_feel("much, much better!");
if (Upolyd) {
if (u.mh >= (u.mhmax - 5))
u.mhmax += 4;
u.mh = u.mhmax;
}
if (u.uhp >= (u.uhpmax - 5))
u.uhpmax += 4;
u.uhp = u.uhpmax;
u.ucreamed = 0;
make_blinded(0L, TRUE);
make_sick(0L, (char *) 0, FALSE, SICK_ALL);
heal_legs();
context.botl = 1;
break;
case 5:
take_gold();
break;
case 6:
if (u.uluck + rn2(5) < 0) {
You_feel("your luck is changing.");
change_luck(1);
} else
makewish();
break;
case 7:
{
int cnt = rnd(10);
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("Thy audience hath been summoned, %s!",
flags.female ? "Dame" : "Sire");
while (cnt--)
(void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
break;
}
case 8:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("By thine Imperious order, %s...",
flags.female ? "Dame" : "Sire");
do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
break;
case 9:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize(
"A curse upon thee for sitting upon this most holy throne!");
if (Luck > 0) {
make_blinded(Blinded + rn1(100, 250), TRUE);
change_luck((Luck > 1) ? -rnd(2) : -1);
} else
rndcurse();
break;
case 10:
if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
if (level.flags.nommap) {
pline("A terrible drone fills your head!");
make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
FALSE);
} else {
pline("An image forms in your mind.");
do_mapping();
}
} else {
Your("vision becomes clear.");
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux, u.uy);
}
break;
case 11:
if (Luck < 0) {
You_feel("threatened.");
aggravate();
} else {
You_feel("a wrenching sensation.");
tele(); /* teleport him */
}
break;
case 12:
You("are granted an insight!");
if (invent) {
/* rn2(5) agrees w/seffects() */
identify_pack(rn2(5), FALSE);
}
break;
case 13:
Your("mind turns into a pretzel!");
make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
FALSE);
break;
default:
impossible("throne effect");
break;
}
} else {
if (is_prince(youmonst.data))
You_feel("very comfortable here.");
else
You_feel("somehow out of place...");
}
if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
/* may have teleported */
levl[u.ux][u.uy].typ = ROOM;
pline_The("throne vanishes in a puff of logic.");
newsym(u.ux, u.uy);
}
} else if (lays_eggs(youmonst.data)) {
struct obj *uegg;
if (!flags.female) {
pline("%s can't lay eggs!",
Hallucination
? "You may think you are a platypus, but a male still"
: "Males");
return 0;
} else if (u.uhunger < (int) objects[EGG].oc_nutrition) {
You("don't have enough energy to lay an egg.");
return 0;
}
uegg = mksobj(EGG, FALSE, FALSE);
uegg->spe = 1;
uegg->quan = 1L;
uegg->owt = weight(uegg);
/* this sets hatch timers if appropriate */
set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
uegg->known = uegg->dknown = 1;
You("lay an egg.");
dropy(uegg);
stackobj(uegg);
morehungry((int) objects[EGG].oc_nutrition);
} else {
pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
}
return 1;
}
rndcurse
/* curse a few inventory items at random! */
void
rndcurse()
{
int nobj = 0;
int cnt, onum;
struct obj *otmp;
static const char mal_aura[] = "feel a malignant aura surround %s.";
if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
You(mal_aura, "the magic-absorbing blade");
return;
}
if (Antimagic) {
shieldeff(u.ux, u.uy);
You(mal_aura, "you");
}
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* gold isn't subject to being cursed or blessed */
if (otmp->oclass == COIN_CLASS)
continue;
nobj++;
}
if (nobj) {
for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1));
cnt > 0; cnt--) {
onum = rnd(nobj);
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* as above */
if (otmp->oclass == COIN_CLASS)
continue;
if (--onum == 0)
break; /* found the target */
}
/* the !otmp case should never happen; picking an already
cursed item happens--avoid "resists" message in that case */
if (!otmp || otmp->cursed)
continue; /* next target */
if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL)
&& rn2(10) < 8) {
pline("%s!", Tobjnam(otmp, "resist"));
continue;
}
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
}
update_inventory();
}
/* treat steed's saddle as extended part of hero's inventory */
if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0
&& !otmp->cursed) { /* skip if already cursed */
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
if (!Blind) {
pline("%s %s.", Yobjnam2(otmp, "glow"),
hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown"));
otmp->bknown = TRUE;
}
}
}
attrcurse
/* remove a random INTRINSIC ability */
void
attrcurse()
{
switch (rnd(11)) {
case 1:
if (HFire_resistance & INTRINSIC) {
HFire_resistance &= ~INTRINSIC;
You_feel("warmer.");
break;
}
/*FALLTHRU*/
case 2:
if (HTeleportation & INTRINSIC) {
HTeleportation &= ~INTRINSIC;
You_feel("less jumpy.");
break;
}
/*FALLTHRU*/
case 3:
if (HPoison_resistance & INTRINSIC) {
HPoison_resistance &= ~INTRINSIC;
You_feel("a little sick!");
break;
}
/*FALLTHRU*/
case 4:
if (HTelepat & INTRINSIC) {
HTelepat &= ~INTRINSIC;
if (Blind && !Blind_telepat)
see_monsters(); /* Can't sense mons anymore! */
Your("senses fail!");
break;
}
/*FALLTHRU*/
case 5:
if (HCold_resistance & INTRINSIC) {
HCold_resistance &= ~INTRINSIC;
You_feel("cooler.");
break;
}
/*FALLTHRU*/
case 6:
if (HInvis & INTRINSIC) {
HInvis &= ~INTRINSIC;
You_feel("paranoid.");
break;
}
/*FALLTHRU*/
case 7:
if (HSee_invisible & INTRINSIC) {
HSee_invisible &= ~INTRINSIC;
You("%s!", Hallucination ? "tawt you taw a puttie tat"
: "thought you saw something");
break;
}
/*FALLTHRU*/
case 8:
if (HFast & INTRINSIC) {
HFast &= ~INTRINSIC;
You_feel("slower.");
break;
}
/*FALLTHRU*/
case 9:
if (HStealth & INTRINSIC) {
HStealth &= ~INTRINSIC;
You_feel("clumsy.");
break;
}
/*FALLTHRU*/
case 10:
/* intrinsic protection is just disabled, not set back to 0 */
if (HProtection & INTRINSIC) {
HProtection &= ~INTRINSIC;
You_feel("vulnerable.");
break;
}
/*FALLTHRU*/
case 11:
if (HAggravate_monster & INTRINSIC) {
HAggravate_monster &= ~INTRINSIC;
You_feel("less attractive.");
break;
}
/*FALLTHRU*/
default:
break;
}
}
/*sit.c*/ |
# Apelike creature
The apelike creature is a monster class in NetHack, represented by the Y glyph (Y). The class is composed of the following monsters:
Y monkey
Y ape
Y owlbear
Y yeti
Y carnivorous ape
Y sasquatch
Common traits
All apelike creatures are defined by the S_YETI macro in monst.c. Apelike creatures favor clawing and biting in combat. The monkey has a theft attack, while the owlbear, carnivorous ape and sasquatch have a grabbing attack. As pets, these monster regard bananas as treats.
All apelike monsters leave corpses which are safe to eat, subject to freshness. Furthermore, yeti corpses may grant resistance to cold. |
# Genocide/ko
학살이란 마법적 수단으로 특정 종족 전원을 말살하는 행위입니다. 당신이 모든 생명체를 직접 죽여야 하는 멸종주의와 혼동하진 마십시오.
Genocide can take place in the form of a scroll of genocide or you may get to genocide one monster when 왕좌에 #앉았을때. 왕좌로부터 얻는 학살은 항상 안전하며, scrolls may not be if they are cursed or if you are confused.
만약 당신이 학살 금지 conduct를 유지하고 싶다면, you can always answer "none" when asked what to genocide. Specifying an invalid race five times in a row will also result in nothing being genocided and your conduct will be preserved.
학살은 평화주의자 conduct를 깨트리지 않습니다. 현재 애완동물이나 평화적인 몬스터를 포함한 종을 학살하는 것은 패널티가 없습니다. but there is a small alignment penalty for a lawful that genocides a single human species; a chaotic gains a small boost to alignment for doing the same.
한 종이 학살을 당하면, 그 종의 모든 살아있는 몬스터들이 죽을것이고, 새로운 몬스터들이 생겨나지 않을 것입니다. 학살은 또한 몬스터들(그리고 hero)이 선택된 몬스터들로 폴리모프 하는 것을 막을 것입니다. 이런 식으로 죽은 몬스터들은 비록 다른 층에 있다고 해도 그들의 인벤토리를 떨어뜨릴 것입니다.
Contents
1 학살 제한
2 역학살
3 긴급 학살
4 흔한 학살
4.1 기호 학살 (축복받은 두루마리)
4.2 하나의 적 학살 (저주받지 않은 두루마리 또는 왕좌)
4.3 퀘스트 몬스터의 전략적 학살
5 무학살
6 위자드 모드 학살
7 변종
7.1 슬래시엠
7.2 언넷핵
7.3 슬래시엠 익스텐디드
학살 제한
다음 생명체들은 학살될 수 없습니다:
모든 A 천상의 존재들
모든 & major 데몬들, 기사들, 메일 데몬, 진, 그리고 산데스틴
모든 ' 골렘들
모든 E 원소들, 하지만 스토커는 아님
H titans
: salamanders
all werecreatures
Z skeletons
ghosts and shades
간호사를 제외한 모든 @, 도플갱어, 무작위로 생성된 엘프들, 당신 자신의 직업, 경비, 그리고 옌도르의 군대
모든 unique monsters
Don't blessed genocide @; additionally, don't blessed genocide h if you are a dwarf, G if you are a gnome, or o if you are an orc. And keep in mind that blessed genociding always wipes out the entire class even if you specify a particular monster. If you genocide your base race or role, you will die. Variants of your base race are safe to genocide; for example, as a gnome, you could genocide gnome lords or gnome kings, but choosing "gnome" to genocide is fatal. An amulet of life saving will not save you from death by genocide. This is usually only an issue with dwarves; see below.
Genociding @ while polymorphed will result in a YAFM: "You feel dead inside." You will die if you revert back to your normal form, and the only way to survive is by wearing an amulet of unchanging, or either ascend or escape the dungeon before you unpolymorph.
역학살
저주받은 학살의 두루마리를 읽는 것은 지정된 몬스터를 4–6 만큼 생성할 것입니다. This is what makes reading a non BUC-identified scroll of genocide dangerous. However, it can work to your advantage if the resulting monsters are useful and can be killed easily.
여기 역학살을 하기에 유용한 몬스터들이 있습니다:
W 레이스: to eat their corpses for a level gain (average of about 1.6 corpses per scroll read). Don't do this on a level with a 공동묘지, or you'll get significantly fewer corpses.
D 용: 용비늘 메일을 만드는 위험한 방법
@ 간호사: 간호사 춤을 하기 위함
i 텐구: 순간이동 통제의 가능성 때문에 먹음
; 크라켄: 그들은 물 밖에서는 매우 느리기 때문에 쉬운 경험치 공급원이죠. 물론 도망치려고 하겠지만, 그럼에도 종종 공격한다는 것을 주의하십시오. For obvious reasons, cannot drown you out of water. (Average of about 7870 XP per scroll or enough to go from level 10 to 11. If you are level 11 or higher, wraiths are a better bet to level up.)
h 마인드 플레이어s: to eat for intelligence gain; be sure to be standing on a scroll of scare monster
H giants: to eat for strength gain
u unicorns: to eat for poison resistance, to sacrifice if cross-aligned, to throw them gems for Luck if coaligned, and for unicorn horns to use as is or to polypile into other magical tools such as magic markers
w purple worms: combine with taming or ring of conflict and a wand of teleportation to easily clear out large open levels full of powerful monsters
c cockatrice: to use their corpses to quickly deal with powerful monsters (chickatrice are lighter but more likely to fail to actually leave a corpse)
Vegetarians can reverse genocide gelatinous cubes for the intrinsics once they can defeat them and take the acidic corpse damage. Monks going for speed runs or the pacifist and atheist conducts will find that useful, because they do not want to lose alignment for eating meaty corpses. Alignment loss is relevant, because of the early game alignment cap for speed runners, and because raising alignment is so hard for pacifist atheists.
먹고 싶은 몬스터, 특히 다량의 영양을 공급하는 몬스터의 경우 역학살을 할때 tinning kit를 얻는 것이 가치 있습니다.
당신은 학살할 수 없거나, 이미 학살되었거나, 또는 멸종한 몬스터를 역학살할 수는 없습니다.
역학살된 몬스터들은 어떠한 아이템도 가지고 스폰되지 않기 때문에, 이 방법으로는 리치들에게서 의식용 칼을 파밍할 수 없습니다.역학살된 몬스터는 어떠한 아이템을 가지고 생성되지 않으며, 이러한 방식으로 리치들에게 의식용 칼을 파밍할수 없습니다. They do leave death drops such as unicorn horns and dragon scales.
역학살은 무학살 conduct를 깨뜨리지 않습니다.
긴급 학살
The scroll of genocide is a useful escape item as it can instantly kill a monster which poses an immediate threat and cannot be dealt with in any other way. 예를 들어, 바다 괴물이 당신을 붙잡았고, a single monster about to take your last hit point, or a nymph who is robbing you blind. (님프는 그녀가 들고 있는 것은 무엇이든 떨어뜨릴 것이니, 당신은 훔친 물건을 되찾을 수 있을 것입니다.) 하지만 일부 몬스터는 학살이 불가능 하다는것을 알아 두십시오.
흔한 학살
일부 종족은 매우 성가시거나 짜증나므로, 가능한 학살을 해두는것이 좋습니다:
L, 리치
h, 마인드 플레이어
;, 바다 괴물
R, 녹 괴물과 디스인챈터
두루마리를 축복할때까지 학살을 뒤로 미루는것이 좋습니다, 최악의 몬스터는 후반부 이전까진 나타나지 않기 때문입니다. 이것은 성수를 한통 만들수 있을때까지의 충분한 시간을 줍니다. 주목해야 할 것은 만약 당신이 드워프라면, 축복받은 학살의 두루마리로 h를 학살하는 것은 아주 치명적인 결과를 유래합니다!
기호 학살 (축복받은 두루마리)
문자
몬스터
이유
L
리치 (4 종류)
아이템 저주, 죽음의 손가락, and summon nasties.
;
크라켄
당신을 익사시킵니다.
전기뱀장어
당신을 익사시킵니다, 그리고 전기 충격이 아이템을 파괴시킵니다.
큰 장어
당신을 익사시킵니다.
h
mind flayers (2)
안내: 두 마인드 플레이어를 학살하려면 h를 지정해야 합니다, 아래를 보시오.
humanoids (5)
드워프를 포함하기 때문에, 드워프라면 절대 학살하지 마시오.
c
코카트리스 (3)
시체를 포함해, 여러 즉사 through stoning, but corpses are powerful instakill weapons.
m
미믹 (3)
상점 내의 유용한 아이템 수를 증가시켜줍니다, 특히 오르커스 타운에서.
R
디스인챈터
아이템 강화수치를 줄이지만, but trivial with MC3 and 쓰레기 무기나 맨손 근접으로.
rust monster
무기와 갑옷을 부식시키지만, but trivial with rustproof weapons and outer armor (such as any cloak, dragon scale mail, or non-metal armor as is often worn by spellcasters).
N
나가 (8)
황금이 저주를 걸수 있고, 다른 것들도 성가십니다. 황금 이외에는 가치가 없습니다.
t
트래퍼 (2)
삼키기 공격이 펫들을 즉사시킬수 있지만, 플레이어에게 큰 위협은 아닙니다.
w
보라색 벌레 (2)
Engulfing attack can instakill pets, summoned as nasty, but not much risk for prepared players.
T
트롤 (5)
종종 성가시지만 학살을 할만한 가치가 없습니다. 트롤을 죽이고 시체를 다른 곳에 두거나 먹는것이 더 쉽습니다.
D
드래곤 (18)
숨결 공격이 위협적이지만, but trivial if 반사가 있다면. They also can give dragon scale mail, useful intrinsics when eaten, and often useful potions. 학살을 하지 않는 편이 낫습니다.
q
quadrupeds (6)
저렙에서 힘듭니다. 고렙에선 가치가 없습니다.
V
뱀파이어 (2)
묘지의 망령 수를 올려줄수 있습니다.
Z
좀비 (7)
묘지의 망령 수를 올려줄수 있습니다.
P
초록색 슬라임
당신을 슬라임으로 변신시킬수 있지만, magic cancellation과 (비상시에) 불의 완드 또는 유사한 아이템을 통해 쉽게 대처할수 있습니다. 그들의 glob을 먹는 것은 슬라임화를 유발하고 본질적 능력을 전혀 제공하지 않습니다.
검은색 푸딩
무기와 갑옷을 부식시키고 적당한 강력한 공격이 있지만, glob이 본질적 능력을 제공합니다.
갈색 푸딩
무기와 갑옷을 썩게 하지만, glob이 본질적 능력을 제공합니다.
회색 점액괴물
갑옷을 썩게 하지만, glob이 본질적 능력을 제공합니다.
n
님프 (3)
멀리서 또는 한턴에 그들을 죽일수 없다면 (그들이 중요한 무언가를 훔칩니다).
하나의 적 학살 (저주받지 않은 두루마리 또는 왕좌)
기호
몬스터
이유
h
마인드 플레이어
망각 공격. 플레이어가 드워프가 아닌 이상 축복받았을때 지우는 것이 낫다.
h
마스터 마인드 플레이어
망각 공격. 플레이어가 드워프가 아닌 이상 축복받았을 때 지우는 것이 낫다.
R
디스인챈터
아이템 강화수 하락, 하지만 MC3과 맨손 공격으로 대처가 가능하다.
R
녹 괴물
무기와 갑옷 부식, 하지만 녹방지로 대처가 가능하다.
:
카멜레온
펫이 그들을 먹고 나쁜 펫으로 폴리모프 할수 있다.
@
도플갱어
펫이 그들을 먹고 나쁜 펫으로 폴리모프 할수 있다.
b
젤라티너스 큐브
유기농 아이템을 먹는다. (예시. 가방이나 상자).
v
에너지 볼텍스
전기 충격이 반지나 완드를 부숨, 하지만 공기의 정령계에서 유용한 휴식 공간이 될수 있음.
g
그렘린
가끔씩 밤에 내재 능력을 훔친다.
J
재버워크
힘든 상대. 가치는 별로 없음.
H
미노타우르스
힘든 상대지만 굴파기의 지팡이를 가지고 나옴. 가치는 별로 없음.
w
보라 벌레
저레벨에 힘든 상대. 삼키기가 적을 즉사시킬수 있으나, but makes a good pet.
U
움버 헐크
짜증 유발; 혼란 시선과 터널링.
e
떠다니는 눈
반사나 or 프리 액션이 없으면 실수로 공격 시 당신을 아주 긴 시간 동안 마비시킴. 고렙 캐릭터에게도 자주 안일사를 불러올 수 있음. 하지만, they are also by far the most reliable source of intrinsic telepathy (the only other being (master) mind flayers), so this should generally be avoided unless you already have it, are chaotic, and plan to also genocide gremlins, in which case it may be a very good choice for an early genocide.
퀘스트 몬스터의 전략적 학살
퀘스트 관련 몬스터 종족이 학살되면 퀘스트 관련 class의 몬스터가 더 많이 생성될 것입니다. If this class has monsters which are useful (common reverse genocide targets), 종족을 학살하는 것은 유용한 효과를 볼수 있습니다.
이 직업은 ...
... 를 학살할 수 있습니다 ...
... 를 더 많이 만들어내기 위해서 ...
그리고 ...을 노리고 먹습니다 ...
...의 위험을 감수하면서
마법사
X 쏘른
W 레이스
경험치
쏘른으로 폴리모프하지 못함
원시인
h 버그베어
h 마인드 플레이어
지능
마인드 플레이어는 위험함
기사
i 콰짓
i 텐구
순간이동 통제
(없음)
무학살
It can be argued that many species are a source of useful items and properties, and hence genociding actually makes NetHack harder. 리치는 가끔씩 의식용 칼을 제공하고, 마인드 플레이어의 시체는 지능을 증가시키고, sea monsters are trivial for a well equipped player to deal with, etc. It is also impossible to polymorph into a genocided creature, which may limit your options in certain situations (such as using the mind flayer's mind blast to alert monsters to your presence). This viewpoint usually advocates genociding only mimics, as this will slightly increase the number of items present in shops, especially in Orcus Town.
Another possible exception is sea monsters, which although trivial can be annoying or cause YASD by inattention. These are not randomly generated, so genociding them does not affect random generation. Since they typically live—and therefore die—in water, they are not normally a significant source of corpses or items (although electric eels are a potential source of shock resistance if you can recover the corpse). 전기뱀장어나 거대 장어 might make a good use of any single-species genocides that happen to be granted, saving mimics for a class genocide.
학살의 또 다른 문제는 그것이 더 어려워질 가능성을 증가시킬 수 있다는 것이다, ungenocidable monsters. This is especially true for the summon nasties monster spell - summon nasties is normally restricted to a set of monsters, however if a genocided monster would be created a random monster is generated instead, based upon normal monster generation odds. 만약 플레이어가 옌도르의 부적을 들고 있고 게헨놈 밖이라면 there is a decent chance that an Archon이나 Ki-rin will be generated, which are significantly more of a threat than the normal list of nasties and are capable of summoning nasties themselves.
마지막으로, 일부 넷핵 플레이어들은 저주받은 학살을 훨씬 더 중시하기 때문에 학살을 삼갑니다. In the mid-game, you can obtain bonuses from reverse-genocided monsters such as dragon scale mail, 운 increases, experience levels, attribute boosts, unicorn horns, intrinsics, and maximum hit point increases. 게임 후반부에, 일반적인 학살은 그다지 유용하지 않습니다. 왜냐하면 플레이어들은 어쨌든 학살 후보자들을 다룰 수 있을 만큼 강력하거나 숙련되어 있기 때문입니다.
학살 없음 conduct를 유지하고 싶은 플레이어들은 어떤 종을 학살할지 묻는 메시지가 나타나면 "none"이나 "nothing"으로 답할수 있습니다.
위자드 모드 학살
위자드 모드는 추가적인 학살 수단을 제공합니다: entering * for your genocide choice on a blessed scroll wipes out all enemies on the level, even those you can't see. 그것은 보통 학살이 불가능한 몬스터들, 길들여진 몬스터들, 평화적인 몬스터들, 당신이 아닌 다른 모든 것들을 포함합니다. 하지만 그것은 진정으로 어떤 것도 학살하지 않으며, 지워진 어떤 것도 나중에 나타날 수 있습니다. 이런 식으로 죽은 일반적인 학살 몬스터들과는 대조적으로 그들의 인벤토리를 떨어뜨리지 않습니다.
변종
슬래시엠
In SLASH'EM, titans can be genocided, as can werespiders (unlike other lycanthropes).
Good targets for SLASH'EM genocide, beyond the ones included above for vanilla, include:
High-level spellcasters: the endgame can be quite tough with them constantly summoning nasties.
V, vampire mages: higher level than a master lich but not covetous, meaning they will gladly sit outside their ring of nasties and continue summoning. Also can be created by summon nasties itself.
Z, ghoul queens: a rare monster. It has the same base level as a demilich, but it has two spellcasting attacks. Can only be found in graveyards or through the new summon undead monster spell.
G, gnoll shamans: they hide until attacked, so you can leave them alone. If awakened, they will cast both clerical and arcane spells and are absurdly high-level for both.
H, titans: they can be genocided in SLASH'EM
Mid-level spellcasters: they can curse items and tend to be fast
Z, ghoul mages: very annoying and very commonly summoned by liches with the summon undead spell
l, leprechaun wizards: like a leprechaun, they will teleport away after successfully stealing gold. Also like a leprechaun, they can be left sleeping.
n, brownies: also worth genociding, because their stealing attacks are more likely to hit than those of other nymphs, since they have a higher base level. Like nymphs though, they can be left sleeping.
Some other monsters with annoying or dangerous attacks
x, electric bugs: shock bite can explode rings and wands
a, migo queens: they eat brains but are rarer and less threatening than mind flayers
:, S, basilisks and asphynxes: both are strong and fast petrifying monsters
M, troll mummies: for those who don't like to deal with trolls' regeneration. Eating their corpses isn't a terrible idea if you have a well-enchanted unicorn horn, but pets won't eat them.
w, rot worms: they cause sickness with their bite and are often generated by summon nasties
z, koalas: they can untame any pet, making it peaceful, even if the koala itself is peaceful. This can be avoided by taming it with eucalyptus leaves.
U, water hulks: almost identical to umber hulks including the confusing gaze
Reverse genociding gypsies is a source of up to 120 wishes: use one of the summoned gypsies to wish for a magic marker, write another cursed scroll of genocide, then repeat! You do need a source of gems or gold to do this, however such items are easily found in SLASH'EM, especially from greater golems.
A careful reverse genocide of giant shoggoths is a good way to gain the teleport control intrinsic.
언넷핵
언넷핵에서는, 축복받은 학살의 두루마리가 넷핵에서의 미저주 상태와 동일하게 작용합니다, i.e. it allows a single monster to be genocided, rather than a monster class, and an uncursed scroll instead kills all of a single monster on the current level.
슬래시엠 익스텐디드
In Slash'EM Extended, a blessed scroll of genocide will run a check for every affected monster to see if it actually gets genocided. Monsters with a high MR as well as high-level ones are much less likely to be genocided, so it may be easier to remove liches and other high-level, high-MR monsters with uncursed scrolls instead. This behavior is actually part of the Lethe patch, too.
Additionally, Slash'EM Extended has the scroll of mass murder from NhTNG that kills all monsters of the specified type on the current level.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# Talk:Wooden stake
Combining this to Dagger article?
Would make sense. Stake's a dagger after all, and this article looks pretty pathetic all by itself. |
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23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations)
19 July 2023
14:19 Quarterstaff (diff | hist) . . (+147) . . Tomsod (talk | contribs) (→dNetHack: mention the (un)holy dmg multiplier) |
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22:42 Weapon (diff | hist) . . (+495) . . Cathartes (talk | contribs) (→Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) |
# Talk:The Staff of Aesculapius
I tried moving the page myself, but Mediawiki won't let me overwrite The Staff of Aesculapius, and I can't delete it myself.
Also, artilist.h defines the item's name as "The Staff of Aesculapius". All quest artifacts include "The" in their defined name, including all the quest artifact weapons.
IIRC, wishing for the Staff will give you "a quarterstaff named The Staff of Aesculapius", but once identified, you see "the +0 Staff of Aesculapius". -- Killian 23:45, 23 October 2006 (UTC)
I have sysop access to the wiki, so I was able to delete, move and undelete. --Kernigh 05:18, 24 October 2006 (UTC)
Thanks. I believe the Tsurugi of Muramasa is in a similar state at the moment; could someone please take care of that? -- Killian 12:33, 24 October 2006 (UTC)
When you invoke, which order do the effects activate in? (Blasting vs. Healing) --206.75.108.8 06:48, 23 February 2008 (UTC)
It only blasts on pickup. Not on invoke.--Qwertyu63 14:55, 3 March 2008 (UTC)
It blasted me on invoke - "You are blasted by the staff named The Staff of Aesculapius' power! You feel better." 203.109.188.3 01:31, 6 April 2008 (UTC)
Same here. Blasted me on invoke, then healed half of my total damage.
--
Is this artifact immune from curses?
"You notice a black glow surrounding you. You feel a malignant aura surround you. The Staff of Aesculapius resists!" --Eucarya Talk 22:29, 30 November 2008 (UTC)
All artifacts have a chance of resisting curses. You got lucky. 71.147.48.178 23:10, 30 November 2008 (UTC)
Draining
Do you get the same amount of xp forkillling monsters normally, and draining them dry?
No, see Spellbook_of_drain_life and corresponding talk page for details. -Tjr 11:57, September 18, 2009 (UTC) |
# User talk:Deadnoob
Welcome!
Welcome!
Hi, Deadnoob! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
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This is an automated greeting.
-- New user message (talk) 13:41, 12 August 2019 (UTC) |
# User talk:Chris/dNetHack/dNethack Roles/Binder/Eden
I dried up a fountain by dipping -- Goodbye Level 10. Your link with Eden is broken Wikid (talk) 04:28, 6 April 2015 (UTC) |
# File:Baby long worm.png
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Baby_long_worm.png (16 × 16 pixels, file size: 195 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'baby long worm'.
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Date/TimeThumbnailDimensionsUserComment
current09:07, 1 August 200616 × 16 (195 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'baby long worm'. Category:16x16 tiles
You cannot overwrite this file.
File usage
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List of vanilla NetHack tiles
Long worm
Monster
Monsters (by size)
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
User:EasterlyIrk/Scratchpad |
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Asphynx (3 changes | history)
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[Umbire the Phantom (3×)]
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# File:HowToFixTelnetExe.png
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HowToFixTelnetExe.png (668 × 331 pixels, file size: 14 KB, MIME type: image/png)
The way to fix Microsoft's buggy telnet.exe: Don't use the ANSI emulation.
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current14:43, 19 October 2009668 × 331 (14 KB)Paxed (talk | contribs)The way to fix Microsoft's buggy telnet.exe: Don't use the ANSI emulation.
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Telnet |
# Options
Contents
1 Configuration file
2 In-game
3 Command line
4 Options
4.1 AUTOCOMPLETE
4.2 acoustics
4.3 align
4.4 autodescribe
4.5 autodig
4.6 autoopen
4.7 autopickup
4.8 AUTOPICKUP_EXCEPTION
4.9 autoquiver
4.10 BIND
4.11 blind
4.12 bones
4.13 boulder
4.14 catname
4.15 character
4.16 checkpoint
4.17 checkspace
4.18 CHOOSE
4.19 clicklook
4.20 cmdassist
4.21 confirm
4.22 dark_room
4.23 disclose
4.24 dogname
4.25 extmenu
4.26 female
4.27 fixinv
4.28 force_invmenu
4.29 fruit
4.30 gender
4.31 goldX
4.32 help
4.33 herecmd_menu
4.34 hilite_pet
4.35 hilite_pile
4.36 hilite_status
4.37 hitpointbar
4.38 horsename
4.39 ignintr
4.40 implicit_uncursed
4.41 legacy
4.42 lit_corridor
4.43 lootabc
4.44 mail
4.45 male
4.46 mention_walls
4.47 menucolors
4.48 menustyle
4.49 menu_deselect_all
4.50 menu_deselect_page
4.51 menu_first_page
4.52 menu_headings
4.53 menu_invert_all
4.54 menu_invert_page
4.55 menu_last_page
4.56 menu_next_page
4.57 menu_objsyms
4.58 menu_overlay
4.59 menu_previous_page
4.60 menu_search
4.61 menu_select_all
4.62 menu_select_page
4.63 menu_tab_sep
4.64 msghistory
4.65 msg_window
4.66 MSGTYPE
4.67 name
4.68 news
4.69 nudist
4.70 null
4.71 number_pad
4.72 packorder
4.73 paranoid_confirmation
4.74 perm_invent
4.75 pettype
4.76 pickup_burden
4.77 pickup_thrown
4.78 pickup_types
4.79 pile_limit
4.80 playmode
4.81 pushweapon
4.82 race
4.83 rest_on_space
4.84 role
4.85 roguesymset
4.86 rlecomp
4.87 runmode
4.88 safe_pet
4.89 sanity_check
4.90 scores
4.91 showexp
4.92 showrace
4.93 showscore
4.94 silent
4.95 sortloot
4.96 sortpack
4.97 SOUND
4.98 sparkle
4.99 standout
4.100 status_updates
4.101 statushilites
4.102 statuslines
4.103 suppress_alert
4.104 symset
4.105 time
4.106 timed_delay
4.107 tombstone
4.108 toptenwin
4.109 travel
4.110 verbose
4.111 vt_tiledata
4.112 whatis_coord
4.113 whatis_filter
4.114 whatis_menu
4.115 whatis_moveskip
4.116 windowtype
4.117 wizkit
4.118 zerocomp
5 Window Port Customization Options
5.1 align_message
5.2 align_status
5.3 ascii_map
5.4 color
5.5 eight_bit_tty
5.6 font_map
5.7 font_menu
5.8 font_message
5.9 font_status
5.10 font_text
5.11 font_size_map
5.12 font_size_menu
5.13 font_size_message
5.14 font_size_status
5.15 font_size_text
5.16 fullscreen
5.17 large_font
5.18 map_mode
5.19 mouse_support
5.20 player_selection
5.21 popup_dialog
5.22 preload_tiles
5.23 scroll_amount
5.24 scroll_margin
5.25 selectsaved
5.26 softkeyboard
5.27 splash_screen
5.28 tile_width
5.29 tile_height
5.30 tile_file
5.31 tiled_map
5.32 use_darkgray
5.33 use_inverse
5.34 vary_msgcount
5.35 windowcolors
5.36 wraptext
6 Platform-specific Customization options
6.1 altkeyhandler
6.2 altmeta
6.3 BIOS
6.4 DECgraphics
6.5 flush
6.6 IBMgraphics
6.7 MacGraphics
6.8 page_wait
6.9 rawio
6.10 soundcard
6.11 subkeyvalue
6.12 video
6.13 videocolors
6.14 videoshades
7 References
The game options affect the look and feel of the game.
They can be changed:
permanently in the configuration file at one of the following locations:
Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\)
DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe)
Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc
pre-OSX-Mac and BeOS: NetHack Defaults
Amiga, Atari, OS/2 and VMS: NetHack.cnf
temporarily by using the in-game options screen, accessible by pressing shift + o in the game
each time the game is run, on the command line.
when the game is compiled.
There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.
Configuration file
Options are usually prefixed by 'OPTIONS=' on each line.
Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity:
OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space
For compound options, the option name and value are separated by a colon:
OPTIONS=catname:Mirri
The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri.
Any line beginning with a '#' is a comment; i.e. the line is ignored.
Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games.
If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults)
In-game
The in-game configuration menu is brought up by pressing shift + o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options.
Some options cannot be changed in-game.
Command line
You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example:
NETHACKOPTIONS=boulder:0, color, autodig
or
NETHACKOPTIONS=@/home/username/.nethackrc
Options
AUTOCOMPLETE
Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example:
AUTOCOMPLETE=zap,!annotate
acoustics
Enable messages about what your character hears. Boolean option, defaults to TRUE.
align
Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic:
OPTIONS=align:!c
autodescribe
Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting.
autodig
Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
autoopen
Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent.
autopickup
Main article: Autopickup
Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game.
AUTOPICKUP_EXCEPTION
Main article: Autopickup_exception
Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information.
autoquiver
Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
BIND
Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example:
BIND=!:loot,^v:untrap,M-x:terrain
See Binding keys for a more detailed description and a list of bindable special commands.
blind
Start the character permanently blind. Boolean option, defaults to FALSE. Persistent.
bones
Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent.
boulder
Set the symbol used to display boulders. For example boulder:0
Compound option with default value of `. Can be set in-game.
Can also be defined using ASCII value, and without the OPTIONS prefix simply as
BOULDER=48
For example, BOULDER=64 would be equal to OPTIONS=boulder:@.
See also Custom map symbols#BOULDER
This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions.
catname
Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example:
OPTIONS=catname:Whiskers
character
Synonym for role.
checkpoint
Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game.
checkspace
Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation.
CHOOSE
Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example:
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
clicklook
Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE.
cmdassist
NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game.
confirm
Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
dark_room
Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent.
disclose
Controls the prompts at the end of the game. Possible values are
i - disclose your inventory
a - disclose your attributes
v - summarize monsters you've killed
g - list genocided monsters
c - display conduct
o - display dungeon overview
Each of those values can be preceded with a value that tells how it behaves. The possible values are
y - prompt, defaults to yes
n - prompt, defaults to no
+ - disclose without prompting
- - don't disclose, don't prompt
The listing of killed monsters can be sorted, so there are two additional choices for v:
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
For example
OPTIONS=disclose:yi na +v -g -c -o
Persistent.
dogname
Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example:
OPTIONS=dogname:Cujo
extmenu
Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport.
female
An obsolete synonym for gender:female. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
fixinv
An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
force_invmenu
Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE.
fruit
Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game.
gender
Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game.
goldX
When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off.
help
If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands.
hilite_pet
Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game.
hilite_pile
Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE.
hilite_status
If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar.
This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax.
For a full guide on configuring status hilites, see Status hilites.
The whole feature can be disabled by turning the statushilites option off.
hitpointbar
Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on.
horsename
Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname.
ignintr
Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE.
legacy
Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game.
lit_corridor
Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
lootabc
Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
mail
Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game.
male
An obsolete synonym for gender:male. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
mention_walls
Give feedback when walking against a wall. Boolean value, defaults to FALSE.
menucolors
Main article: Menucolors
Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches.
menustyle
Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values:
Option
Description
traditional
prompt for object class characters, followed by an object-by-object prompt for all matching items
combination
prompt for object classes of interest, then display a menu of matching objects
partial
skip the object class filtering and immediately display a menu of all objects
full
display a menu of object classes, and then a menu of matching objects
menu_deselect_all
Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game.
menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game.
menu_first_page
Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game.
menu_headings
Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game.
menu_invert_page
Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game.
menu_last_page
Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game.
menu_next_page
Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '>'. Cannot be set in-game.
menu_objsyms
Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE.
menu_overlay
Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE.
menu_previous_page
Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '<'. Cannot be set in-game.
menu_search
Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game.
menu_select_all
Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game.
menu_select_page
Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game.
menu_tab_sep
Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes.
msghistory
Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game.
msg_window
How to show the latest messages recalled with ^P. Compound option, with the following possible values:
Option
Description
single
show single message
combination
two messages as single, then as full
full
full window, oldest message first
reversed
full window, newest message first
You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'.
Can be set in-game only if playing the TTY windowport.
MSGTYPE
Main article: MSGTYPE
Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs.
name
The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role.
Cannot be set in-game.
news
Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE.
nudist
Start the character with no armor. Boolean option, defaults to FALSE. Persistent.
null
Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent.
number_pad
Use the number keys to move instead of hjklyubn. Valid options are:
Option
Description
0
move by letters; 'yuhjklbn'
1
move by numbers; digit 5 acts as G movement prefix
2
like 1 but 5 works as g prefix instead of as G
3
by numbers using phone key layout; 123 above, 789 below
4
combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt + 5 means G, and alt + 0 mean I
-1
by letters but use z to go northwest, y to zap wands (for German keyboards)
With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc).
For backwards compatibility, number_pad without a value is synonymous to number_pad:1.
packorder
Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent.
paranoid_confirmation
A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray.
Option
Description
Confirm
for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no
quit
require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode
die
require "yes" rather than 'y' to confirm dying (applies only to explore mode)
bones
require "yes" rather than 'y' to confirm saving bones data when dying in debug mode
attack
require "yes" rather than 'y' to confirm attacking a peaceful monster
pray
require 'y' to confirm an attempt to pray rather than immediately praying; on by default
wand-break
require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only)
Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only)
Remove
require selection from inventory for R and T commands even when wearing just one applicable item
all
turn on all of the above
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m.
By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list:
OPTIONS=paranoid_confirmation:attack pray Remove
perm_invent
Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent.
pettype
Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game.
pickup_burden
Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent.
playmode
Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play.
pushweapon
If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
race
Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent.
rest_on_space
Space waits for a turn. This is considered by some as a very easy way to get killed.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
role
Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level.
rlecomp
When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file.
runmode
Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values:
Option
Description
teleport
update the map after movement has finished
run
update the map after every seven or so steps (default)
walk
update the map after each step
crawl
like walk, but pause briefly after each step
safe_pet
Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game.
sanity_check
This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE.
scores
Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces:
o - show my own score. Can be prefixed with ! to not show own score.
Xa - show X scores around own score
Xt - show X scores from the top
For example:
OPTIONS=scores:10t 2a o
showexp
Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
showrace
Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game.
showscore
Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL.
silent
Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are:
Option
Description
full
always sort the lists
loot
only sort the lists that don't use inventory letters, like with the #loot and pickup commands
none
show lists the traditional way without sorting
sortpack
Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
SOUND
Main article: User sounds
Allows user-defined sound file to be played when a message is shown.
sparkle
Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay.
Boolean option, defaults to TRUE. Can be set in-game. Persistent.
standout
Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent.
status_updates
Allow updates to the status lines at the bottom of the screen (default true).
statushilites
Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting.
Only useful when you have status hilite rules configured; see the hilite_status option for more information.
statuslines
Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface.
suppress_alert
Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes:
OPTIONS=suppress_alert:3.3.1
symset
Main article: symset
Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options.
NHAccess (Recommended for blind players)
MACgraphics
IBMGraphics_2
IBMGraphics_1
IBMgraphics
DECgraphics
Individual symbols may be set using the following format:
SYMBOLS=S_boulder:0
SYMBOLS=S_golem:7
SYMBOLS=S_ghost:8
For a complete list of symbol names, please see the symset article.
time
Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
timed_delay
On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle.
Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent.
tombstone
Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
toptenwin
Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
travel
Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
verbose
Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
vt_tiledata
Main article: vt_tiledata
Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack.
whatis_coord
When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ('east' or '3s' or '2n,4w')
f - full compass ('east' or '3south' or '2north,4west')
m - map
<x,y> (map column x=0 is not used)
s - screen [row,column] (row is offset to match tty usage)
n - none (no coordinates shown). Default.
The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'.
whatis_filter
When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to:
n - no filtering (default)
v - in view only
a - in same area only (e.g. same room or same corridor)
The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward.
whatis_menu
When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off.
whatis_moveskip
When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off.
windowtype
Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example:
OPTIONS=windowtype:tty
wizkit
Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing.
For example, if you enter this path to a text file in your config:
WIZKIT=wizkit.txt
And the contents of wizkit.txt are:
blessed monster detection
ring of levitation
amulet of yendor
2 blessed genocide
Then your character start with those items in their inventory, in addition to the normal starting items.
zerocomp
When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file.
Window Port Customization Options
align_message
Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
align_status
Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
ascii_map
NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game.
color
Main article: colors
NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game.
In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator.
If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock.
eight_bit_tty
NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game.
font_map
NetHack should use a font by the chosen name for the map window.
font_menu
NetHack should use a font by the chosen name for menu windows.
font_message
NetHack should use a font by the chosen name for the message window.
font_status
NetHack should use a font by the chosen name for the status window.
font_text
NetHack should use a font by the chosen name for text windows.
font_size_map
NetHack should use this size font for the map window.
font_size_menu
NetHack should use this size font for menu windows.
font_size_message
NetHack should use this size font for the message window.
font_size_status
NetHack should use this size font for the status window.
font_size_text
NetHack should use this size font for text windows.
fullscreen
NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game.
If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size).
large_font
NetHack should use a large font.
map_mode
NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options.
mouse_support
Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game.
player_selection
NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game.
popup_dialog
NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game.
preload_tiles
NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game.
scroll_amount
NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game.
scroll_margin
NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game.
selectsaved
NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option.
softkeyboard
Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game.
splash_screen
NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes.
tile_width
Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_height
Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_file
Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game.
tiled_map
NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only). Boolean option.
use_inverse
Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game.
vary_msgcount
NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds.
windowcolors
NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game.
OPTIONS=windowcolors:wintype fground/bground
where wintype is one of menu, message, status, text,
and fground and bground are colors, either a hexadecimal #rrggbb,
one of the named colors (black, red, green, brown,
blue, magenta, cyan, orange, brightgreen, yellow, brightblue,
brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua),
or one of Windows UI colors (activeborder, activecaption,
appworkspace, background, btnface, btnshadow, btntext,
captiontext, graytext, greytext, highlight, highlighttext,
inactiveborder, inactivecaption, menu, menutext, scrollbar,
window, windowframe, windowtext).
Example:
OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000
wraptext
NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game.
Platform-specific Customization options
altkeyhandler
Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey.
altmeta
Enables extended command shortcuts, such as alt + d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3]
BIOS
Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game.
DECgraphics
Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE.
Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics.
flush
Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game.
IBMgraphics
Main article: IBMgraphics
Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game.
Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics.
MacGraphics
Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics.
Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics.
page_wait
Show --more-- after a page of messages. A boolean, Macs only, defaults to on.
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only.
Note: DEC Rainbows hang if this is turned on. Cannot be set in-game.
soundcard
Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game.
video
Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles.
Cannot be set in-game.
videocolors
Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan.
Cannot be set in-game.
Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors.
videoshades
Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color.
Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal.
Cannot be set in-game.
References
↑ src/pickup.c in NetHack 3.6.6, line 1404
↑ esc followed by d on unix systems also works
↑ src/options.c in NetHack 3.6.0, line 54
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
</x,y> |
# Options
Contents
1 Configuration file
2 In-game
3 Command line
4 Options
4.1 AUTOCOMPLETE
4.2 acoustics
4.3 align
4.4 autodescribe
4.5 autodig
4.6 autoopen
4.7 autopickup
4.8 AUTOPICKUP_EXCEPTION
4.9 autoquiver
4.10 BIND
4.11 blind
4.12 bones
4.13 boulder
4.14 catname
4.15 character
4.16 checkpoint
4.17 checkspace
4.18 CHOOSE
4.19 clicklook
4.20 cmdassist
4.21 confirm
4.22 dark_room
4.23 disclose
4.24 dogname
4.25 extmenu
4.26 female
4.27 fixinv
4.28 force_invmenu
4.29 fruit
4.30 gender
4.31 goldX
4.32 help
4.33 herecmd_menu
4.34 hilite_pet
4.35 hilite_pile
4.36 hilite_status
4.37 hitpointbar
4.38 horsename
4.39 ignintr
4.40 implicit_uncursed
4.41 legacy
4.42 lit_corridor
4.43 lootabc
4.44 mail
4.45 male
4.46 mention_walls
4.47 menucolors
4.48 menustyle
4.49 menu_deselect_all
4.50 menu_deselect_page
4.51 menu_first_page
4.52 menu_headings
4.53 menu_invert_all
4.54 menu_invert_page
4.55 menu_last_page
4.56 menu_next_page
4.57 menu_objsyms
4.58 menu_overlay
4.59 menu_previous_page
4.60 menu_search
4.61 menu_select_all
4.62 menu_select_page
4.63 menu_tab_sep
4.64 msghistory
4.65 msg_window
4.66 MSGTYPE
4.67 name
4.68 news
4.69 nudist
4.70 null
4.71 number_pad
4.72 packorder
4.73 paranoid_confirmation
4.74 perm_invent
4.75 pettype
4.76 pickup_burden
4.77 pickup_thrown
4.78 pickup_types
4.79 pile_limit
4.80 playmode
4.81 pushweapon
4.82 race
4.83 rest_on_space
4.84 role
4.85 roguesymset
4.86 rlecomp
4.87 runmode
4.88 safe_pet
4.89 sanity_check
4.90 scores
4.91 showexp
4.92 showrace
4.93 showscore
4.94 silent
4.95 sortloot
4.96 sortpack
4.97 SOUND
4.98 sparkle
4.99 standout
4.100 status_updates
4.101 statushilites
4.102 statuslines
4.103 suppress_alert
4.104 symset
4.105 time
4.106 timed_delay
4.107 tombstone
4.108 toptenwin
4.109 travel
4.110 verbose
4.111 vt_tiledata
4.112 whatis_coord
4.113 whatis_filter
4.114 whatis_menu
4.115 whatis_moveskip
4.116 windowtype
4.117 wizkit
4.118 zerocomp
5 Window Port Customization Options
5.1 align_message
5.2 align_status
5.3 ascii_map
5.4 color
5.5 eight_bit_tty
5.6 font_map
5.7 font_menu
5.8 font_message
5.9 font_status
5.10 font_text
5.11 font_size_map
5.12 font_size_menu
5.13 font_size_message
5.14 font_size_status
5.15 font_size_text
5.16 fullscreen
5.17 large_font
5.18 map_mode
5.19 mouse_support
5.20 player_selection
5.21 popup_dialog
5.22 preload_tiles
5.23 scroll_amount
5.24 scroll_margin
5.25 selectsaved
5.26 softkeyboard
5.27 splash_screen
5.28 tile_width
5.29 tile_height
5.30 tile_file
5.31 tiled_map
5.32 use_darkgray
5.33 use_inverse
5.34 vary_msgcount
5.35 windowcolors
5.36 wraptext
6 Platform-specific Customization options
6.1 altkeyhandler
6.2 altmeta
6.3 BIOS
6.4 DECgraphics
6.5 flush
6.6 IBMgraphics
6.7 MacGraphics
6.8 page_wait
6.9 rawio
6.10 soundcard
6.11 subkeyvalue
6.12 video
6.13 videocolors
6.14 videoshades
7 References
The game options affect the look and feel of the game.
They can be changed:
permanently in the configuration file at one of the following locations:
Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\)
DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe)
Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc
pre-OSX-Mac and BeOS: NetHack Defaults
Amiga, Atari, OS/2 and VMS: NetHack.cnf
temporarily by using the in-game options screen, accessible by pressing shift + o in the game
each time the game is run, on the command line.
when the game is compiled.
There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.
Configuration file
Options are usually prefixed by 'OPTIONS=' on each line.
Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity:
OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space
For compound options, the option name and value are separated by a colon:
OPTIONS=catname:Mirri
The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri.
Any line beginning with a '#' is a comment; i.e. the line is ignored.
Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games.
If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults)
In-game
The in-game configuration menu is brought up by pressing shift + o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options.
Some options cannot be changed in-game.
Command line
You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example:
NETHACKOPTIONS=boulder:0, color, autodig
or
NETHACKOPTIONS=@/home/username/.nethackrc
Options
AUTOCOMPLETE
Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example:
AUTOCOMPLETE=zap,!annotate
acoustics
Enable messages about what your character hears. Boolean option, defaults to TRUE.
align
Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic:
OPTIONS=align:!c
autodescribe
Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting.
autodig
Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
autoopen
Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent.
autopickup
Main article: Autopickup
Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game.
AUTOPICKUP_EXCEPTION
Main article: Autopickup_exception
Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information.
autoquiver
Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
BIND
Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example:
BIND=!:loot,^v:untrap,M-x:terrain
See Binding keys for a more detailed description and a list of bindable special commands.
blind
Start the character permanently blind. Boolean option, defaults to FALSE. Persistent.
bones
Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent.
boulder
Set the symbol used to display boulders. For example boulder:0
Compound option with default value of `. Can be set in-game.
Can also be defined using ASCII value, and without the OPTIONS prefix simply as
BOULDER=48
For example, BOULDER=64 would be equal to OPTIONS=boulder:@.
See also Custom map symbols#BOULDER
This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions.
catname
Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example:
OPTIONS=catname:Whiskers
character
Synonym for role.
checkpoint
Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game.
checkspace
Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation.
CHOOSE
Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example:
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
clicklook
Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE.
cmdassist
NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game.
confirm
Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
dark_room
Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent.
disclose
Controls the prompts at the end of the game. Possible values are
i - disclose your inventory
a - disclose your attributes
v - summarize monsters you've killed
g - list genocided monsters
c - display conduct
o - display dungeon overview
Each of those values can be preceded with a value that tells how it behaves. The possible values are
y - prompt, defaults to yes
n - prompt, defaults to no
+ - disclose without prompting
- - don't disclose, don't prompt
The listing of killed monsters can be sorted, so there are two additional choices for v:
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
For example
OPTIONS=disclose:yi na +v -g -c -o
Persistent.
dogname
Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example:
OPTIONS=dogname:Cujo
extmenu
Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport.
female
An obsolete synonym for gender:female. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
fixinv
An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
force_invmenu
Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE.
fruit
Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game.
gender
Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game.
goldX
When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off.
help
If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands.
hilite_pet
Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game.
hilite_pile
Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE.
hilite_status
If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar.
This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax.
For a full guide on configuring status hilites, see Status hilites.
The whole feature can be disabled by turning the statushilites option off.
hitpointbar
Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on.
horsename
Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname.
ignintr
Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE.
legacy
Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game.
lit_corridor
Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
lootabc
Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
mail
Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game.
male
An obsolete synonym for gender:male. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
mention_walls
Give feedback when walking against a wall. Boolean value, defaults to FALSE.
menucolors
Main article: Menucolors
Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches.
menustyle
Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values:
Option
Description
traditional
prompt for object class characters, followed by an object-by-object prompt for all matching items
combination
prompt for object classes of interest, then display a menu of matching objects
partial
skip the object class filtering and immediately display a menu of all objects
full
display a menu of object classes, and then a menu of matching objects
menu_deselect_all
Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game.
menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game.
menu_first_page
Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game.
menu_headings
Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game.
menu_invert_page
Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game.
menu_last_page
Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game.
menu_next_page
Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '>'. Cannot be set in-game.
menu_objsyms
Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE.
menu_overlay
Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE.
menu_previous_page
Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '<'. Cannot be set in-game.
menu_search
Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game.
menu_select_all
Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game.
menu_select_page
Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game.
menu_tab_sep
Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes.
msghistory
Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game.
msg_window
How to show the latest messages recalled with ^P. Compound option, with the following possible values:
Option
Description
single
show single message
combination
two messages as single, then as full
full
full window, oldest message first
reversed
full window, newest message first
You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'.
Can be set in-game only if playing the TTY windowport.
MSGTYPE
Main article: MSGTYPE
Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs.
name
The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role.
Cannot be set in-game.
news
Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE.
nudist
Start the character with no armor. Boolean option, defaults to FALSE. Persistent.
null
Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent.
number_pad
Use the number keys to move instead of hjklyubn. Valid options are:
Option
Description
0
move by letters; 'yuhjklbn'
1
move by numbers; digit 5 acts as G movement prefix
2
like 1 but 5 works as g prefix instead of as G
3
by numbers using phone key layout; 123 above, 789 below
4
combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt + 5 means G, and alt + 0 mean I
-1
by letters but use z to go northwest, y to zap wands (for German keyboards)
With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc).
For backwards compatibility, number_pad without a value is synonymous to number_pad:1.
packorder
Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent.
paranoid_confirmation
A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray.
Option
Description
Confirm
for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no
quit
require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode
die
require "yes" rather than 'y' to confirm dying (applies only to explore mode)
bones
require "yes" rather than 'y' to confirm saving bones data when dying in debug mode
attack
require "yes" rather than 'y' to confirm attacking a peaceful monster
pray
require 'y' to confirm an attempt to pray rather than immediately praying; on by default
wand-break
require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only)
Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only)
Remove
require selection from inventory for R and T commands even when wearing just one applicable item
all
turn on all of the above
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m.
By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list:
OPTIONS=paranoid_confirmation:attack pray Remove
perm_invent
Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent.
pettype
Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game.
pickup_burden
Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent.
playmode
Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play.
pushweapon
If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
race
Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent.
rest_on_space
Space waits for a turn. This is considered by some as a very easy way to get killed.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
role
Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level.
rlecomp
When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file.
runmode
Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values:
Option
Description
teleport
update the map after movement has finished
run
update the map after every seven or so steps (default)
walk
update the map after each step
crawl
like walk, but pause briefly after each step
safe_pet
Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game.
sanity_check
This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE.
scores
Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces:
o - show my own score. Can be prefixed with ! to not show own score.
Xa - show X scores around own score
Xt - show X scores from the top
For example:
OPTIONS=scores:10t 2a o
showexp
Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
showrace
Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game.
showscore
Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL.
silent
Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are:
Option
Description
full
always sort the lists
loot
only sort the lists that don't use inventory letters, like with the #loot and pickup commands
none
show lists the traditional way without sorting
sortpack
Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
SOUND
Main article: User sounds
Allows user-defined sound file to be played when a message is shown.
sparkle
Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay.
Boolean option, defaults to TRUE. Can be set in-game. Persistent.
standout
Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent.
status_updates
Allow updates to the status lines at the bottom of the screen (default true).
statushilites
Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting.
Only useful when you have status hilite rules configured; see the hilite_status option for more information.
statuslines
Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface.
suppress_alert
Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes:
OPTIONS=suppress_alert:3.3.1
symset
Main article: symset
Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options.
NHAccess (Recommended for blind players)
MACgraphics
IBMGraphics_2
IBMGraphics_1
IBMgraphics
DECgraphics
Individual symbols may be set using the following format:
SYMBOLS=S_boulder:0
SYMBOLS=S_golem:7
SYMBOLS=S_ghost:8
For a complete list of symbol names, please see the symset article.
time
Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
timed_delay
On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle.
Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent.
tombstone
Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
toptenwin
Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
travel
Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
verbose
Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
vt_tiledata
Main article: vt_tiledata
Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack.
whatis_coord
When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ('east' or '3s' or '2n,4w')
f - full compass ('east' or '3south' or '2north,4west')
m - map
<x,y> (map column x=0 is not used)
s - screen [row,column] (row is offset to match tty usage)
n - none (no coordinates shown). Default.
The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'.
whatis_filter
When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to:
n - no filtering (default)
v - in view only
a - in same area only (e.g. same room or same corridor)
The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward.
whatis_menu
When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off.
whatis_moveskip
When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off.
windowtype
Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example:
OPTIONS=windowtype:tty
wizkit
Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing.
For example, if you enter this path to a text file in your config:
WIZKIT=wizkit.txt
And the contents of wizkit.txt are:
blessed monster detection
ring of levitation
amulet of yendor
2 blessed genocide
Then your character start with those items in their inventory, in addition to the normal starting items.
zerocomp
When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file.
Window Port Customization Options
align_message
Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
align_status
Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
ascii_map
NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game.
color
Main article: colors
NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game.
In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator.
If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock.
eight_bit_tty
NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game.
font_map
NetHack should use a font by the chosen name for the map window.
font_menu
NetHack should use a font by the chosen name for menu windows.
font_message
NetHack should use a font by the chosen name for the message window.
font_status
NetHack should use a font by the chosen name for the status window.
font_text
NetHack should use a font by the chosen name for text windows.
font_size_map
NetHack should use this size font for the map window.
font_size_menu
NetHack should use this size font for menu windows.
font_size_message
NetHack should use this size font for the message window.
font_size_status
NetHack should use this size font for the status window.
font_size_text
NetHack should use this size font for text windows.
fullscreen
NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game.
If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size).
large_font
NetHack should use a large font.
map_mode
NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options.
mouse_support
Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game.
player_selection
NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game.
popup_dialog
NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game.
preload_tiles
NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game.
scroll_amount
NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game.
scroll_margin
NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game.
selectsaved
NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option.
softkeyboard
Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game.
splash_screen
NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes.
tile_width
Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_height
Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_file
Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game.
tiled_map
NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only). Boolean option.
use_inverse
Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game.
vary_msgcount
NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds.
windowcolors
NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game.
OPTIONS=windowcolors:wintype fground/bground
where wintype is one of menu, message, status, text,
and fground and bground are colors, either a hexadecimal #rrggbb,
one of the named colors (black, red, green, brown,
blue, magenta, cyan, orange, brightgreen, yellow, brightblue,
brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua),
or one of Windows UI colors (activeborder, activecaption,
appworkspace, background, btnface, btnshadow, btntext,
captiontext, graytext, greytext, highlight, highlighttext,
inactiveborder, inactivecaption, menu, menutext, scrollbar,
window, windowframe, windowtext).
Example:
OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000
wraptext
NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game.
Platform-specific Customization options
altkeyhandler
Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey.
altmeta
Enables extended command shortcuts, such as alt + d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3]
BIOS
Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game.
DECgraphics
Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE.
Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics.
flush
Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game.
IBMgraphics
Main article: IBMgraphics
Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game.
Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics.
MacGraphics
Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics.
Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics.
page_wait
Show --more-- after a page of messages. A boolean, Macs only, defaults to on.
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only.
Note: DEC Rainbows hang if this is turned on. Cannot be set in-game.
soundcard
Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game.
video
Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles.
Cannot be set in-game.
videocolors
Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan.
Cannot be set in-game.
Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors.
videoshades
Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color.
Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal.
Cannot be set in-game.
References
↑ src/pickup.c in NetHack 3.6.6, line 1404
↑ esc followed by d on unix systems also works
↑ src/options.c in NetHack 3.6.0, line 54
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
</x,y> |
# Elven boots
[ elven boots
Appearance
random
Slot
boots
AC
1
Special
stealth
Base price
8 zm
Weight
15
Material
leather
Elven boots are boots that grant stealth to the wearer.
Strategy
Main article: Stealth
Elven boots can be a useful source of stealth for the Sokoban zoo and other special rooms that the player might encounter.
Elven boots, along with elven cloaks, are among the lightest and most common magical armor, making them ideal for polypiling, even moreso due to their ability to be safely enchanted to +7.
Messages
"You walk very quietly."
You put on elven boots, and didn't already have stealth. (The boots are auto-identified.)
"You sure are noisy."
You removed your elven boots, and didn't have any other source of stealth. (The boots are auto-identified.)
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# Talk:Mumak
I dared to remove the sentence about mumaks not being much danger as appearing late in the game. Actually when one appears in the town or soko it's one the biggest threats if handed inproperly. And I know, I am not the only one to lose enormous amount of characters to mumaks when I was a beginner.
I'd still consider mumakil oneshot-dyers in the late game, which Soko or minetown isn't. Or perhaps I misunderstood the meaning of "late in the game". Progo 18:15, 24 February 2007 (UTC)
Yeah. But the previous version suggested, that when mumakil start to appear, it is already late game
Mumakil suck. That is all.
Hit and run
My bad there, I was thinking of Crawl where hit-and-run requires a monster to be half your speed before it can work reliably. It should work fine, though you have to be very careful not to back yourself into a corner. -Ion frigate (talk) 05:25, 17 May 2012 (UTC) |
# Amulet of strangulation
"
Name
amulet of strangulation
Appearance
random
Base price
150 zm
Weight
20
Wearing an amulet of strangulation quickly strangles you to death, unless you are headless or both breathless and mindless,[1] in six turns.[2] Removing it nullifies the effect; however, most of these amulets are generated cursed.
Contents
1 Generation
2 Identification
3 Messages
4 Strategy
5 History
6 References
Generation
There is a 13.5% chance that a randomly-generated amulet will be an amulet of strangulation. This amulet is generated cursed 90.5% of the time, uncursed 9% of the time, and blessed 0.5% of the time. There is a guaranteed amulet of strangulation on the middle level of Vlad's Tower.
Identification
This amulet auto-identifies when worn.
Messages
The messages in the Alt. message column occur when you are breathless, and 2% of the time when you aren't.[3]
Message
Alt. message
Turns left to live
"It constricts your throat!"
"It constricts your throat!"
5
"You find it hard to breathe."
"Your neck is becoming constricted."
4
"You're gasping for air."
"Your blood is having trouble reaching your brain."
3
"You can no longer breathe."
"The pressure on your neck increases."
2
"You're turning blue."
"Your consciousness is fading."
1
"You suffocate."
"You suffocate."
0
Strategy
This amulet is dangerous, and one of (if not the) main reasons you should not put on amulets without knowing their BUC status. If cursed, you can pray (assuming it is safe) to have it destroyed. If you find a noncursed amulet of strangulation, though, it can be easily identified and taken off. Being strangled renders you unable to cast spells, so don't rely on the remove curse spell to save you.
Eating this amulet has a 19⁄20 chance of choking you to death immediately, unless you are breathless.
If it is cursed and you have a wand of cancellation, you can zap yourself to uncurse the amulet and then safely remove it. This also affects all other items in your inventory, so if you have time you may want to drop everything except the wand of cancellation and then zap yourself.
If you do manage to get the amulet off, your strength is still abused.
History
In NetHack 3.4.3 and derived variants, the amulet is always deadly when worn. Being breathless saves you from choking whiles eating the amulet, but not from wearing it.
The inability to cast spells while wearing one is introduced in NetHack 3.6.1.
References
↑ mondata.c in NetHack 3.6.1, line 354
↑ do_wear.c in NetHack 3.6.1, line 733
↑ timeout.c in NetHack 3.6.1, line 245
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. |
# Morality Monsters
Redirect to:User:Wikid/Morality Monsters |
# Talk:Standard strategy (SLASH'EM)
Stacking half-damage artifacts
Can Neutrals really make themselves nigh-invulnerable by obtaining the Orb of Fate, Gauntlets of Defense, and Hand of Vecna? According to the half physical damage page, half damage is an intrinsic and doesn't stack; is this different in SLASH'EM? -- Slandor 15:08, June 11, 2010 (UTC)
It doesn't seem that SLASH'EM is any different in that regard, so I'll go ahead and remove that. It's certainly well worth carrying the Orb of Fate and the Hand of Vecna together though, given that the latter provides hungerless regeneration and the former half spell damage. But you're not going to make yourself invulnerable that way. -Ion frigate 19:24, June 11, 2010 (UTC)
You could also get half spell damage from the PYEC, which is lighter. Might be a question as to whether you prefer levelport or unlimited charging. Actually, so far my incredibly limited experience is that SLASH'EM generates so many artifacts that artifact wishing is unreliable. (But the point about half spell damage is a very good one -- at least in Vanilla it seems a lot more important in the late game.)
Also a really minor nitpick -- Lawfuls can use one of the new artifact armors, the really useful-looking Crown of St. Edward; but only neutrals can get artifact armor from sacrificing (which, as I said, seems a lot more reliable). Anyway, the overall point that neutrals still have the advantage with artifacts seems dead on. -- Slandor 04:13, June 12, 2010 (UTC)
The page explicitly says (somewhere else) that the GoDefense are cumulative with other half damage artifacts. Maybe we should try to figure out who added that and where they got it from? --Slandor 18:49, June 20, 2010 (UTC)
Probably not worth it; a lot of people could have added that, because it's pretty intuitive that half physical damage would stack that way, and the randomness of damage in nethack/SLASH'EM would make it hard to tell for sure if that's the case or not. I know I thought it worked that way until I saw that it couldn't in the source code, and in fact I probably included that "fact" when I rewrote the section on artifacts (I think it had been present before, but I can't honestly remember). -Ion frigate 23:22, June 20, 2010 (UTC)
Whisperfeet is listed on this page as a suggested wish, but on its own page it says it is not really a good wish. --220.255.2.29 14:04, 17 July 2011 (UTC)
Not surprising really, as this wiki is written by a lot of different people. I'll go through and look at that section though. -Ion frigate 03:25, 18 July 2011 (UTC) |
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# Kiku-ichimonji
Wikipedia has an article about:
Kiku-ichimonji
) Kiku-ichimonji
Base item
katana
Damage vs. small
1d10 +12
Damage vs. large
1d12 +12
To-hit bonus
+4
Bonus versus
(any)
Weapon skill
long sword
Size
one-handed
Affiliation
lawful(Samurai)
When carried
(none)
When wielded
(none)
When invoked
(none)
Base price
zm
Weight
[[weight|]]
Material
iron
Kiku-ichimonji is an artifact katana from SlashTHEM and dNetHack. It simply does +4 to hit and +12 damage. It is the first sacrifice gift for Samurai in these variants.
Origin
"Kiku-ichimonji" (菊一文字) literally translates to "chrysanthemum and ichi character". It's a collective name given to the Japanese swords made by the thirteen swordsmiths who were in attendance to the emperor Go-Toba in 1208.
The swordsmiths normally inscribed the character "Ichi" (一,one) as their signature. They further received permission to append the Imperial Chrysanthemum crest (菊, kiku).
The artifact weapon is inspired by the Final Fantasy series, in which Kiku-ichimonji is typically one of the more powerful weapons of the Katana class.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# User:Paxed
paxed:
paxed on NAO (stats, games, deaths, dumplogs, ttyrecs)
Runs The NetHack Patch Database
Admins nethack.alt.org
'Owner' of IRC channel #NetHack on freenode
Has written several patches
Has ascended twice, Samurai on 3.2.2 and Dwarf Archeologist on 3.4.1
Des-file format syntax highlighting
Vim: nhdes.vim
Emacs major mode: nethack-des-mode.el
Lang file for editors using gtksourceview: nethackdes.lang
Automatically generated list of NetHack source functions: User:Paxed/Source Functions
Perl script used to generate that list: nh_htmlize_wiki.pl
Perl script to convert nethack and SLASH'EM tile data files (eg. win/share/monsters.txt) into image files: mkppmtiles.perl
Templates I've done:
User:Paxed/Template:God
User:Paxed/Template:dice
User:Paxed/Template:dicemin
User:Paxed/Template:dicemax
Template:monsym
Template:monsymlink
Template:questmon
User:Paxed/Template:montilelink
User:Paxed/Template:kbd
User:Paxed/Template:kbdsym
User:Paxed/Template:tdx
HOWTO
Add new special room type
Setup Dgamelaunch
TODO
List of stuff I'll try to get around to doing:
Change all maps in articles (eg. the quest pages, soko) to use
<div class="ttymap"><replacecharsblock rules="ttymap">
Upload all of the missing nh343 source files.
Upload data.base fragments into Template:encyclopedia/foo and change the template to use those.
Fix the sidebar hover style for the atom feed link. (very tiny thing, but still bugs the hell out of me...)
Fix the hover styles for the page top & bottom links, as they're different from the side panel links. (slightly bigger line-height?)
Improve MediaWiki:Edittools.
Improve {{Monsters}} by moving it to {{Monsters/Original}} and subst it from {{Monsters}} (less main page load)
Make the {{Monsters/Original}} use {{monsymlink}} or even make something like {{msl}} which would only take the monst name as param.
Does not work unless there's a way to expand all templates.
Maybe create ttymap screenshots of games, and put a random one on the main page.
Allow NAO players do a "screenshot", a la nhsshot?
Template? Extension? to allow {{tile|tilenum}} (or with optional tile size params {{tile|tilenum|16|16}}) which would basically expand to <div style="display:inline-block;width:16px;height:16px;background-image:url('/mediawiki/images/7/7c/Vanilla_tiles.png'); background-position:64px 32px; margin:0; padding:0;"></div> or something... (like nhsshot)
Maybe need mapping tilename -> tilenum
Generic hashmapping extension? {{#hashmap|foo|bar}} reads a wiki page foo in, spits out the hash value (qux) for key bar. page foo format would be "bar=>qux" each in own line. also could cache the mapping... {{#hashmap|foo|bar|baz}} with "bar=>(zap=>zzz, baz=>yyy)" would return "yyy"... php format hashmap.
Write an article about gdb and debugging nethack, or improve Wizmode in that regard.
Fix the random true rumors, use javascript.
</replacecharsblock></div> |
# User:Derekstiles
Hi guys.
Derekstyl in #nethack, Derekstyl on NAO.
I mostly play locally.
One ascension, polyselfless Valkyrie.
anything else ask. i don't check this very often, flag me down in #nethack.
I like tourists a lot but i'm bad with them. |
# User talk:Clerisy
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 13:02, May 13, 2010 |
# Potion of blood (dNetHack)
!
Name
blood
Appearance
blood-red
Base price
350 zm
Weight
20
Monster use
Will not be used by monsters.
In dNetHack, the potion of blood is a type of potion that contains the blood of a specific monster, and appears as a "blood-red potion" when unidentified. Similar to a tin, each potion of blood must be fully identified in order to reveal which creature's blood it contains.
Generation
Potions of blood makes up 1.8% of all random potions in the dungeon.
Applying a tinning kit to a monster corpse with blood will always produce a potion of the monster's blood alongside a tin of its flesh.
All vampires have a 2⁄3 chance of generating with at least one potion of blood - they may carry anywhere from one to four potions, with an equal chance of each quantity.
Description
Quaffing a potion of blood acts similarly to opening a tin to eat, as noted above - you are told what monster's blood it smells like if you are a vampire or any non-herbivorous race, and then given a yes/no prompt for drinking it.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Custom map symbols (historic)
default GRAPHICS config.s
I compiled a modified form of display.c and was able to extract Nethack's default entries for the showsyms array, which is what you are setting with GRAPHICS. I have the defaults for DEC graphics, IBM graphics, and what Nethack calls ASCII, which is what you get with neither DEC nor IBM on (calling it ASCII is an abuse but w.e.). Il'd like to add them to the wiki, but maybe someone else could look at them first? Make sure I'm on the right track?
DEC and IBM graphics are just preconfigured values for GRAPHICS, i.e. for this array. When you turn one of those on or off it overwrites the array and any entry you've made for GRAPHICS (until you reload the game). I tested that my entries for the DEC set were correct by verifying that the level did not change when I activated DEC graphics. I've also confirmed that my entry for IBM graphics is identical to the one on the page, minus the leading zeros.
The advantage to listing these defaults is that you can start with DEC or IBM or what Nethack calls ASCII (it's what you get without DEC or IBM on), and then make just the changes you want.
Entries:
ASCII GRAPHICS: 32 124 45 45 45 45 45 45 45 45 124 124 46 45 124 43 43 35 35 46 35 35 60 62 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47
IBM GRAPHICS: 32 179 196 218 191 192 217 197 193 194 180 195 250 254 254 43 43 240 241 250 176 177 60 62 60 62 95 124 92 35 244 247 250 247 250 250 35 35 32 35 247 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 179 196 92 47 42 33 41 40 48 35 64 42 47 45 92 179 179 92 45 47 47 45 92 179 32 179 92 45 47
DEC GRAPHICS: 32 248 241 236 235 237 234 238 246 247 245 244 254 225 225 43 43 251 231 254 35 35 60 62 249 250 95 124 92 35 123 224 254 224 254 254 35 35 32 35 224 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 248 241 92 47 42 33 41 40 48 35 64 42 47 239 92 248 248 92 243 47 47 239 92 248 32 248 92 243 47
Gonna do some more testing later, but I might as well put this here for now.
Blackcustard 18:25, 17 December 2011 (UTC)
Okay I've been looking into this some more, working with the drawing.c code.
Internally Nethack stores the current graphics setin an array called showsyms. There are several ways to manipulate this graphic set.
Nethack comes packaged with 3 accessible graphics sets, a basic one that it calls ASCII, the IBM set, and the DEC set. There is also that MAC set. I haven't looked into exactly when it's used, but Il'd wager a guess it's used when Nethack is compiled for Macs :). There are also 2 sets for the rogue level, but that's obviously a special case.
There are also two ways you can define your own graphics set. The boulder, dungeon, monsters, and traps attributes let you define symbols in plain text; and then the GRAPHICS option (and DUNGEON, OBJECTS, EFFECTS, TRAPS which are just subsets of GRAPHICS) forces you to use a numeric encoding but in return lets you set some special effects.
Couple things though: 1. That traps option is bugged (causes display errors if you change it). 2. A custom graphics set defined with GRAPHICS is overwritten if you toggle IBMgraphics or DECgraphics in game (until you reload your game).
No option seems to have precedence over any other, it's just what comes first in the rc.
Here's that mac graphics set I omitted earlier. The rogue ones are trickier since the dev's didn't see fit to just make arrays for them, instead it's sort of this combination of an array for objects and a list of assignments written out in long for everything else. I'll go after those too, maybe someone wants to play Nethack with Rogue graphics after all XD.
MAC GRAPHICS: 32 248 241 236 235 237 234 238 246 247 245 244 254 225 225 43 43 251 231 254 35 35 60 62 249 250 95 124 92 35 123 224 254 224 254 254 35 35 32 35 224 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 248 241 92 47 42 33 41 40 48 35 64 42 47 239 92 248 248 92 243 47 47 239 92 248 32 248 92 243 47
Still organizing information really, I want to put a bunch of this on the wiki eventually but I'm not quite sure how to go about it yet.
Blackcustard 23:03, 17 December 2011 (UTC)
The rogue graphics were more complex, there are at least 4 versions depending on the platform Nethack was compiled for and whether IBM graphics is set.
ROGUE LEVEL GRAPHICS, IBM: 32 124 45 45 45 45 45 45 45 45 124 124 43 43 43 43 43 35 35 46 35 35 37 37 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47
ROGUE LEVEL GRAPHICS, NOT IBM: ROGUE LEVEL GRAPHICS, NOT IBM: 32 186 205 201 187 200 188 206 202 203 185 204 206 206 206 43 43 35 35 250 177 178 240 240 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47
ROGUE LEVEL GRAPHICS, ALTERNATE SET, NOT IBM: 32 186 205 201 187 200 188 206 202 203 185 204 206 206 206 43 43 35 35 250 177 178 240 240 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47
ROGUE LEVEL GRAPHICS, ALTERNATE SET, IBM: 32 124 45 45 45 45 45 45 45 45 124 124 43 43 43 43 43 35 35 46 35 35 37 37 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 1 24 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 12 4 92 45 47
According to the source, the alternate set, which more closely matches the original rogue, makes use of values that have been remapped to control characters on some operating systems, thus the set we see on the rogue level is the non-alternate set above. Need to test these.
Blackcustard 23:46, 17 December 2011 (UTC)
Of course the 2 non IBM sets are the same, as they should be. The differences are only in the IBM set. And I fixed a typo in one of those sets (left a space where I shouldn't have).
Blackcustard 20:19, 23 December 2011 (UTC)
Has anyone used the graphics option listed on the page? It's supposed to give IBM graphics, it agrees with the array I extracted from the code, according to my reading of the option setting code it should give IBM graphics, but it doesn't work for me. With putty configured to use code page 437 that graphic string gives jibberish but when I reset to ibm graphics from the options menu it looks fine. resetting to ibm graphics when your graphics string is set to that shouldn't change anything.
Can someone else replicate this? I might be doing something wrong. This is frustratingly complicated.
Blackcustard 20:19, 23 December 2011 (UTC) |
# Eladrin Lords and Ladies
The Eladrin Lords and Ladies are the rulers of the Eladrin in dNetHack. They are powerful unique angels, intended to play a role similar to the demon lords. At present, the Lords and Ladies are present in the code, but most can't be encountered in the game. Ascodel is the exception.
Contents
1 Gwynharwyf, the whirling fury
1.1 Furious whirlwind
2 Ascodel, the fallen
2.1 Bloody sunset
3 Faerinaal, the weaver
3.1 Ball of gossamer sunlight
4 Queen Mab
4.1 Coterie of motes
5 Keto, the old woman of the sea
5.1 Wide-clubbed tentacle
5.2 Ancient tempest
6 Morwel
6.1 Queen of Stars
6.2 Eternal light
Gwynharwyf, the whirling fury
A Gwynharwyf File:Gwynharwyf.png
Difficulty
34
Attacks
Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical
A Gwynharwyf File:Gwynharwyf.png
Difficulty
34
Attacks
Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical
Base level
63
Base experience
4892
Speed
24
Base AC
−7
Base MR
30
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
900
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
Gwynharwyf:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
waits for you to come.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Furious whirlwind
E furious whirlwind File:Furious whirlwind.png
Difficulty
35
Attacks
Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Engulf 1d20 physical
E furious whirlwind File:Furious whirlwind.png
Difficulty
35
Attacks
Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Weapon 4d4 physical, Engulf 1d20 physical
Base level
63
Base experience
4895
Speed
42
Base AC
−7
Base MR
30
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
huge
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
A furious whirlwind:
can fly.
has no eyes.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
never leaves a corpse.
cannot be tamed.
Ascodel, the fallen
A Ascodel File:Ascodel.png
Difficulty
38
Attacks
Touch 4d4 Vorlon explosion, Touch 4d4 Vorlon explosion, Bite 1d12 vampiric, Gaze attack 4d4 life drain
A Ascodel File:Ascodel.png
Difficulty
38
Attacks
Touch 4d4 Vorlon explosion, Touch 4d4 Vorlon explosion, Bite 1d12 vampiric, Gaze attack 4d4 life drain
Base level
66
Base experience
5283
Speed
18
Base AC
−4
Base MR
30
Alignment
−1 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
Ascodel:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is undead.
is a lord to its kind.
is male.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
waits for you to come.
can be seen through infravision.
never leaves a corpse.
resists death magic.
is a vampire.
cannot be tamed.
does not naturally regenerate HP.
Rarely, Ascodel will be summoned into battle by Pale Night.
Bloody sunset
e bloody sunset File:Bloody sunset.png
Difficulty
39
Attacks
Touch 3d12 stone choir, Touch 3d12 stone choir, Touch 3d12 vampiric, Touch 3d12 vampiric
e bloody sunset File:Bloody sunset.png
Difficulty
39
Attacks
Touch 3d12 stone choir, Touch 3d12 stone choir, Touch 3d12 vampiric, Touch 3d12 vampiric
Base level
66
Base experience
5566
Speed
18
Base AC
−4
Base MR
30
Alignment
−1 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
medium
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
The bloody sunset:
can fly.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is undead.
is a lord to its kind.
is male.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
never leaves a corpse.
resists death magic.
is a vampire.
cannot be tamed.
gives out radius-1 light.
Faerinaal, the weaver
A Faerinaal File:Faerinaal.png
Difficulty
44
Attacks
Touch 4d8 silver rapier, Touch 4d8 silver rapier, Gaze attack 2d10 stunning, Cast 0d6 (null), Cast 0d6 (null), Cast 0d6 (null)
A Faerinaal File:Faerinaal.png
Difficulty
44
Attacks
Touch 4d8 silver rapier, Touch 4d8 silver rapier, Gaze attack 2d10 stunning, Cast 0d6 (null), Cast 0d6 (null), Cast 0d6 (null)
Base level
69
Base experience
5927
Speed
16
Base AC
−12
Base MR
45
Alignment
−15 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
Faerinaal:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is male.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Ball of gossamer sunlight
e ball of gossamer sunlight File:Ball of gossamer sunlight.png
Difficulty
41
Attacks
Touch 3d12 webbing, Touch 3d12 webbing, Cast 3d12 sleep, Passive 0d10 fire
e ball of gossamer sunlight File:Ball of gossamer sunlight.png
Difficulty
41
Attacks
Touch 3d12 webbing, Touch 3d12 webbing, Cast 3d12 sleep, Passive 0d10 fire
Base level
69
Base experience
6133
Speed
20
Base AC
−22
Base MR
45
Alignment
−8 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
medium
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
The ball of gossamer sunlight:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
is a lord to its kind.
is male.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
gives out radius-1 light.
Queen Mab
A Queen Mab File:Queen Mab.png
Difficulty
43
Attacks
Weapon 1d1 physical, Touch 4d8 silver rapier, Passive 1d20 silver rapier
A Queen Mab File:Queen Mab.png
Difficulty
43
Attacks
Weapon 1d1 physical, Touch 4d8 silver rapier, Passive 1d20 silver rapier
Base level
81
Base experience
7787
Speed
36
Base AC
−7
Base MR
100
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
20
Nutritional value
20
Size
tiny
Resistances
sleep, poison, petrification
Resistances conveyed
sleep
Queen Mab:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
is female.
can follow you to other levels.
is nasty.
can pick up weapons and food.
waits for you to come.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Coterie of motes
y coterie of motes File:Coterie of motes.png
Difficulty
47
Attacks
Touch 4d8 silver rapier, Touch 4d8 silver rapier, Gaze attack 4d10 stunning, Passive 1d20 silver rapier
y coterie of motes File:Coterie of motes.png
Difficulty
47
Attacks
Touch 4d8 silver rapier, Touch 4d8 silver rapier, Gaze attack 4d10 stunning, Passive 1d20 silver rapier
Base level
81
Base experience
7966
Speed
36
Base AC
−15
Base MR
100
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
small
Resistances
sleep, poison, petrification
Resistances conveyed
sleep
The coterie of motes:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
is an overlord to its kind.
is female.
is normally generated hostile.
can follow you to other levels.
is nasty.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
gives out radius-1 light.
Keto, the old woman of the sea
A Keto
Difficulty
54
Attacks
Tentacle 4d8 drowning, Beam 8d8 soaking, Gaze attack 0d0 special, Explode on death 0d0 special
A Keto
Difficulty
54
Attacks
Tentacle 4d8 drowning, Beam 8d8 soaking, Gaze attack 0d0 special, Explode on death 0d0 special
Base level
100
Base experience
11594
Speed
18
Base AC
−7
Base MR
125
Alignment
−3 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
9000
Nutritional value
1500
Size
gigantic
Resistances
disintegration, poison, petrification
Resistances conveyed
sleep
Keto:
can swim.
can survive underwater.
has no hands.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
waits for you to come.
has infravision.
can be seen through infravision.
cannot be tamed.
Keto can produce up to two wide-clubbed tentacles at a time.
Wide-clubbed tentacle
w wide-clubbed tentacle File:Wide-clubbed tentacle.png
Difficulty
27
Attacks
Reach 4d8 physical, Claw 4d8 physical, Bearhug 4d8 drowning
w wide-clubbed tentacle File:Wide-clubbed tentacle.png
Difficulty
27
Attacks
Reach 4d8 physical, Claw 4d8 physical, Bearhug 4d8 drowning
Base level
50
Base experience
0
Speed
24
Base AC
−7
Base MR
125
Alignment
−3 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
9000
Nutritional value
1500
Size
gigantic
Resistances
sleep, disintegration, poison, petrification
Resistances conveyed
sleep
A wide-clubbed tentacle:
can swim.
can survive underwater.
has no eyes.
has no hands.
has no head.
is mindless.
is omnivorous.
is not a valid polymorphable form.
is female.
is normally generated hostile.
can follow you to other levels.
is strong.
can pick up weapons and food.
can be seen through infravision.
cannot be tamed.
Damage dealt to these tentacles is not passed on to Keto, and if one is destroyed she can produce a replacement on her next turn.
Ancient tempest
E ancient tempest File:Ancient tempest.png
Difficulty
53
Attacks
Cast 0d8 (null), Beam 8d8 soaking, Gaze attack 0d0 mist projection
E ancient tempest File:Ancient tempest.png
Difficulty
53
Attacks
Cast 0d8 (null), Beam 8d8 soaking, Gaze attack 0d0 mist projection
Base level
100
Base experience
11506
Speed
24
Base AC
−10
Base MR
125
Alignment
−3 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
gigantic
Resistances
fire, cold, sleep, shock, poison, petrification
Resistances conveyed
sleep
The ancient tempest:
can fly.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
does not appear in Gehennom.
never leaves a corpse.
cannot be tamed.
If Lady Keto transforms into her energy form, any tentacles on the field become random elementals. They do not transform back with her; instead, she will produce two new tentacles.
Morwel
The ever-mysterious Morwel may appear in a number of different forms.
Queen of Stars
A Queen of Stars File:Queen of Stars.png
Difficulty
50
Attacks
Touch 6d8 silver rapier, Touch 6d8 silver rapier, Gaze attack 4d10 stunning, Cast 5d8 silver rapier, Passive 1d20 silver rapier
A Queen of Stars File:Queen of Stars.png
Difficulty
50
Attacks
Touch 6d8 silver rapier, Touch 6d8 silver rapier, Gaze attack 4d10 stunning, Cast 5d8 silver rapier, Passive 1d20 silver rapier
Base level
81
Base experience
8157
Speed
14
Base AC
−66
Base MR
125
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1450
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
The Queen of Stars:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Eternal light
e eternal light File:Eternal light.png
Difficulty
54
Attacks
Touch 6d8 silver rapier, Touch 6d8 silver rapier, Touch 6d8 silver rapier, Touch 6d8 silver rapier, Cast 5d8 silver rapier, Passive 3d20 silver rapier
e eternal light File:Eternal light.png
Difficulty
54
Attacks
Touch 6d8 silver rapier, Touch 6d8 silver rapier, Touch 6d8 silver rapier, Touch 6d8 silver rapier, Cast 5d8 silver rapier, Passive 3d20 silver rapier
Base level
81
Base experience
8322
Speed
18
Base AC
−66
Base MR
125
Alignment
−20 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
small
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
The eternal light:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
is an overlord to its kind.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed. |
# Light source
Light sources cast light over a number of squares. To light any light source, use the apply command, a.
Lit areas can be displayed in brighter characters using the game option lit_corridor.
Contents
1 Table of light sources
2 The Candelabrum
3 Lanterns and lamps
3.1 Magic lamps
4 Sunsword
5 Candles
5.1 Generation
5.2 Effects
5.3 History
6 Monster light sources
7 Encyclopedia
7.1 Brass lantern
7.2 Lamp
7.3 Candle
8 SLASH'EM
9 See also
10 References
Table of light sources
Light sources are generated to stay lit for the number of turns in the table below. They are generated in the quantity and BUC state shown. Cursed light sources will sometimes not light.
Light source
Radius
Turns
Weight
Generated
potion of oil
1
400
20
12.5% blessed, 75% uncursed, 12.5% cursed
tallow candle
2
200
2
1 to 7; 10% blessed, 80% uncursed, 10% cursed
wax candle
2
400
2
1 to 7; 10% blessed, 80% uncursed, 10% cursed
brass lantern
3
1000 to 1499
30
10% blessed, 80% uncursed, 10% cursed
magic lamp
3
Infinite
20
25% blessed, 50% uncursed, 25% cursed
oil lamp
3
1000 to 1499
20
10% blessed, 80% uncursed, 10% cursed
Sunsword
3/2/1 (B/U/C)
Infinite
40
10% blessed, 80% uncursed, 10% cursed
Candelabrum of Invocation
4
See below
10 (empty) – 24 (with 7 candles)
Unique item
Prior to 3.6.1, the Candelabrum always weighed 10 aum regardless of the number of candles attached.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
New light sources are added: gold dragon scales (radius 3/2/1 (B/U/C)) and gold dragon scale mail (radius 4/3/2 (B/U/C))
The Candelabrum
Main article: Candelabrum of Invocation
Candles can be applied to the Candelabrum of Invocation. The Candelabrum acts like an ordinary light source if at least one candle is applied to it. It will burn as many turns as the shortest-lived[1] candle attached to it. However, each time you light it anywhere other than on the vibrating square, the remaining life will immediately be cut in half[2] ("The candles are being rapidly consumed!"). The Candelabrum will not light if cursed.
Light radius 4:
..............xxxxx.....xxxxxxx...xxxxxxxxx..xxxxxxxxx..xxxx@xxxx..xxxxxxxxx..xxxxxxxxx...xxxxxxx.....xxxxx..............
Lanterns and lamps
(
Name
oil lamp
Appearance
lamp
Base price
10 zm
Weight
20
Material
copper
Monster use
Will not be used by monsters.
(
Name
brass lantern
Appearance
brass lantern
Base price
20 zm
Weight
30
Material
copper
Monster use
Will not be used by monsters.
Brass lanterns and oil lamps can be refilled by charging them; blessed charging will refill them to 1500 turns, and uncursed charging will add 750 turns to a maximum of 1500. An oil lamp with 1000 or fewer turns left can also be refilled by #dipping it into a potion of oil, getting twice the remaining turns left in the potion. (Attempting to refill an oil lamp with a lit potion of oil, or while the lamp is lit, will cause an explosion dealing 6d6 points of damage). No lamp can be filled beyond 1500 turns.
Light radius 3:
..........................xxx.......xxxxx.....xxxxxxx....xxx@xxx....xxxxxxx.....xxxxx.......xxx..........................
Magic lamps
(
Name
magic lamp
Appearance
lamp
Base price
50 zm
Weight
20
Material
copper
Monster use
Will not be used by monsters.
Main article: Magic lamp
Magic lamps never run out of power, and may summon a djinni and lead to a wish when #rubbed.
Sunsword
Main article: Sunsword
Light radius: 3 if blessed, 2 if uncursed, and 1 if cursed.[3]
..........................xxx.......xxxxx.....xxxxxxx....xxx@xxx....xxxxxxx.....xxxxx.......xxx..........................
.....................................xxx.......xxxxx......xx@xx......xxxxx.......xxx.....................................
................................................xxx........x@x........xxx................................................
The artifact weapon Sunsword will act as a light source whenever wielded, either by you or by a monster.
Candles
(
Name
tallow candle
Appearance
candle
Base price
10 zm
Weight
2
Material
wax
Monster use
Will not be used by monsters.
(
Name
wax candle
Appearance
candle
Base price
20 zm
Weight
2
Material
wax
Monster use
Will not be used by monsters.
The only differences between wax and tallow candles are their lifespans (400 turns for a wax candle, 200 for tallow), value, and that eating tallow candles breaks vegetarian conduct. You can mix different candle types on the Candelabrum, though it will burn only as long as the shortest-lived candle.
Generation
Candles can be randomly generated or wished for, but some can nearly always be found in Izchak's lighting shop in Minetown, some gnomes will generate carrying them, and the top floor of Vlad's Tower always includes at least eight candles. When you wish for candles, you can specify up to seven (the number needed on the Candelabrum) and are guaranteed to receive that many.
Effects
Light radius 2:
.....................................xxx.......xxxxx......xx@xx......xxxxx.......xxx.....................................
A single candle has a light radius of 2; the radius increases by one for every additional power of 7. Therefore, a stack of 7 candles lights up a 3 square radius, 49 a 4 square radius, 343 a 5 square radius and so forth[4].
Candles hold a special place in the game, as seven of them are needed for the invocation ritual. They must be attached to the Candelabrum of Invocation before you begin the ritual proper, although they may have been partially burnt beforehand, and you may freely mix wax and tallow, blessed, uncursed, and cursed candles.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
The light radius of a lit stack of candles now grows as the square root of the number of candles instead of logarithmically. 4 candles now gives a radius of 3, 9 candles gives 4, and so on. Only 16 candles are now required to get a larger light radius than the Candelabrum of Invocation.
History
Seven candles are the only non-unique items that are required to win the game, but in versions of NetHack prior to 3.6.0 (and some variants based on such versions) they were not guaranteed to appear at any point in the Mazes of Menace. Izchak's lighting shop was guaranteed, but Minetown is a possible bones level, and even a fresh shop was not guaranteed to have the requisite seven. It was therefore possible not to find enough randomly generated candles to perform the invocation, and players had to resort to polypiling tools, using a wish (a wish will always produce up to seven candles, in an exception to the ordinary mechanics of wishing for multiple items), and less-savory techniques such as pudding farming.
As of 3.6.0, the top level of Vlad's Tower now contains two stacks of 4-8 wax and tallow candles and is ineligible for bones, so every game is guaranteed to generate a minimum of eight candles regardless of the player's conducts.
Monster light sources
Currently all monsters that emit light create a light of radius 1 around themselves. Light-emitting monsters[5] are y yellow light, y black light, e flaming sphere, e shocking sphere, v fire vortex and E fire elemental.
In the following chart, @ is the light-emitting monster and x is the area lit by it.
................................................xxx........x@x........xxx................................................
Encyclopedia
Brass lantern
While pretending to be a fancy safety lamp, it is in fact
battery powered. A discreet little switch is marked "on/off"
in elaborate lettering.
[ Adventure 770, by Mike Arnautov ]
Lamp
The entry is the same for both oil and magic lamps:
When he came to himself he told his mother what had passed,
and showed her the lamp and the fruits he had gathered in the
garden, which were in reality precious stones. He then asked
for some food.
"Alas! child," she said, "I have nothing in the house, but I
have spun a little cotton and will go and sell it."
Aladdin bade her keep her cotton, for he would sell the lamp
instead. As it was very dirty she began to rub it, that it
might fetch a higher price. Instantly a hideous genie
appeared, and asked what she would have. She fainted away,
but Aladdin, snatching the lamp, said boldly:
"Fetch me something to eat!"
[ Aladdin, from The Arabian Nights, by Andrew Lang ]
Candle
The entry is the same for both tallow and wax candles, as well as the Candelabrum of Invocation:
Faustus: Come on Mephistopheles. What shall we do?
Mephistopheles: Nay, I know not. We shall be cursed with bell,
book, and candle.
Faustus: How? Bell, book, and candle, candle, book, and bell,
Forward and backward, to curse Faustus to hell.
Anon you shall hear a hog grunt, a calf bleat, and an ass bray,
Because it is Saint Peter's holy day.
(Enter all the Friars to sing the dirge)
[ Doctor Faustus and Other Plays, by Christopher Marlowe ]
SLASH'EM
SLASH'EM adds new light emitting monsters, and modifies some existing monsters to have larger light radii. All lights and fire vortices have a light radius of 3. Fire elementals and fire vampires have a light radius of 2. Flaming and shocking spheres and wax golems have a light radius of 1.
Wax golems drop wax candles when destroyed, making candles more common.
Magic candles, candles that aren't consumed when used, are also added in SLASH'EM.
See also
wand of light
scroll of light
spellbook of light
References
↑ src/apply.c in NetHack 3.6.0, line 1162
↑ src/apply.c in NetHack 3.6.0, line 1107
↑ src/light.c in NetHack 3.6.1, line 676
↑ src/light.c in NetHack 3.6.0, line 617
↑ include/mondata.h in NetHack 3.6.0, line 151
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.2. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate. |
# Talk:Saving
really very poor if you ask me
in response to the "Really save? [yn]" what does pressing escape do? which imbecile thought that would be a good idea? --194.116.198.189 12:37, 24 February 2012 (UTC)
Pressing escape is equivalent to "n" for me. Blackcustard 21:55, 24 February 2012 (UTC)
dumps me out and doesn't save. i can see that pressing escape to dywypi would dump out, but this is silly. --86.178.157.45 22:23, 24 February 2012 (UTC)
What version are you playing? What server? What OS? Slashem, acehack, nao nethack, vanilla, mac vanilla, linux vanilla, etc. I tested in vanilla 3.4.3 on windows XP and it was just "no don't save, let me get back to playing." Same thing with nao's vanilla 3.4.3. Blackcustard 16:00, 25 February 2012 (UTC) |
# User:Ray Chason
I am a software developer in Columbia, MD, USA.
My NetHack credentials:
My first game was in late 1988; the then-current version was NetHack 2.3e.
I have ascended at least once in every class except Knight, including the pre-3.3.0 Elf class.
Alas, I still have yet to ascend in any 3.0 version, even as a Valkyrie. These, to put it briefly, have much of the modern bestiary, but provide few of the modern resources to contend with them.
These days, I'm as much a NetHack hacker as a NetHack player:
I published the Hell Patch, which I've got to get around to updating someday.
I brought a Spanish translation out of the realm of wouldn't-it-be-nice, though being a Gringo, I am by no means the only participant in this project.
For those of you who play TTY in Windows, I am the "ray" in nhraykey.dll. (Alas, this also means I am personally responsible for bug W343-4.) This was a back-port of some of the stuff I did for Spanish NetHack to improve the workings of non-USA keyboards.
As a sort of freelance NetHack archeologist, I uncovered the PDP-11 and PC/IX ports of a pre-Brouwer Hack and also the UNI87A archive that made Hack 1.0.2 whole again.
I am presently writing up some earlier variants of NetHack, in particular those ancestral to SLASH'EM. |
# User talk:Drizzt
Welcome!
Welcome!
Hi, Drizzt! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting.
-- New user message (talk) 08:04, 25 September 2022 (UTC) |
# Talk:Fire
Same questions as "Cold" page. Does everything always burn (I don't think so)? If equations are unknown anything might be helpful: if I trigger fire trap with 10 scrolls would I lose about 8 or about 2? Does container protect my stuff? Does fire resistance protect stuff (I don't think so)? Does reflection? DemonDoll 18:00, 20 May 2009 (UTC)
I think how many scrolls you lose also depends on your luck.
If we start adding all the exceptions, like scrolls/books of fire, we will probably duplicate a lot of existing articles, and the article will become as unreadable as altar is now. Does anybody have a good idea? Tjr 15:43, 21 May 2009 (UTC)
What exceptions? I think the "reflection deflects rays" says enough in this section. It's hard for me to say how to improve this section because I'm actually unclear on this game mechanic so please answer the following question: "When a naked character with no relevant intrinsics that is holding 10 non-stacked scrolls is hit by fire, will each and every scroll burn with 100% probability?" If so, this should be made just a tiny bit clearer in the article. If not, what are the probabilities? Maybe I'm just a dense newb but what are the exceptions? DemonDoll 18:02, 21 May 2009 (UTC)
Exceptions: For one, scrolls/books of fire will never burn. Assuming the game is true to itself, there will be gazillions of special cases. For example, does reflection defer a pyrolisk's gaze attack (yes)? Does it matter in what order scrolls are in the game's internal object list, i. e. in what order you picked them up (dunno)? What happens if your are hit by several attacks (probably one after the other)? What happens if the spellbook you are reading is burnt(dunno)? If you cast fire (not fireball at skilled) at yourself, is your inventory affected(guess no)? Does intrinsic reflection (poly into silver dragon) protect your inventory (guess yes)? Are dropped objects on your square affected when monsters attack you (yes if wand, no if gaze)?
I have added as much as I know. The burning scrolls question just doesn't apply in my playing style: I will stop carrying scrolls and potions in the open as soon as I have a bag and some non-flammable escape items. Even with reflection, magic traps (mines,quest) can have fire traps effects and burn a lot of precious stuff. But I have had only a subset of scrolls being burnt.-Tjr 23:50, 21 May 2009 (UTC) |
# Drow (monster)
The drow is an elf-like monster in SLASH'EM and dNetHack.
Contents
1 SLASH'EM
2 dNetHack
2.1 Drow
2.2 Hedrow warrior
2.3 Hedrow wizard
2.4 Drow matron
2.5 Embraced drowess
2.6 Hedrow blademaster
SLASH'EM
@ drow
Difficulty
9
Attacks
Weapon 2d4 sleep, Weapon 2d4
@ drow
Difficulty
9
Attacks
Weapon 2d4 sleep, Weapon 2d4
Base level
6
Base experience
89
Speed
12
Base AC
4
Base MR
60
Alignment
−9 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
800
Nutritional value
350
Size
Medium
Resistances
sleep
Resistances conveyed
sleep (40%)
A drow:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is an elf.
is a lord to its kind.
is male.
is normally generated hostile.
is strong.
can pick up weapons and food.
normally appears in small groups.
may turn against you when tame.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3757
Drow possess a sleep attack, and their corpse has a decent chance of providing sleep resistance. They are also a playable race in SLASH'EM.
dNetHack
In addition to elaborating on SLASH'EM's drow starting race, dNetHack adds several classes of drow that can be encountered in the Mazes of Menace.
Drow
@ drow
Difficulty
12
Attacks
Weapon 1d8 physical
@ drow
Difficulty
12
Attacks
Weapon 1d8 physical
Base level
10
Base experience
216
Speed
12
Base AC
10
Base MR
2
Alignment
−3 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A drow:
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is not a valid polymorphable form.
is strong.
can pick up weapons and food.
can be seen through infravision.
cannot be tamed.
The generic drow now only appears when turn undead is used on a corpse from a drow zombie, similar to human and elf monsters in vanilla. Its stats are almost identical to those of the elf.
Hedrow warrior
@ hedrow warrior File:Hedrow warrior.png
Difficulty
10
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Magic 0d3 mage spell
@ hedrow warrior File:Hedrow warrior.png
Difficulty
10
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Magic 0d3 mage spell
Base level
6
Base experience
135
Speed
12
Base AC
10
Base MR
60
Alignment
−9 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A hedrow warrior:
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is male.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
normally appears in small groups.
may turn against you when tame.
cannot be tamed.
The hedrow warrior attacks with weapons coated in sleep poison, and may also carry potions of sleeping. They use drow racial equipment, meaning that their armor may evaporate if they stand too long in the light. However, their cloaks offer good protection against light.
Their spellcasting can be blocked by standing on an Elbereth square, and has shorter range and a longer cooldown than is typical.
Hedrow wizard
@ hedrow wizard File:Hedrow wizard.png
Difficulty
12
Attacks
Weapon 1d4 physical, Magic 0d6 mage spell
@ hedrow wizard File:Hedrow wizard.png
Difficulty
12
Attacks
Weapon 1d4 physical, Magic 0d6 mage spell
Base level
9
Base experience
201
Speed
12
Base AC
10
Base MR
40
Alignment
−6 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A hedrow wizard:
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is male.
is normally generated hostile.
is strong.
can pick up weapons and food.
can be seen through infravision.
appears only in Gehennom.
may turn against you when tame.
cannot be tamed.
Drow matron
@ drow matron
Difficulty
15
Attacks
Weapon 2d4 physical, Magic 0d0 clerical spell
@ drow matron
Difficulty
15
Attacks
Weapon 2d4 physical, Magic 0d0 clerical spell
Base level
12
Base experience
366
Speed
12
Base AC
10
Base MR
60
Alignment
−9 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A drow matron:
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is an overlord to its kind.
is female.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
may turn against you when tame.
cannot be tamed.
The drow matron uses drow racial equipment and can cast clerical spells, with summon spiders substituted for summon insects.
Embraced drowess
@ embraced drowess File:Embraced drowess.png
Difficulty
27
Attacks
Cast 0d0 clerical spell, Passive 2d4 webbing
@ embraced drowess File:Embraced drowess.png
Difficulty
27
Attacks
Cast 0d0 clerical spell, Passive 2d4 webbing
Base level
24
Base experience
786
Speed
24
Base AC
4
Base MR
100
Alignment
9 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
An embraced drowess:
has no eyes.
has no hands.
has no limbs.
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
is female.
is normally generated hostile.
is strong.
can pick up weapons and food.
can be seen through infravision.
may turn against you when tame.
cannot be tamed.
does not move.
Hedrow blademaster
@ hedrow blademaster File:Hedrow blademaster.png
Difficulty
18
Attacks
Weapon 3d4 physical, Weapon 3d4 physical, Magic 0d4 mage spell
@ hedrow blademaster File:Hedrow blademaster.png
Difficulty
18
Attacks
Weapon 3d4 physical, Weapon 3d4 physical, Magic 0d4 mage spell
Base level
14
Base experience
354
Speed
14
Base AC
10
Base MR
60
Alignment
−6 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A hedrow blademaster:
has a head, a couple of arms, and a torso.
is carnivorous.
is herbivorous.
is omnivorous.
is male.
is normally generated hostile.
is strong.
can pick up weapons and food.
can be seen through infravision.
appears only in Gehennom.
may turn against you when tame.
cannot be tamed.
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# The Staff of Aesculapius
) The Staff of Aesculapius
Base item
quarterstaff
Damage vs. small
1d6 ×2 +1d8
Damage vs. large
1d6 ×2 +1d8
To-hit bonus
+0
Bonus versus
not drain resistant
Weapon skill
quarterstaff
Size
two-handed
Affiliation
neutralHealerintelligent
When carried
(none)
When wielded
hungerless regenerationdrain resistance
When invoked
heals HPcures sickness,sliming, and blindness
Base price
5000 zm
Weight
40
Material
wood
The Staff of Aesculapius is the Healer quest artifact. It is the prize for completing the Healer quest, and is neutral for wishing purposes. Its base item type is a quarterstaff.
Contents
1 Effects
2 Strategy
2.1 Average damage calculation
3 History
4 Origin
5 Variants
5.1 SLASH'EM
5.2 dNetHack
5.3 SlashTHEM
6 Encyclopedia entry
7 References
Effects
The Staff of Aesculapius gives hungerless regeneration and drain resistance while wielded, and deals double damage to all monsters without drain resistance and drains levels from them - the life-draining itself applies a further +1d8 damage to the target's current and maximum HP, and restores half of that damage to the wielder's current HP. This bonus damage is not doubled, and does not apply against monsters with drain resistance.
When #invoked, it heals you by half of the HP needed to return to full health and cures sickness, blindness (unless it was caused by gunk, as from a cream pie) and sliming.[1]
Strategy
See also: Invoke § Optimum invocation schedule
For Healers, the Staff when wielded by the Cyclops ensures that you will want to avoid melee range if at all possible, or else be able to dispatch him quickly; failing that, they can exploit his lack of magic resistance or MR score using the wands and spells at their disposal.
Like all staves, The Staff of Aesculapius is two-handed, and the danger of a curse staff and an abundance of drain-resistant hostiles in Gehennom makes it a somewhat unpopular late-game weapon. However, as an intelligent artifact the Staff resists 80% of all curses - half spell damage and/or magic resistance can reduce the odds of it being cursed even further. The #tip extended command also ensures that you can still get to any bagged holy water or remove curse scrolls with a cursed Staff in your hands.
The Staff of Aesculapius is the only neutral artifact that provides drain resistance, making it a tempting (though ultimately optional) wish candidate for other neutral characters.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons.
Weapon
Drain resistant
Not drain resistant
+0 Staff of Aesculapius
+7 Staff of Aesculapius
History
The Staff of Aesculapius is introduced along with most of the other quest artifacts in NetHack 3.1.0.
In NetHack 3.4.3 and earlier versions, the #tip command did not exist, making it perilous if the Staff's resistance fails to prevent it from becoming cursed. The Staff of Aesculapius was also occasionally used in drain for gain strategies.
Origin
Wikipedia has an article about:
Staff of Aesculapius
In ancient Greek mythology, the Staff of Aesculapius - primarily known as the Rod of Asclepius, and also known as the "asklepian" - is a serpent-entwined rod, ⚕. The Caduceus of Hermes, ☤, is a similar symbol of commerce with two snakes around it, and both staves were gifted to each deity by Apollo - as a result, the caduceus often occurs in similar contexts due to being confused with the Rod, and is likely the reason Hermes serves as the neutral god of the Healer pantheon.
Aesculapius (or Asclepius) is one of the sons of Apollo and a deity associated with the healing aspect of medicine - the snake and staff are separate symbols of Asclepius that may represent the dual natures of medical practice and drugs as capable of either inducing sickness and death, or bringing health and extending life. Snakes were also considered sacred beings of wisdom, health and resurrection by ancient Greeks, partly by virtue of regularly shedding their skin, while the staff is interpreted as a walking stick, and thus a symbol of support and growth. One of Asclepius's more famous temples was located on the island of Kos, where the legendary "father of medicine" Hippocrates is said to have begun his career - the Oath attributed to him (as seen in the encyclopedia entry for the Healer) swears by "Apollo the physician, and Aesculapius, and Health, and All-heal", the latter two of which refers to Asclepius's daughters, Hygieia and Panacea.
As a mortal, Asclepius was educated by Apollo and more formally by the centaur Chiron in the arts of medicine. Some stories assert that Asclepius was his original name, while others suggest that he was originally named Hepius and received his new name from curing a ruler named Ascles, who suffered a seemingly-incurable eye ailment. Asclepius eventually became so proficient as a healer that he could cheat death and bring others back to life - this led to Zeus killing him with a thunderbolt when either Hades began accusing Asclepius of stealing his subjects, or Zeus himself became afraid that Asclepius would teach the art of resurrection to others. Apollo retaliated by killing the Cyclopes who made Zeus's thunderbolts, leading to his temporary banishment from Olympus; Asclepius's body was placed among the stars as the constellation Ophiuchus. Zeus later resurrected Asclepius as a god upon Apollo's request and gave him a place on Olympus. In NetHack, the player character kills the Cyclops to retrieve the Staff of Aesculapius and curses Zeus upon obtaining it, suggesting that this myth is the basis for their quest.
Variants
SLASH'EM
In SLASH'EM, The Staff of Aesculapius no longer protects against life drain, although the encyclopedia entry describing the artifact is unchanged.[2] Fortunately, there are more sources in SLASH'EM, such as the amulet of drain resistance. Finding a source of drain resistance also makes facing the Cyclops as a Healer much less perilous, leaving his strong weapon attacks to contend with.
In addition, the #tip command does not exist here, so players using The Staff of Aesculapius should keep at least one means of uncursing it in open inventory - the 4⁄5 chance of resisting curses still works in The Staff's favor, as does having magic resistance and/or half spell damage.
dNetHack
In dNetHack, The Staff of Aesculapius is a silver-shod quarterstaff, and appears as a serpent-entwined staff when unidentified. The silver grants it more utility as an offensive weapon for Healers in Gehennom, and dNetHack additionally has the #tip command, as well as various other sources of curse resistance and removal.
SlashTHEM
SlashTHEM both adds the #tip command from later versions of NetHack and restores the Staff's drain resistance.
Encyclopedia entry
This staff is considered sacred to all healers, as it truly
holds the powers of life and death. When wielded, it
protects its user from all life draining attacks, and
additionally gives the wielder the power of regeneration.
When invoked it performs healing magic.
References
↑ src/artifact.c in NetHack 3.6.6, line 1455: code for HEALING effect
↑ artilist.h in SLASH'EM 0.0.7E7F2, line 350: The Staff has NO_DFNS in place of the vanilla DRLI(0, 0) |
# File:Earth Mage.png
File
File history
File usageNo higher resolution available.
Earth_Mage.png (16 × 16 pixels, file size: 476 bytes, MIME type: image/png)
A 16x16 SLASH'EM monster tile.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current18:15, 29 November 201016 × 16 (476 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
You cannot overwrite this file.
File usage
The following page uses this file:
Earth Mage |
# User talk:AjbRad
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 13:33, September 24, 2009 |
# User talk:Eidolos
lol eidolos
GreyKnight 18:32, 4 August 2006 (UTC)
lol i hacked your page
Contents
1 You are now sysop!
2 Super-HP Ascension
3 Elbereth
4 ttyrecc
5 De-admin
You are now sysop!
Based on the decision in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you are now a "sysop" = "administrator". This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me, ZeroOne, or Jayt. --Kernigh 02:21, 8 September 2006 (UTC)
Super-HP Ascension
On NAO, you ascended as number 7 on the score list with 1007555/1007555 HP? How the heck do you do that? Fredil Yupigo 23:14, 31 January 2008 (UTC)
I'm guessing Eidolos made a bot to farm puddings and pray. That does sort of abuse game mechanics and server bandwidth, which is why there's only one instance. --75.177.119.118 09:58, 22 February 2008
Actually it was the polyself bug. Eidolos is so naughty. ContraDuck 12:39, 22 February 2008 (UTC)
Hehehe. I saw that ttyrec, why did he keep stoning and unstoning Medusa? Does that do anything at XL30? Fredil Yupigo 00:35, 18 March 2008 (UTC)
For a billion points in only a few hours. People like telling me they've found my corpses and statues (because I'm in the top ten high score list). Eidolos 02:52, 18 March 2008 (UTC)
Elbereth
The Internet Troll turns to flee! — Preceding unsigned comment added by 74.128.32.90 (talk • contribs) 17 February 2009
ttyrecc
I found those two instructional ttyrecs and I think a link should be put somewhere here so that they don't get lost.
drawbridge
Master Kaen
I put the link to Kaen ttyrec to Master Kaen#Drain_life page.
De-admin
Hi, since you've been absent quite some time, I've removed your admin rights. If you ever want them back, please just say so. You'll get them, no questions asked. --Tjr 00:15, 1 October 2011 (UTC) |
# User:Tungtn/Sokoban Level 1o
This is one of the new possible maps for Sokoban Level 1 in GruntHack. It has 10 boulders and 8 pits, leaving 2 spare boulders.
This map would also feature in UnNetHack were it not for a (possible) bug in the level/dungeon specification. If it was featured, it could appear flipped horizontally or vertically.
--- 0 boulder
---- -->-- ^ pit
|??-----...| > starting position/downstairs
|..^^^..00.| < upstairs
|^----.-.0.| ? scroll of earth (GruntHack only)
|^----.|.0.|
|^||.0.|0..|
|^||..0-.0.|
|^||.0..0..|
|<||..--...|
------------
Strategy
The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'.
All boulders are replaced by letters so they can be referred to. Moving the boulders is shortened to r for right, l for left, u for up, d for down. An asterisk is used to denote that the last move filled a pit (and thus removed the boulder from the game). So "N ddrr*" means move boulder N two times down and two times to the right into a pit.
First and most importantly, arrange the boulders in the entrance area:
--- H d
---- --@-- C l
|??-----...| D d
|..^^^..AB.| B d
|^----.-.C.|
|^----.|.D.|
|^||.E.|F..|
|^||..G-.H.|
|^||.I..J..|
|<||..--...|
------------
Fill in the first three pits:
--- A lll*
---- -->-- B ulll ll*
|??-----...| C ulll ll*
|..^^^..A@.|
|^----.-CB.|
|^----.|...|
|^||.E.|FD.|
|^||..G-...|
|^||.I..JH.|
|<||..--...|
------------
Collect the scrolls of earth and fill the last five pits:
--- D uuul llll llld*
---- -->-- F uuul llll lldd*
|??-----...| H uuuu ulll llll lddd*
|...@......| J uuuu ulll llll dddd*
|^----.-...| G uuuu llll lddd dd*
|^----.|...|
|^||.E.|FD.|
|^||..G-...|
|^||.I..JH.|
|<||..--...|
------------
The level is now complete. Remember to check under the last two boulders for items.
---
---- -->--
|..-----...|
|..........|
|.----.-...|
|.----.|...|
|.||.E.|...|
|@||...-...|
|.||.I.....|
|<||..--...|
------------
Next level
In GruntHack, this would lead to the second level of Sokoban. In UnNetHack, Sokoban has only three levels per game, collapsing the 'second' levels into the first floor, so this would instead lead straight to the pool of third levels. |
# Related changes
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21 July 2023
20:27 Oilskin sack (diff | hist) . . (+74) . . Umbire the Phantom (talk | contribs) (→Strategy: elaborate some)
17 July 2023
19:04
Sokoban Level 1n (3 changes | history)
. .
(+1,251) . .
[Umbire the Phantom (3×)]
19:04
(cur | prev) . . (-785) . . Umbire the Phantom (talk | contribs) (bit more formatting - can leave off the right side deal for Un so as not to over-complicate things)
18:45
(cur | prev) . . (+85) . . Umbire the Phantom (talk | contribs) (→Next level: un)
18:45
(cur | prev) . . (+1,951) . . Umbire the Phantom (talk | contribs) (just noticed a p. critical mistake... this is probably the ideal fix) |
# Talk:Zorkmid
There is a clear difference between Zorkmid and gold piece, Zorkmid is the currency and gold pieces are the coinage. In American English an item may cost 1 dollar, but you pay with a 1 dollar bill. E.g. nethack could possibly have silver coins as well, being worth less Zorkmids than a gold piece but still be allowed as method of payment.
The gold piece is an object, the Zorkmid not. The DevTeam separated them very well I think. Since the concepts are different, it could possibly be split into two articles, but that might also be confusing. Maybe the page could be called "gold piece" since it might be preferred that every object in the game has its own page.
The term "coin(s)" for gold pieces (used often on the wiki) is maybe a little misleading. I doubt there will be a face of Rodney on every piece even before it is digged up by a dwarf :-).
Just my thoughts, --BlackShift 07:14, 29 August 2006 (UTC)
$ a pile of coins (gold piece)
the game itself refers to gold pieces as coins, so we should to! there's no description of what is printed on the head or tail side though! --BlackShift 07:26, 29 August 2006 (UTC)
Contents
1 Inventory letters...
2 Uses
3 Generation
4 BUC status
Inventory letters...
What happens if your inventory is full, you pick up a loadstone (letter adjusted to #) and you want to drop your zm? [unsigned]
Just type "d", for dropping a single item or stack, and then select $, which will always refer to the gold coins in your base inventory. But regardless, I do not believe you can pick up a loadstone if your pack is full, and if a loadstone is adjusted to #, and you have coins in your pack, the coins have their own letter already, and the loadstone does not hinder this in any way. Natso 16:30, 22 June 2008 (UTC)
Uses
I think this page could benefit from a brief list of uses? Paying shopkeeper, buying protection, buying prophecies, buying passage through Demon Lord levels, making leprechauns teleport etc...
Yidda 03:38, February 28, 2010 (UTC)
Done. Please improve it. -Tjr 13:41, February 28, 2010 (UTC)
Generation
I know that piles of gold laying around the dungeon grow greater in some proportion to the level you're on -- i.e., a pile of gold on level 1 is, on average, far less than a pile of gold on level 48. How is it calculated? I suspect it's a number of (x)-sided dice, which would explain why you don't see them generated at random on levels -1 and above... Delbow 02:49, 13 April 2012 (UTC)
BUC status
The page mentions that zorkmids have no BUC status, but it can be polymorphed, and there the BUC status matters. I assume it is Uncursed for that purpose? If so, that should be mentioned on the page --PQ (talk) 16:25, 21 February 2018 (UTC) |
# File:Sink.png
File
File history
File usageNo higher resolution available.
Sink.png (16 × 16 pixels, file size: 219 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the item 'sink'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:33, 1 August 200616 × 16 (219 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'sink'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following page uses this file:
List of vanilla NetHack tiles |
# Options
Contents
1 Configuration file
2 In-game
3 Command line
4 Options
4.1 AUTOCOMPLETE
4.2 acoustics
4.3 align
4.4 autodescribe
4.5 autodig
4.6 autoopen
4.7 autopickup
4.8 AUTOPICKUP_EXCEPTION
4.9 autoquiver
4.10 BIND
4.11 blind
4.12 bones
4.13 boulder
4.14 catname
4.15 character
4.16 checkpoint
4.17 checkspace
4.18 CHOOSE
4.19 clicklook
4.20 cmdassist
4.21 confirm
4.22 dark_room
4.23 disclose
4.24 dogname
4.25 extmenu
4.26 female
4.27 fixinv
4.28 force_invmenu
4.29 fruit
4.30 gender
4.31 goldX
4.32 help
4.33 herecmd_menu
4.34 hilite_pet
4.35 hilite_pile
4.36 hilite_status
4.37 hitpointbar
4.38 horsename
4.39 ignintr
4.40 implicit_uncursed
4.41 legacy
4.42 lit_corridor
4.43 lootabc
4.44 mail
4.45 male
4.46 mention_walls
4.47 menucolors
4.48 menustyle
4.49 menu_deselect_all
4.50 menu_deselect_page
4.51 menu_first_page
4.52 menu_headings
4.53 menu_invert_all
4.54 menu_invert_page
4.55 menu_last_page
4.56 menu_next_page
4.57 menu_objsyms
4.58 menu_overlay
4.59 menu_previous_page
4.60 menu_search
4.61 menu_select_all
4.62 menu_select_page
4.63 menu_tab_sep
4.64 msghistory
4.65 msg_window
4.66 MSGTYPE
4.67 name
4.68 news
4.69 nudist
4.70 null
4.71 number_pad
4.72 packorder
4.73 paranoid_confirmation
4.74 perm_invent
4.75 pettype
4.76 pickup_burden
4.77 pickup_thrown
4.78 pickup_types
4.79 pile_limit
4.80 playmode
4.81 pushweapon
4.82 race
4.83 rest_on_space
4.84 role
4.85 roguesymset
4.86 rlecomp
4.87 runmode
4.88 safe_pet
4.89 sanity_check
4.90 scores
4.91 showexp
4.92 showrace
4.93 showscore
4.94 silent
4.95 sortloot
4.96 sortpack
4.97 SOUND
4.98 sparkle
4.99 standout
4.100 status_updates
4.101 statushilites
4.102 statuslines
4.103 suppress_alert
4.104 symset
4.105 time
4.106 timed_delay
4.107 tombstone
4.108 toptenwin
4.109 travel
4.110 verbose
4.111 vt_tiledata
4.112 whatis_coord
4.113 whatis_filter
4.114 whatis_menu
4.115 whatis_moveskip
4.116 windowtype
4.117 wizkit
4.118 zerocomp
5 Window Port Customization Options
5.1 align_message
5.2 align_status
5.3 ascii_map
5.4 color
5.5 eight_bit_tty
5.6 font_map
5.7 font_menu
5.8 font_message
5.9 font_status
5.10 font_text
5.11 font_size_map
5.12 font_size_menu
5.13 font_size_message
5.14 font_size_status
5.15 font_size_text
5.16 fullscreen
5.17 large_font
5.18 map_mode
5.19 mouse_support
5.20 player_selection
5.21 popup_dialog
5.22 preload_tiles
5.23 scroll_amount
5.24 scroll_margin
5.25 selectsaved
5.26 softkeyboard
5.27 splash_screen
5.28 tile_width
5.29 tile_height
5.30 tile_file
5.31 tiled_map
5.32 use_darkgray
5.33 use_inverse
5.34 vary_msgcount
5.35 windowcolors
5.36 wraptext
6 Platform-specific Customization options
6.1 altkeyhandler
6.2 altmeta
6.3 BIOS
6.4 DECgraphics
6.5 flush
6.6 IBMgraphics
6.7 MacGraphics
6.8 page_wait
6.9 rawio
6.10 soundcard
6.11 subkeyvalue
6.12 video
6.13 videocolors
6.14 videoshades
7 References
The game options affect the look and feel of the game.
They can be changed:
permanently in the configuration file at one of the following locations:
Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\)
DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe)
Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc
pre-OSX-Mac and BeOS: NetHack Defaults
Amiga, Atari, OS/2 and VMS: NetHack.cnf
temporarily by using the in-game options screen, accessible by pressing shift + o in the game
each time the game is run, on the command line.
when the game is compiled.
There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.
Configuration file
Options are usually prefixed by 'OPTIONS=' on each line.
Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity:
OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space
For compound options, the option name and value are separated by a colon:
OPTIONS=catname:Mirri
The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri.
Any line beginning with a '#' is a comment; i.e. the line is ignored.
Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games.
If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults)
In-game
The in-game configuration menu is brought up by pressing shift + o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options.
Some options cannot be changed in-game.
Command line
You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example:
NETHACKOPTIONS=boulder:0, color, autodig
or
NETHACKOPTIONS=@/home/username/.nethackrc
Options
AUTOCOMPLETE
Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example:
AUTOCOMPLETE=zap,!annotate
acoustics
Enable messages about what your character hears. Boolean option, defaults to TRUE.
align
Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic:
OPTIONS=align:!c
autodescribe
Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting.
autodig
Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
autoopen
Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent.
autopickup
Main article: Autopickup
Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game.
AUTOPICKUP_EXCEPTION
Main article: Autopickup_exception
Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information.
autoquiver
Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
BIND
Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example:
BIND=!:loot,^v:untrap,M-x:terrain
See Binding keys for a more detailed description and a list of bindable special commands.
blind
Start the character permanently blind. Boolean option, defaults to FALSE. Persistent.
bones
Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent.
boulder
Set the symbol used to display boulders. For example boulder:0
Compound option with default value of `. Can be set in-game.
Can also be defined using ASCII value, and without the OPTIONS prefix simply as
BOULDER=48
For example, BOULDER=64 would be equal to OPTIONS=boulder:@.
See also Custom map symbols#BOULDER
This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions.
catname
Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example:
OPTIONS=catname:Whiskers
character
Synonym for role.
checkpoint
Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game.
checkspace
Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation.
CHOOSE
Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example:
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
clicklook
Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE.
cmdassist
NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game.
confirm
Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
dark_room
Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent.
disclose
Controls the prompts at the end of the game. Possible values are
i - disclose your inventory
a - disclose your attributes
v - summarize monsters you've killed
g - list genocided monsters
c - display conduct
o - display dungeon overview
Each of those values can be preceded with a value that tells how it behaves. The possible values are
y - prompt, defaults to yes
n - prompt, defaults to no
+ - disclose without prompting
- - don't disclose, don't prompt
The listing of killed monsters can be sorted, so there are two additional choices for v:
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
For example
OPTIONS=disclose:yi na +v -g -c -o
Persistent.
dogname
Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example:
OPTIONS=dogname:Cujo
extmenu
Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport.
female
An obsolete synonym for gender:female. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
fixinv
An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
force_invmenu
Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE.
fruit
Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game.
gender
Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game.
goldX
When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off.
help
If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands.
hilite_pet
Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game.
hilite_pile
Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE.
hilite_status
If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar.
This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax.
For a full guide on configuring status hilites, see Status hilites.
The whole feature can be disabled by turning the statushilites option off.
hitpointbar
Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on.
horsename
Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname.
ignintr
Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE.
legacy
Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game.
lit_corridor
Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
lootabc
Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
mail
Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game.
male
An obsolete synonym for gender:male. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
mention_walls
Give feedback when walking against a wall. Boolean value, defaults to FALSE.
menucolors
Main article: Menucolors
Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches.
menustyle
Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values:
Option
Description
traditional
prompt for object class characters, followed by an object-by-object prompt for all matching items
combination
prompt for object classes of interest, then display a menu of matching objects
partial
skip the object class filtering and immediately display a menu of all objects
full
display a menu of object classes, and then a menu of matching objects
menu_deselect_all
Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game.
menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game.
menu_first_page
Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game.
menu_headings
Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game.
menu_invert_page
Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game.
menu_last_page
Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game.
menu_next_page
Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '>'. Cannot be set in-game.
menu_objsyms
Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE.
menu_overlay
Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE.
menu_previous_page
Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '<'. Cannot be set in-game.
menu_search
Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game.
menu_select_all
Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game.
menu_select_page
Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game.
menu_tab_sep
Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes.
msghistory
Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game.
msg_window
How to show the latest messages recalled with ^P. Compound option, with the following possible values:
Option
Description
single
show single message
combination
two messages as single, then as full
full
full window, oldest message first
reversed
full window, newest message first
You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'.
Can be set in-game only if playing the TTY windowport.
MSGTYPE
Main article: MSGTYPE
Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs.
name
The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role.
Cannot be set in-game.
news
Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE.
nudist
Start the character with no armor. Boolean option, defaults to FALSE. Persistent.
null
Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent.
number_pad
Use the number keys to move instead of hjklyubn. Valid options are:
Option
Description
0
move by letters; 'yuhjklbn'
1
move by numbers; digit 5 acts as G movement prefix
2
like 1 but 5 works as g prefix instead of as G
3
by numbers using phone key layout; 123 above, 789 below
4
combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt + 5 means G, and alt + 0 mean I
-1
by letters but use z to go northwest, y to zap wands (for German keyboards)
With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc).
For backwards compatibility, number_pad without a value is synonymous to number_pad:1.
packorder
Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent.
paranoid_confirmation
A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray.
Option
Description
Confirm
for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no
quit
require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode
die
require "yes" rather than 'y' to confirm dying (applies only to explore mode)
bones
require "yes" rather than 'y' to confirm saving bones data when dying in debug mode
attack
require "yes" rather than 'y' to confirm attacking a peaceful monster
pray
require 'y' to confirm an attempt to pray rather than immediately praying; on by default
wand-break
require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only)
Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only)
Remove
require selection from inventory for R and T commands even when wearing just one applicable item
all
turn on all of the above
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m.
By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list:
OPTIONS=paranoid_confirmation:attack pray Remove
perm_invent
Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent.
pettype
Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game.
pickup_burden
Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent.
playmode
Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play.
pushweapon
If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
race
Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent.
rest_on_space
Space waits for a turn. This is considered by some as a very easy way to get killed.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
role
Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level.
rlecomp
When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file.
runmode
Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values:
Option
Description
teleport
update the map after movement has finished
run
update the map after every seven or so steps (default)
walk
update the map after each step
crawl
like walk, but pause briefly after each step
safe_pet
Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game.
sanity_check
This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE.
scores
Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces:
o - show my own score. Can be prefixed with ! to not show own score.
Xa - show X scores around own score
Xt - show X scores from the top
For example:
OPTIONS=scores:10t 2a o
showexp
Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
showrace
Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game.
showscore
Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL.
silent
Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are:
Option
Description
full
always sort the lists
loot
only sort the lists that don't use inventory letters, like with the #loot and pickup commands
none
show lists the traditional way without sorting
sortpack
Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
SOUND
Main article: User sounds
Allows user-defined sound file to be played when a message is shown.
sparkle
Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay.
Boolean option, defaults to TRUE. Can be set in-game. Persistent.
standout
Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent.
status_updates
Allow updates to the status lines at the bottom of the screen (default true).
statushilites
Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting.
Only useful when you have status hilite rules configured; see the hilite_status option for more information.
statuslines
Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface.
suppress_alert
Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes:
OPTIONS=suppress_alert:3.3.1
symset
Main article: symset
Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options.
NHAccess (Recommended for blind players)
MACgraphics
IBMGraphics_2
IBMGraphics_1
IBMgraphics
DECgraphics
Individual symbols may be set using the following format:
SYMBOLS=S_boulder:0
SYMBOLS=S_golem:7
SYMBOLS=S_ghost:8
For a complete list of symbol names, please see the symset article.
time
Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
timed_delay
On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle.
Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent.
tombstone
Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
toptenwin
Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
travel
Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
verbose
Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
vt_tiledata
Main article: vt_tiledata
Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack.
whatis_coord
When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ('east' or '3s' or '2n,4w')
f - full compass ('east' or '3south' or '2north,4west')
m - map
<x,y> (map column x=0 is not used)
s - screen [row,column] (row is offset to match tty usage)
n - none (no coordinates shown). Default.
The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'.
whatis_filter
When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to:
n - no filtering (default)
v - in view only
a - in same area only (e.g. same room or same corridor)
The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward.
whatis_menu
When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off.
whatis_moveskip
When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off.
windowtype
Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example:
OPTIONS=windowtype:tty
wizkit
Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing.
For example, if you enter this path to a text file in your config:
WIZKIT=wizkit.txt
And the contents of wizkit.txt are:
blessed monster detection
ring of levitation
amulet of yendor
2 blessed genocide
Then your character start with those items in their inventory, in addition to the normal starting items.
zerocomp
When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file.
Window Port Customization Options
align_message
Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
align_status
Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
ascii_map
NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game.
color
Main article: colors
NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game.
In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator.
If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock.
eight_bit_tty
NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game.
font_map
NetHack should use a font by the chosen name for the map window.
font_menu
NetHack should use a font by the chosen name for menu windows.
font_message
NetHack should use a font by the chosen name for the message window.
font_status
NetHack should use a font by the chosen name for the status window.
font_text
NetHack should use a font by the chosen name for text windows.
font_size_map
NetHack should use this size font for the map window.
font_size_menu
NetHack should use this size font for menu windows.
font_size_message
NetHack should use this size font for the message window.
font_size_status
NetHack should use this size font for the status window.
font_size_text
NetHack should use this size font for text windows.
fullscreen
NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game.
If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size).
large_font
NetHack should use a large font.
map_mode
NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options.
mouse_support
Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game.
player_selection
NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game.
popup_dialog
NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game.
preload_tiles
NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game.
scroll_amount
NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game.
scroll_margin
NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game.
selectsaved
NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option.
softkeyboard
Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game.
splash_screen
NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes.
tile_width
Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_height
Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_file
Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game.
tiled_map
NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only). Boolean option.
use_inverse
Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game.
vary_msgcount
NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds.
windowcolors
NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game.
OPTIONS=windowcolors:wintype fground/bground
where wintype is one of menu, message, status, text,
and fground and bground are colors, either a hexadecimal #rrggbb,
one of the named colors (black, red, green, brown,
blue, magenta, cyan, orange, brightgreen, yellow, brightblue,
brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua),
or one of Windows UI colors (activeborder, activecaption,
appworkspace, background, btnface, btnshadow, btntext,
captiontext, graytext, greytext, highlight, highlighttext,
inactiveborder, inactivecaption, menu, menutext, scrollbar,
window, windowframe, windowtext).
Example:
OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000
wraptext
NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game.
Platform-specific Customization options
altkeyhandler
Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey.
altmeta
Enables extended command shortcuts, such as alt + d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3]
BIOS
Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game.
DECgraphics
Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE.
Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics.
flush
Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game.
IBMgraphics
Main article: IBMgraphics
Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game.
Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics.
MacGraphics
Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics.
Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics.
page_wait
Show --more-- after a page of messages. A boolean, Macs only, defaults to on.
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only.
Note: DEC Rainbows hang if this is turned on. Cannot be set in-game.
soundcard
Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game.
video
Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles.
Cannot be set in-game.
videocolors
Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan.
Cannot be set in-game.
Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors.
videoshades
Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color.
Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal.
Cannot be set in-game.
References
↑ src/pickup.c in NetHack 3.6.6, line 1404
↑ esc followed by d on unix systems also works
↑ src/options.c in NetHack 3.6.0, line 54
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
</x,y> |
# File:Fell beast.png
File
File history
File usage
MetadataNo higher resolution available.
Fell_beast.png (16 × 16 pixels, file size: 2 KB, MIME type: image/png)
Summary
A 16x16 SpliceHack monster tile.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current05:55, 7 September 201916 × 16 (2 KB)Agulp (talk | contribs)A 16x16 SpliceHack monster tile. Category:SpliceHack Monsters
You cannot overwrite this file.
File usage
The following page uses this file:
Fell beast
Metadata
This file contains additional information, probably added from the digital camera or scanner used to create or digitize it.
If the file has been modified from its original state, some details may not fully reflect the modified file.
Compression schemeUncompressedPixel compositionRGB |
# Maanzecorian
. Maanzecorian File:Maanzecorian.png
Difficulty
34
Attacks
Weapon 8d8 physical, Touch 4d8 physical, Cast 0d6 mage spell, Cast 2d8 clerical spell
. Maanzecorian File:Maanzecorian.png
Difficulty
34
Attacks
Weapon 8d8 physical, Touch 4d8 physical, Cast 0d6 mage spell, Cast 2d8 clerical spell
Base level
27
Base experience
1223
Speed
18
Base AC
0
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1450
Nutritional value
400
Size
medium
Resistances
sleep, poison
Resistances conveyed
sleep
Maanzecorian:
can fly.
can phase through walls.
can survive underwater.
does not breathe.
has a head, a couple of arms, and a torso.
does not have a solid form.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is undead.
is an overlord to its kind.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
resists death magic.
may turn against you when tame.
cannot be tamed.
does not naturally regenerate HP. |
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24 July 2023
m 05:20 Dot (diff | hist) . . (-1) . . Umbire the Phantom (talk | contribs) (→dNetHack: typo)
01:17 N (diff | hist) . . (+65) . . Umbire the Phantom (talk | contribs) (improve formatting, reorg, etc.)
m 00:17 , (diff | hist) . . (-2) . . Umbire the Phantom (talk | contribs) (tweak)
23 July 2023
23:12
Dot (3 changes | history)
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(+684) . .
[Umbire the Phantom (3×)]
23:12
(cur | prev) . . (+112) . . Umbire the Phantom (talk | contribs) (add use)
23:06
(cur | prev) . . (+20) . . Umbire the Phantom (talk | contribs) (→dNetHack: tweak)
23:02
(cur | prev) . . (+552) . . Umbire the Phantom (talk | contribs) (format)
05:57
, (8 changes | history)
. .
(+420) . .
[Umbire the Phantom (2×); Ion frigate (6×)]
m
05:57
(cur | prev) . . (0) . . Umbire the Phantom (talk | contribs) (ack)
05:57
(cur | prev) . . (-9) . . Umbire the Phantom (talk | contribs) (Oh hey, wanted to do this myself but got sidetracked. Lemme polish it up)
05:41
(cur | prev) . . (+2) . . Ion frigate (talk | contribs) (trying not to use item in two different senses)
05:37
(cur | prev) . . (0) . . Ion frigate (talk | contribs) (this seems least bad)
05:37
(cur | prev) . . (-10) . . Ion frigate (talk | contribs) ("comma character" does sound weird)
05:27
(cur | prev) . . (+78) . . Ion frigate (talk | contribs) (Another use - menu should perhaps be its own article)
05:22
(cur | prev) . . (-1) . . Ion frigate (talk | contribs) (whitespace)
05:17
(cur | prev) . . (+360) . . Ion frigate (talk | contribs) (Expand this into its own article) (Tag: Removed redirect)
05:19 Template:ASCII (diff | hist) . . (-15) . . Ion frigate (talk | contribs) (fix link now that this is its own article)
05:18
Unused symbols (2 changes | history)
. .
(-383) . .
[Umbire the Phantom; Ion frigate]
05:18
(cur | prev) . . (-140) . . Ion frigate (talk | contribs) (remove reference to ,)
00:32
(cur | prev) . . (-243) . . Umbire the Phantom (talk | contribs) (Then it's not unused)
m 00:35 ` (diff | hist) . . (+13) . . Umbire the Phantom (talk | contribs) (→Historical uses: word choice)
22 July 2023
m 07:35
0 (2 changes | history)
. .
(+8) . .
[Umbire the Phantom (2×)]
m
07:35
(cur | prev) . . (+9) . . Umbire the Phantom (talk | contribs) (potholes)
m
06:46
(cur | prev) . . (-1) . . Umbire the Phantom (talk | contribs) (spacing, typo) |
# Create pool
Create pool is a monster spell that is new to SLASH'EM. It is a mage spell that can be cast by monsters of level 13 or higher. As its name implies, it creates a pool at the hero's current location, which can be a cause of instadeath by drowning.
Fortunately, the spell is not often selected by monsters if you don't have the Amulet of Yendor.
Strategy
If you are playing SLASH'EM, you should include in your ascension kit a way of dealing with this spell:
Flying, levitation and water walking will prevent you from falling into the pool.
Swimming and magical breathing will allow you to survive the fall into the pool; however, your equipment will still suffer water damage.
You might be able to climb out of the pool and survive; however, you should not rely on this. Most monsters that can cast this spell can also cast summon nasties, which could result in you being surrounded (especially on a maze level).
You might be able to teleport out of the pool; however, relying on this is a bad idea, since it won't work on a no-teleport level.
An amulet of life saving will save you from death by drowning. It will obviously not remove the monster who created the pool, leaving you vulnerable to another attack by the same monster.
Be aware that if the spell is cast at the Castle, it creates Lethe waters. In this case, the water damage to your equipment can be devastating, as it not only rusts but also reduces enchantment, among other things. Generally, one should always be flying or levitating at SLASH'EM's castle, if only to avoid accidents with the Lethe waters.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
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22:42 Weapon (diff | hist) . . (+495) . . Cathartes (talk | contribs) (→Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info) |
# P
Printable ASCII characters
~
!
@
#
$
%
^
&
*
(
)
_
+
space
`
1
2
3
4
5
6
7
8
9
0
-
=
{
}
|
Qq
Ww
Ee
Rr
Tt
Yy
Uu
Ii
Oo
Pp
:
"
[
]
\
Aa
Ss
Dd
Ff
Gg
Hh
Jj
Kk
Ll
?
;
'
Ctrl
Zz
Xx
Cc
Vv
Bb
Nn
Mm
,
.
/
<
>
Alt
p represents a piercer:
p rock piercer
p iron piercer
p glass piercer
P represents a pudding or ooze:
P gray ooze
P brown pudding
P black pudding
P green slime
Press p to pay your shopping bill.
Press shift + p to put on a ring, an amulet, or other accessory.
Press ctrl + p to repeat previous messages.
SLASH'EM
SLASH'EM introduces new creatures that use the P glyph:
P pudding or ooze:
P moldy pudding
P shoggoth
P giant shoggoth |
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EvilHack (3 changes | history)
. .
(+1,958) . .
[K2 (3×)]
m
16:09
(cur | prev) . . (+1,831) . . K2 (talk | contribs) (→Shields: details)
m
15:42
(cur | prev) . . (+113) . . K2 (talk | contribs) (→Game mechanics: placeholder for new skills)
m
15:15
(cur | prev) . . (+14) . . K2 (talk | contribs) (→Air: more wording)
23 July 2023
08:36 EvilHack (diff | hist) . . (-82) . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing)
21 July 2023
14:30
EvilHack (3 changes | history)
. .
(+1,487) . .
[K2 (3×)]
m
14:30
(cur | prev) . . (+17) . . K2 (talk | contribs) (→Major changes: convicts and thievery)
14:17
(cur | prev) . . (+1,444) . . K2 (talk | contribs) (→Game mechanics: open air)
m
13:42
(cur | prev) . . (+26) . . K2 (talk | contribs) (→Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
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. .
(+1,958) . .
[K2 (3×)]
m
16:09
(cur | prev) . . (+1,831) . . K2 (talk | contribs) (→Shields: details)
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15:42
(cur | prev) . . (+113) . . K2 (talk | contribs) (→Game mechanics: placeholder for new skills)
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15:15
(cur | prev) . . (+14) . . K2 (talk | contribs) (→Air: more wording)
23 July 2023
08:36 EvilHack (diff | hist) . . (-82) . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing)
21 July 2023
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation)
14:30
EvilHack (3 changes | history)
. .
(+1,487) . .
[K2 (3×)]
m
14:30
(cur | prev) . . (+17) . . K2 (talk | contribs) (→Major changes: convicts and thievery)
14:17
(cur | prev) . . (+1,444) . . K2 (talk | contribs) (→Game mechanics: open air)
m
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(cur | prev) . . (+26) . . K2 (talk | contribs) (→Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# File:4fold Circle of Acheron.png
File
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4fold_Circle_of_Acheron.png (270 × 270 pixels, file size: 16 KB, MIME type: image/png)
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current19:48, 7 June 2013270 × 270 (16 KB)Chris (talk | contribs)
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User:Chris/dNetHack/Circle of Acheron |
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[K2 (3×)]
m
16:09
(cur | prev) . . (+1,831) . . K2 (talk | contribs) (→Shields: details)
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m
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(cur | prev) . . (+14) . . K2 (talk | contribs) (→Air: more wording)
m 08:36 Price identification (diff | hist) . . (+3) . . Umbire the Phantom (talk | contribs) (→GruntHack: word choice)
23 July 2023
08:36 EvilHack (diff | hist) . . (-82) . . Umbire the Phantom (talk | contribs) (pass for word choice and rephrasing)
08:18
Black market (SLASH'EM) (4 changes | history)
. .
(-135) . .
[Umbire the Phantom; Ion frigate (3×)]
08:18
(cur | prev) . . (-140) . . Umbire the Phantom (talk | contribs) (improve level description)
07:03
(cur | prev) . . (+5) . . Ion frigate (talk | contribs) (really use show preview to fix link)
07:03
(cur | prev) . . (+1) . . Ion frigate (talk | contribs) (really fix link)
07:02
(cur | prev) . . (-1) . . Ion frigate (talk | contribs) (fix link)
22 July 2023
23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations)
21 July 2023
14:30
EvilHack (3 changes | history)
. .
(+1,487) . .
[K2 (3×)]
m
14:30
(cur | prev) . . (+17) . . K2 (talk | contribs) (→Major changes: convicts and thievery)
14:17
(cur | prev) . . (+1,444) . . K2 (talk | contribs) (→Game mechanics: open air)
m
13:42
(cur | prev) . . (+26) . . K2 (talk | contribs) (→Game mechanics: move artifact twoweaponing behavior under 'twoweaponing' section)
18 July 2023
m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# Showbuc
ShowBUC
Author
Pasi Kallinen
Download
link
Bilious PatchDB
198
This patch adds a config option to always show BUC status if it is known. By default, "uncursed" is never shown to priests, or to anybody for items with known charges or enchantment.
The NAO game server has this patch enabled.
See Also
Options#showbuc |
# File:Clear jelly.png
File
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Clear_jelly.png (16 × 16 pixels, file size: 396 bytes, MIME type: image/png)
A 16x16 SLASH'EM monster tile.
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current16:17, 26 November 201016 × 16 (396 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
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Jelly
Jelly (SLASH'EM) |
# File:Two-headed troll.png
File
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Two-headed_troll.png (16 × 16 pixels, file size: 483 bytes, MIME type: image/png)
A 16x16 SLASH'EM monster tile.
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current16:19, 26 November 201016 × 16 (483 bytes)Paxedbot (talk | contribs)A 16x16 SLASH'EM monster tile. Category:16x16 tilesCategory:SLASH'EM monsters
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The following page uses this file:
Two-headed troll |