A Guide to the Mazes of Menace

Guidebook for NetHack

Original version - Eric S. Raymond

(Edited and expanded for NetHack 3.7.0 by Mike Stephenson and others)

January 24, 2026


1. Introduction

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

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

In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at the entrance and spend the night sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon….

2. What is going on here?

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

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

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

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

Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

When NetHack’s ancestor rogue first appeared, its screen orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; NetHack continues this fine tradition. Unlike text adventure games that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen. A minimum screen size of 24 lines by 80 columns is recommended; if the screen is larger, only a 21x80 section will be used for the map.

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

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

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

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

The bat bites!

    ------
    |....|    ----------
    |.<..|####...@...$.|
    |....-#   |...B....+
    |....|    |.d......|
    ------    -------|--

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

3.1. The status lines (bottom)

The bottom two (or three) lines of the screen contain several cryptic pieces of information describing your current status. Figure 1 shows the traditional two-line status area below the map. Figure 2 shows just the status area, when the statuslines:3 option has been set (not all interfaces support this option). If any status line becomes wider than the screen, you might not see all of it due to truncation. When the numbers grow bigger and multiple conditions are present, the two-line format will run out of room on the second line, but statuslines:2 is the default because a basic 24-line terminal isn’t tall enough for the third line.

Here are explanations of what the various status items mean:

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

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

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

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

Intelligence Intelligence affects your ability to cast spells and read spellbooks.

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

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

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

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

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

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

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

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

Experience Your current experience level. If the showexp option is set, it will be followed by a slash and experience points. As you adventure, you gain experience points. At certain experience point totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. (By the time your level reaches double digits, the usefulness of showing the points with it has dropped significantly. You can use the ‘O’ command to turn showexp off to avoid using up the limited status line space.)

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

Status Hunger: your current hunger status. Values are Satiated, Not Hungry (or Normal), Hungry, Weak, and Fainting. Not shown when Normal. Encumbrance: an indication of how what you are carrying affects your ability to move. Values are Unencumbered, Burdened, Stressed, Strained, Overtaxed, and Overloaded. Not shown when Unencumbered. Fatal conditions: Stone (aka Petrifying, turning to stone), Slime (turning into green slime), Strngl (being strangled), FoodPois (suffering from acute food poisoning), TermIll (suffering from a terminal illness). Non-fatal conditions: Blind (can’t see), Deaf (can’t hear), Stun (stunned), Conf (confused), Hallu (hallucinating). Movement modifiers: Lev (levitating), Fly (flying), Ride (riding). Other conditions and modifiers exist, but there isn’t enough room to display them with the other status fields.

The #attributes command (default key ^X) will show all current status information in unabbreviated format. It also shows other information which might be included on the status lines if those had more room.

3.2. The message line (top)

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

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

3.3. The map (rest of the screen)

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

- The horizontal or corner walls of a room, or an open east/west door.

| The vertical walls of a room, or an open north/south door, or a grave.

. The floor of a room, or ice, or a doorless doorway, or the span of an open drawbridge.

# A corridor, or iron bars, or a tree, or the portcullis of a closed drawbridge. Note: engravings in corridors also appear as # but are shown in a different color from normal corridor locations.

> Stairs down: a way to the next level.

< Stairs up: a way to the previous level.

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

@ Your character or a human or an elf.

$ A pile of gold.

^ A trap (once you have detected it).

) A weapon.

[ A suit or piece of armor.

% Something edible (not necessarily healthy).

? A scroll.

/ A wand.

= A ring.

! A potion.

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

" An amulet or a spider web.

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

` A boulder or statue or an engraving on the floor of a room. Note: statues are displayed as if they were the monsters they depict so won’t appear as a grave accent (aka back-tick).

0 An iron ball.

_ An altar, or an iron chain.

{ A fountain or a sink.

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

\ An opulent throne.

a-z  and A-H J-Z  and @&':; Letters and certain other symbols represent the various inhabitants of the Mazes of Menace. Watch out, they can be nasty and vicious. Sometimes, however, they can be helpful.

I Rather than a specific type of monster, this marks the last known location of an invisible or otherwise unseen monster. Note that the monster could have moved. The s, F, and m commands may be useful here.

1-5 The digits 1 through 5 may be displayed, marking unseen monsters sensed via the Warning attribute. Less dangerous monsters are indicated by lower values, more dangerous by higher values.

You need not memorize all these symbols; you can ask the game what any symbol represents with the / command (see the next section for more info).

4. Commands

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

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

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

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

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

/ The whatis command, to tell what a symbol represents. You may choose to specify a location or type a symbol (or even a whole word) to explain. Specifying a location is done by moving the cursor to a particular spot on the map and then pressing one of ., ,, ;, or :. . will explain the symbol at the chosen location, conditionally check for More info? depending upon whether the help option is on, and then you will be asked to pick another location; , will explain the symbol but skip any additional information, then let you pick another location; ; will skip additional info and also not bother asking you to choose another location to examine; : will show additional info, if any, without asking for confirmation. When picking a location, pressing the ESC key will terminate this command, or pressing ? will give a brief reminder about how it works. If the autodescribe option is on, a short description of what you see at each location is shown as you move the cursor. Typing # while picking a location will toggle that option on or off. The whatis_coord option controls whether the short description includes map coordinates. Specifying a name rather than a location always gives any additional information available about that name. You may also request a description of nearby monsters, all monsters currently displayed, nearby objects, or all objects. The whatis_coord option controls which format of map coordinate is included with their descriptions.

& Tell what a command does.

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

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

[yuhjklbn] Go one step in the direction indicated (see Figure 3). If you sense or remember a monster there, you will fight the monster instead. Only these one-step movement commands cause you to fight monsters; the others (below) are safe.

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

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

m[yuhjklbn] Prefix: move without picking up objects or fighting (even if you remember a monster there). A few non-movement commands use the ‘m’ prefix to request operating via menu (to temporarily override the menustyle :traditional option). Primarily useful for ‘,’ (pickup) when there is only one class of objects present (where there won’t be any “what kinds of objects?” prompt, so no opportunity to answer m at that prompt). The prefix will make #travel command show a menu of interesting targets in sight. It can also be used with the ‘\’ (known, show a list of all discovered objects) and the ‘`’ (knownclass, show a list of discovered objects in a particular class) commands to offer a menu of several sorting alternatives (which sets a new value for the sortdiscoveries option); also for #vanquished and #genocided commands to offer a sorting menu. A few other commands (eat food, offer sacrifice, apply tinning-kit, drink/quaff, dip, tip container) use the ‘m’ prefix to skip checking for applicable objects on the floor and go straight to checking inventory, or (for #loot to remove a saddle), skip containers and go straight to adjacent monsters. In debug mode (aka wizard mode), the m prefix may also be used with the #teleport and #wizlevelport commands.

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

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

G[yuhjklbn] or <Control>+[yuhjklbn] Prefix: similar to g, but forking of corridors is not considered interesting. Note: <Control>+<key> means holding the <Control> or <Ctrl> key down like <Shift> while typing and releasing <key>, then releasing <Control>. ^<key> is used as shorthand elsewhere in the Guidebook to mean the same thing. Control characters are case-insensitive so ^x and ^X are the same.

M[yuhjklbn] Old versions supported ‘M’ as a movement prefix which combined the effect of ‘m’ with <Control>+<direction>. That is no longer supported as a prefix but similar effect can be achieved by using ‘m’ and G <direction> in combination. m can also be used in combination with g <direction>, <Control>+<direction>, or <Shift>+<direction>.

_ Travel to a map location via a shortest-path algorithm. The shortest path is computed over map locations the hero knows about (e.g. seen or previously traversed). If there is no known path, a guess is made instead. Stops on most of the same conditions as the ‘G’ prefix, but without picking up objects, so implicitly forces the ‘m’ prefix. For ports with mouse support, the command is also invoked when a mouse-click takes place on a location other than the current position.

. Wait or rest, do nothing for one turn. Precede with the m prefix to wait for a turn even next to a hostile monster, if safe_wait is on.

a Apply (use) a tool (pick-axe, key, lamp…). If used on a wand, that wand will be broken, releasing its magic in the process. Confirmation is required.

A Remove one or more worn items, such as armor. Use T (take off) to take off only one piece of armor or R (remove) to take off only one accessory.

^A Repeat the previous command.

c Close a door.

C Call (name) a monster, an individual object, or a type of object. Same as extended command #name.

^C Panic button. Quit the game.

d Drop something. For example d7a means drop seven items of object a.

D Drop several things. In answer to the question What kinds of things do you want to drop? [!%= BUCXPaium] you should type zero or more object symbols possibly followed by a and/or i and/or u and/or m. In addition, one or more of the blessed/uncursed/cursed groups may be typed.

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

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

^D Kick something (usually a door).

e Eat food. Normally checks for edible item(s) on the floor, then if none are found or none are chosen, checks for edible item(s) in inventory. Precede e with the m prefix to bypass attempting to eat anything off the floor. If you attempt to eat while already satiated, you might choke to death. If you risk it, you will be asked whether to “continue eating?” if you survive the first bite. You can set the paranoid_confirmation:eating option to require a response of yes instead of just y.

E Engrave a message on the floor. E- - write in the dust with your fingers.

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

f Fire (shoot or throw) one of the objects placed in your quiver (or quiver sack, or that you have at the ready). You may select ammunition with a previous Q command, or let the computer pick something appropriate if autoquiver is true. If your wielded weapon has the throw-and-return property, your quiver is empty, and autoquiver is false, you will throw that wielded weapon instead of filling the quiver. This will also automatically use a polearm if wielded. If fireassist is true, firing will automatically try to wield a launcher (for example, a bow or a sling) matching the ammo in the quiver; this might take multiple turns, and get interrupted by a monster. Remember to swap back to your main melee weapon afterwards. See also t (throw) for more general throwing and shooting.

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

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

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

o Open a door.

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

^O Show overview. Shortcut for #overview: list interesting dungeon levels visited. (Prior to 3.6.0, ^O was a debug mode command which listed the placement of all special levels. Use #wizwhere to run that command.)

p Pay your shopping bill.

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

^P Repeat previous message. Subsequent ^Ps repeat earlier messages. For some interfaces, the behavior can be varied via the msg_window option.

q Quaff (drink) something (potion, water, etc). When there is a fountain or sink present, it asks whether to drink from that. If that is declined, then it offers a chance to choose a potion from inventory. Precede q with the m prefix to skip asking about drinking from a fountain or sink.

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

r Read a scroll or spellbook.

R Remove a worn accessory (ring, amulet, or blindfold). If you’re wearing more than one, you’ll be prompted for which one to remove. When you’re only wearing one, then by default it will be removed without asking, but you can set the paranoid_confirmation:Remove option to require a prompt. This command may also be used to take off armor. The prompt for which inventory item to remove only lists worn accessories, but an item of worn armor can be chosen. (See the T command below. It lists armor as the inventory choices but will accept an accessory and attempt to remove it.)

^R Redraw the screen.

s Search for secret doors and traps around you. It usually takes several tries to find something. Precede with the m prefix to search for a turn even next to a hostile monster, if safe_wait is on. Can also be used to figure out whether there is still a monster at an adjacent “remembered, unseen monster” marker.

S Save the game (which suspends play and exits the program). The saved game will be restored automatically the next time you play using the same character name. In normal play, once a saved game is restored the file used to hold the saved data is deleted. In explore mode, once restoration is accomplished you are asked whether to keep or delete the file. Keeping the file makes it feasible to play for a while then quit without saving and later restore again. There is no “save current game state and keep playing” command, not even in explore mode where saved game files can be kept and re-used.

t Throw an object or shoot a projectile. There’s no separate shoot command. If you throw an arrow while wielding a bow, you are shooting that arrow and any weapon skill bonus or penalty for bow applies. If you throw an arrow while not wielding a bow, you are throwing it by hand and it will generally be less effective than when shot. See also f (fire) for throwing or shooting an item pre-selected via the Q (quiver) command, with some extra assistance.

T Take off armor. If you’re wearing more than one piece, you’ll be prompted for which one to take off. (Note that this treats a cloak covering a suit and/or a shirt, or a suit covering a shirt, as if the underlying items weren’t there.) When you’re only wearing one, then by default it will be taken off without asking, but you can set the paranoid_confirmation:Remove option to require a prompt. This command may also be used to remove accessories. The prompt for which inventory item to take off only lists worn armor, but a worn accessory can be chosen. (See the R command above. It lists accessories as the inventory choices but will accept an item of armor and attempt to take it off.)

^T Teleport, if you have the ability.

v Display version number.

V Display the game history.

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

Some characters can wield two weapons at once; use the X command (or the #twoweapon extended command) to do so.

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

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

X Toggle two-weapon combat, if your character can do it. Also available via the #twoweapon extended command. (In versions prior to 3.6 this keystroke ran the command to switch from normal play to explore mode, also known as discovery mode, which has now been moved to #exploremode and M-X.)

^X Display basic information about your character. Displays name, role, race, gender (unless role name makes that redundant, such as Caveman or Priestess), and alignment, along with your patron deity and his or her opposition. It also shows most of the various items of information from the status line(s) in a less terse form, including several additional things which don’t appear in the normal status display due to space considerations. In normal play, that’s all that ^X displays. In explore mode, the role and status feedback is augmented by the information provided by enlightenment magic.

z Zap a wand. z. - to aim at yourself, use \. for the direction.

Z Zap (cast) a spell. Z. - to cast at yourself, use \. for the direction.

^Z Suspend the game UNIX" versions with job control only)." ( See #suspend below for more details.

: Look at what is here.

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

, Pick up some things from the floor beneath you. May be preceded by m to force a selection menu.

@ Toggle the autopickup option on and off.

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

) Tell what weapon you are wielding.

[ Tell what armor you are wearing.

= Tell what rings you are wearing.

" Tell what amulet you are wearing.

( Tell what tools you are using.

* Tell what equipment you are using. Combines the preceding five type-specific commands into one.

$ Report the gold you’re carrying, possibly shop credit and/or debt too.

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

\ Show what types of objects have been discovered. May be preceded by ‘m’ to select preferred display order.

` Show discovered types for one class of objects. May be preceded by ‘m’ to select preferred display order.

| If persistent inventory display is supported and enabled (with the perm_invent option), interact with it instead of with the map. Allows scrolling with the menu_first_page, menu_previous_page, menu_next_page, and menu_last_page keys (‘^’, ‘<’, ‘>’, ‘|’ by default). Some interfaces also support menu_shift_left and menu_shift_right keys (‘{’ and ‘}’ by default). Use the Return (aka Enter) or Escape key to resume play.

! Escape to a shell. See #shell below for more details.

Del Show map without obstructions. You can view the explored portion of the current level’s map without monsters; without monsters and objects; or without monsters, objects, and traps. The <del> key is also shown as <delete> on some keyboards or <rubout> on others. It is sometimes displayed as ^? even though that is not an actual control character. Many terminals have an option to swap the <delete> and <backspace> keys, so typing the <del> key might not execute this command. If that happens, you can use the extended command #terrain instead.

# Perform an extended command.

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

#adjust Adjust inventory letters (most useful when the fixinv option is on). Autocompletes. Default key is M-a. This command allows you to move an item from one particular inventory slot to another so that it has a letter which is more meaningful for you or that it will appear in a particular location when inventory listings are displayed. You can move to a currently empty slot, or if the destination is occupied—and won’t merge—the item there will swap slots with the one being moved. #adjust can also be used to split a stack of objects; when choosing the item to adjust, enter a count prior to its letter. Adjusting without a count used to collect all compatible stacks when moving to the destination. That behavior has been changed; to gather compatible stacks, #adjust a stack into its own inventory slot. If it has a name assigned, other stacks with the same name or with no name will merge provided that all their other attributes match. If it does not have a name, only other stacks with no name are eligible. In either case, otherwise compatible stacks with a different name will not be merged. This contrasts with using #adjust to move from one slot to a different slot. In that situation, moving (no count given) a compatible stack will merge if either stack has a name when the other doesn’t and give that name to the result, while splitting (count given) will ignore the source stack’s name when deciding whether to merge with the destination stack.

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

#apply Apply (use) a tool such as a pick-axe, a key, or a lamp. Default key is a. If the tool used acts on items on the floor, using the m prefix skips those items. If used on a wand, that wand will be broken, releasing its magic in the process. Confirmation is required.

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

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

#bugreport Bring up a browser window to submit a report to the NetHack Development Team. Can be disabled at the time the program is built; when enabled, CRASHREPORTURL must be set in the system configuration file.

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

#cast Cast a spell. Default key is Z.

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

#chronicle Show a list of important game events.

#close Close a door. Default key is c.

#conduct List voluntary challenges you have maintained. Autocompletes. Default key is M-C. See the section below entitled Conduct for details.

#debugfuzzer Start the fuzz tester. Debug mode only.

#dip Dip an object into something. Autocompletes. Default key is M-d. The m prefix skips dipping into a fountain or pool if there is one at your location.

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

#drop Drop an item. Default key is d.

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

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

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

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

#exploremode Switch from normal play to non-scoring explore mode. Default key is M-X. Requires confirmation; default response is n (no). To really switch to explore mode, respond with y. You can set the paranoid_confirmation:quit option to require a response of yes instead.

#fight Prefix key to force fight a direction, even if you see nothing to fight there. Default key is F, or - with number_pad

#fire Fire ammunition from quiver, possibly autowielding a launcher, or hit with a wielded polearm. Default key is f.

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

#genocided List any monster types which have been genocided. In explore mode and debug mode it also shows types which have become extinct. The display order is the same as is used by #vanquished. The m prefix brings up a menu of available sorting orders, and doing that for either #genocided or #vanquished changes the order for both. If the sorting order is “count high to low” or “count low to high” (which are applicable for #vanquished), that will be ignored for #genocided and alphabetical will be used instead. The menu omits those two choices when used for #genocide. Autocompletes. Default key is M-g.

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

#help Show the help menu. Default key is ?, and also h if number_pad is on.

#herecmdmenu Show a menu of possible actions directed at your current location. The menu is limited to a subset of the likeliest actions, not an exhaustive set of all possibilities. Autocompletes. If mouse support is enabled and the herecmd_menu option is On, clicking on the hero (or steed when mounted) will execute this command.

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

#inventory Show your inventory. Default key is i.

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

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

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

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

#known Show what object types have been discovered. Default key is ‘\’. The ‘m’ prefix allows assigning a new value to the sortdiscoveries option to control the order in which the discoveries are displayed.

#knownclass Show discovered types for one class of objects. Default key is ‘`’. The ‘m’ prefix operates the same as for #known.

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

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

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

#lookaround Describe what you can see, or remember, of your surroundings.

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

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

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

#offer Offer a sacrifice to the gods. Autocompletes. Default key is M-o. You’ll need to find an altar to have any chance at success. Corpses of recently killed monsters are the fodder of choice. The m prefix skips offering any items which are on the altar.

#open Open a door. Default key is o.

#options Show and change option settings. Default key is O. Precede with the m prefix to show advanced options.

#optionsfull Show advanced game option settings. No default key. Precede with the m prefix to execute the simpler options command. (Mainly useful if you use BINDING=O:optionsfull to switch ‘O’ from simple options back to traditional advanced options.)

#overview Display information you’ve discovered about the dungeon. Any visited level with an annotation is included, and many things (altars, thrones, fountains, and so on; extra stairs leading to another dungeon branch) trigger an automatic annotation. If dungeon overview is chosen during end-of-game disclosure, every visited level will be included regardless of annotations. Precede #overview with the m prefix to display the dungeon overview as a menu where you can select any visited level to add or remove an annotation without needing to return to that level. This will also force all visited levels to be displayed rather than just the interesting subset. Autocompletes. Default keys are ^O, and M-O.

#panic Test the panic routine. Terminates the current game. Autocompletes. Debug mode only. Asks for confirmation; default is n (no); continue playing. To really panic, respond with y. You can set the paranoid_confirmation:quit option to require a response of yes instead.

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

#perminv If persistent inventory display is supported and enabled (with the perm_invent option), interact with it instead of with the map. You’ll be prompted for menu scrolling keystrokes such as ‘>’ and ‘<’. Press Return or Escape to resume normal play. Default key is |.

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

#polyself Polymorph self. Autocompletes. Debug mode only.

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

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

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

#quaff Quaff (drink) something. Default key is q. The m prefix skips drinking from a fountain or sink if there is one at your location.

#quit Quit the program without saving your game. Autocompletes. Since using this command by accident would throw away the current game, you are asked to confirm your intent before quitting. Default response is n (no); continue playing. To really quit, respond with y. You can set the paranoid_confirmation:quit option to require a response of yes instead.

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

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

#redraw Redraw the screen. Default key is ^R, and also ^L if number_pad is on.

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

#repeat Repeat the previous command. Default key is ^A.

#reqmenu Prefix key to modify the behavior or request menu from some commands. Prevents autopickup when used with movement commands. Default key is m.

#retravel Travel to a previously selected travel destination. Default key is C-_. See also #travel.

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

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

#run Prefix key to run towards a direction. Default key is G when number_pad is off, 5 when number_pad is set to 1 or 3, otherwise M-5 when it is set to 2 or 4.

#rush Prefix key to rush towards a direction. Default is g when number_pad is off, M-5 when number_pad is set to 1 or 3, otherwise 5 when it is set to 2 or 4.

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

#saveoptions Save configuration options to the config file. This will overwrite the file, removing all comments, so if you have manually edited the config file, don’t use this.

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

#seeall Show all equipment in use. Default key is *. Will display in-use items in a menu even when there is only one.

#seeamulet Show the amulet currently worn. Default key is ". Using the ‘m’ prefix will force the display of a worn amulet in a menu rather than with just a message.

#seearmor Show the armor currently worn. Default key is [. Will display worn armor in a menu even when there is only thing worn.

#seerings Show the ring(s) currently worn. Default key is =. Will display worn rings in a menu if there are two (or there is just one and is a meat ring rather than a real ring). Use the ‘m’ prefix to force a menu for one ring.

#seetools Show the tools currently in use. Default key is (. Will display the result in a message if there is one tool in use (worn blindfold or towel or lenses, lit lamp(s) and/or candle(s), leashes attached to pets). Will display a menu if there are more than one or if the command is preceded by the ‘m’ prefix.

#seeweapon Show the weapon currently wielded. Default key is ). If dual-wielding, a separate message about the secondary weapon will be given. Using the ‘m’ prefix will force a menu and it will include primary weapon, alternate weapon even when not dual-wielding, and also whatever is currently assigned to the quiver slot.

#shell Do a shell escape, switching from NetHack to a subprocess. Can be disabled at the time the program is built. When enabled, access for specific users can be controlled by the system configuration file. Use the shell command ‘exit’ to return to the game. Default key is !.

#showgold Report the gold in your inventory, including gold you know about in containers you’re carrying. If you are inside a shop, report any credit or debt you have in that shop. Default key is $.

#showspells List and reorder known spells. Default key is +.

#showtrap Describe an adjacent trap, possibly covered by objects or a monster. To be eligible, the trap must already be discovered. (The #terrain command can display your map with all objects and monsters temporarily removed, making it possible to see all discovered traps.) Default key is ^.

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

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

#suspend Suspend the game, switching from NetHack to the terminal it was started from without performing save-and-exit. Can be disabled at the time the program is built. When enabled, mainly useful for tty and curses interfaces on UNIX. Use the shell command ‘fg’ to return to the game. Default key is ^Z.

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

#takeoff Take off one piece of armor. Default key is T.

#takeoffall Remove all armor. Default key is A.

#teleport Teleport around the level. Default key is ^T.

#terrain Show map without obstructions. In normal play you can view the explored portion of the current level’s map without monsters; without monsters and objects; or without monsters, objects, and traps. If there are visible clouds of gas in view, they are treated like traps when deciding whether to show them or the floor underneath them. In explore mode, you can choose to view the full map rather than just its explored portion. In debug mode there are additional choices. Autocompletes. Default key is <del> or <delete> (see Del above).

#therecmdmenu Show a menu of possible actions directed at a location next to you. The menu is limited to a subset of the likeliest actions, not an exhaustive set of all possibilities. Autocompletes.

#throw Throw something. Default key is t.

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

#tip Tip over a container (bag or box) to pour out its contents. When there are containers on the floor, the game will prompt to pick one of them or “tip something being carried”. If the latter is chosen, there will be another prompt for which item from inventory to tip. The ‘m’ prefix makes the command skip containers on the floor and pick one from inventory, except for the special case of menustyle :traditional with two or more containers present; that situation will start with the floor container menu. Autocompletes. Default key is M-T.

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

#turn Turn undead away. Autocompletes. Default key is M-t.

#twoweapon Toggle two-weapon combat on or off. Autocompletes. Default key is X, and also M-2 if number_pad is off. Note that you must use suitable weapons for this type of combat, or it will be automatically turned off.

#untrap Untrap something (trap, door, or chest). Default key is M-u, and u if number_pad is on. In some circumstances it can also be used to rescue trapped monsters.

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

#vanquished List vanquished monsters by type and count. Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you, and omits any which got removed from the game without being killed (perhaps by genocide, or by a mollified shopkeeper dismissing summoned Kops) or were already corpses when placed on the map. Using the request menu prefix prior to #vanquished brings up a menu of sorting orders available (provided that the vanquished monsters list contains at least two types of monsters). Whichever ordering is picked gets assigned to the sortvanquished option so is remembered for subsequent #vanquished requests. The #genocided command shares this sorting order. During end-of-game disclosure, when asked whether to show vanquished monsters answering ‘a’ will let you choose from the sort menu. Autocompletes. Default key is M-V.

#version Print compile time options for this version of NetHack. The second paragraph lists the user interface(s) that are included. If there are more than one, you can use the windowtype option in your run-time configuration file to select the one you want. Autocompletes. Default key is M-v.

#versionshort Show the program’s version number, plus the date and time that the running copy was built from sources (not the version’s release date). Default key is v.

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

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

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

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

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

#wield Wield a weapon. Default key is w.

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

#wizborn Show monster birth, death, genocide, and extinct statistics. Debug mode only.

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

#wizcast Cast any spell. Debug mode only.

#wizdetect Reveal hidden things (secret doors or traps or unseen monsters) within a modest radius. No time elapses. Autocompletes. Debug mode only. Default key is ^E.

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

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

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

#wizkill Remove monsters from play by just pointing at them. By default the hero gets credit or blame for killing the targets. Precede this command with the ‘m’ prefix to override that. Autocompletes. Debug mode only.

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

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

#wizrumorcheck Verify rumor boundaries by displaying first and last true rumors and first and last false rumors. Also displays first, second, and last random engravings, epitaphs, and hallucinatory monsters. Autocompletes. Debug mode only.

#wizseenv Show map locations’ seen vectors. Autocompletes. Debug mode only.

#wizsmell Smell monster. Autocompletes. Debug mode only.

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

#wizwish Wish for something. Autocompletes. Debug mode only. Default key is ^W.

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

#zap Zap a wand. Default key is z.

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

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

On Windows and MS-DOS, the Alt key can be used in this fashion. On other systems, if typing Alt plus another key transmits a two character sequence consisting of an Escape followed by the other key, you may set the altmeta option to have NetHack combine them into meta+<key>. (This combining action only takes place when NetHack is expecting a command to execute, not when accepting input to name something or to make a wish.)

Unlike control characters, where ^x and ^X denote the same thing, meta characters are case-sensitive: M-x and M-X represent different things. Some commands which can be run via a meta character require that the letter be capitalized because the lower-case equivalent is used for another command, so the three key combination meta+Shift+<letter> is needed.

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

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

M-a #adjust

M-A #annotate

M-c #chat

M-C #conduct

M-d #dip

M-e #enhance

M-f #force

M-g #genocided

M-i #invoke

M-j #jump

M-l #loot

M-m #monster

M-n #name

M-o #offer

M-O #overview

M-p #pray

M-r #rub

M-R #ride

M-s #sit

M-t #turn

M-T #tip

M-u #untrap

M-v #version

M-V #vanquished

M-w #wipe

M-X #exploremode

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

h #help

j #jump

k #kick

l #loot

N #name

u #untrap

5. Rooms and corridors

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

Secret corridors are hidden and appear to be solid rock. You can find them with the s (search) command when adjacent to them. Multiple search attempts may be needed. When searching is successful, secret corridors become ordinary open corridor locations. Mapping magic reveals secret corridors, so converts them into ordinary corridors and shows them as such.

5.1. Doorways

Doorways connect rooms and corridors. Some doorways have no doors; you can walk right through. Others have doors in them, which may be open, closed, or locked. To open a closed door, use the o (open) command; to close it again, use the c (close) command. By default the autoopen option is enabled, so simply attempting to walk onto a closed door’s location will attempt to open it without needing o. Opening via autoopen will not work if you are confused or stunned or suffer from the fumbling attribute.

Open doors cannot be entered diagonally; you must approach them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion except on one particular level (described by #overview as “a primitive area”).

Unlocking magic exists but usually won’t be available early on. You can get through a locked door without magic by first using an unlocking tool with the a (apply) command, and then opening it. By default the autounlock option is also enabled, so if you attempt to open (via o or autoopen) a locked door while carrying an unlocking tool, you’ll be asked whether to use it on the door’s lock. Alternatively, you can break a closed door (whether locked or not) down by kicking it via the ^D (kick) command. Kicking down a door destroys it and makes a lot of noise which might wake sleeping monsters.

Some closed doors are booby-trapped and will explode if an attempt is made to open (when unlocked) or unlock (when locked) or kick down. Like kicking, an explosion destroys the door and makes a lot of noise. The #untrap command can be used to search a door for traps but might take multiple attempts to find one. When one is found, you’ll be asked whether to try to disarm it. If you accede, success will eliminate the trap but failure will set off the trap’s explosion. (If you decline, you effectively forget that a trap was found there.)

Closed doors can be useful for shutting out monsters. Most monsters cannot open closed doors, although a few don’t need to (for example, ghosts can walk through doors and fog clouds can flow under them). Some monsters who can open doors can also use unlocking tools. And some (giants) can smash doors.

Secret doors are hidden and appear to be ordinary wall (from inside a room) or solid rock (from outside). You can find them with the s (search) command but it might take multiple tries (possibly many tries if your luck is poor). Once found they are in all ways equivalent to normal doors. Mapping magic does not reveal secret doors.

5.2. Traps (^)

There are traps throughout the dungeon to snare the unwary intruder. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out (see below). A trap usually won’t appear on your map until you trigger it by moving onto it, you see someone else trigger it, or you discover it with the s (search) command (multiple attempts are often needed; if your luck is poor, many attempts might be needed). Wands of secret door detection and spell of detect unseen also reveal traps within a modest radius but only if the trap is also within line-of-sight (whether you can see at the time or not). There is also other magic which can reveal traps.

Monsters can fall prey to traps, too, which can potentially be used as a defensive strategy. Unfortunately traps can be harmful to your pet(s) as well. Monsters, including pets, usually will avoid moving onto a trap which is shown on your map if they have encountered that type of trap before.

Some traps such as pits, bear traps, and webs hold you in one place. You can escape by simply trying to move to an adjacent spot and repeat as needed; eventually you will get free.

Other traps can send you to different locations. Teleporters send you elsewhere on the same dungeon level. Level teleporters send you to a random dungeon level, the destination chosen from a few levels lower all the way to the top. These traps choose a new destination each time they’re activated. Trap doors and holes also send you to another level, but one which is always below the current level. Usually that will be the next level down but it can be farther. Unlike (level) teleporters, the destination level of a particular trap door or hole is persistent, so falling into one will bring you to the same level each time—though not necessarily the same spot on the level. Magic portals behave similarly, but with some additional variation. Some portals are two-way and their remote destination is always the same: another portal which can take you back. Others are one-way and send you to a specific destination level but not necessarily to a specific location there.

There is a special multi-level branch of the dungeon with pre-mapped levels based on the classic computer game “Sokoban.” In that game, you operate as a warehouse worker who pushes crates around obstacles to position them at designated locations. In NetHack, the goal is to push boulders into pits or holes until those traps have all been nullified, giving access to whatever is beyond them. In the Sokoban game, you can only move in the four cardinal compass directions, and a crate in its final destination blocks further access to that spot. In the Sokoban levels of NetHack, you can move diagonally (unless that would let you pass between two neighboring boulders) but you can only push boulders in the four cardinal directions, and a boulder which fills a pit or hole removes both the boulder and the trap so opens up normal access to that spot. With careful foresight, it is possible to complete all of the levels according to the traditional rules of Sokoban. (Hint: to solve Sokoban puzzles, you often need to move things away from their eventual destinations in order to open up more room to maneuver.) Since NetHack does not support an undo capability, some allowances are permitted in case you get stuck. For example, each level has at least one extra boulder. Also, it is possible to drop everything in order to be able to squeeze into the same location as a boulder (and then presumably move past it), or to destroy a boulder with magic or tools, or to create new boulders with a scroll of earth. However, doing such things will lower your luck without any specific message given about that. See the Conduct section for information about getting feedback for your actions in Sokoban.

5.3. Stairs and ladders (<, >)

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

When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you’re leaving will be deactivated and stored in a file on disk. If you’re moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you’re moving to a level which has not yet been visited, it will be created (from scratch for most random levels, from a template for some special levels, or loaded from the remains of an earlier game for a bones level as briefly described below). Monsters are only active on the current level; those on other levels are essentially placed into stasis.

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

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

5.4. Shops and shopping

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

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

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

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

The $ command, which reports the amount of gold you are carrying, will also show current shop debt or credit, if any. The Iu command lists unpaid items (those which still belong to the shop) if you are carrying any. The Ix command shows an inventory-like display of any unpaid items which have been used up, along with other shop fees, if any.

5.4.1. Shop idiosyncrasies

Several aspects of shop behavior might be unexpected. - The price of a given item can vary due to a variety of factors. - A shopkeeper treats the spot immediately inside the door as if it were outside the shop. - While the shopkeeper watches you like a hawk, he or she will generally ignore any other customers. - If a shop is “closed for inventory,” it will not open of its own accord. - Shops do not get restocked with new items, regardless of inventory depletion.

5.5. Movement feedback

Moving around the map usually provides no feedback—other than drawing the hero at the new location—unless you step on an object or pile of objects, or on a trap, or attempt to move onto a spot where a monster is located. There are several options which can be used to augment the normal feedback.

The pile_limit option controls how many objects can be in a pile—sharing the same map location—for the game to state “there are objects here” instead of listing them. The default is 5. Setting it to 1 would always give that message instead of listing any objects. Setting it to 0 is a special case which will always list all objects no matter how big a pile is. Note that the number refers to the count of separate stacks of objects present rather than the sum of the quantities of those stacks (so 7 arrows or 25 gold pieces will each count as 1 rather than as 7 and 25, respectively, and total to 2 when both are at the same location).

The nopickup command prefix (default ‘m’) can be used before a movement direction to step on objects without attempting auto-pickup and without giving feedback about them.

The mention_walls option controls whether you get feedback if you try to walk into a wall or solid stone or off the edge of the map. Normally nothing happens (unless the hero is blind and no wall is shown, then the wall that is being bumped into will be drawn on the map). This option also gives feedback when rushing or running stops for some non-obvious reason.

The mention_decor option controls whether you get feedback when walking on furniture. Normally stepping onto stairs or a fountain or an altar or various other things doesn’t elicit anything unless it is covered by one or more objects so is obscured on the map. Setting this option to true will describe such things even when they aren’t obscured. Doorless doorways and open doors aren’t considered worthy of mention; closed doors (if you can move onto their spots) and broken doors are. Assuming that you’re able to do so, moving onto water or lava or ice will give feedback if not yet on that type of terrain but not repeat it (unless there has been some intervening message) when moving from water to another water spot, or lava to lava, or ice to ice. Moving off of any of those back onto normal terrain will give one message too, unless there is feedback about one or more objects, in which case the back on land circumstance is implied.

The confirm and safe_pet options control what happens when you try to move onto a peaceful monster’s spot or a tame one’s spot.

The nopickup command prefix (default ‘m’) is also the move-without-attacking prefix and can be used to try to step onto a visible monster’s spot without the move being considered an attack (see the Fighting subsection of Monsters below). The fight command prefix (default ‘F’; also ‘-’ if number_pad is on) can be used to force an attack, when guessing where an unseen monster is or when deliberately attacking a peaceful or tame creature.

The run_mode option controls how frequently the map gets redrawn when moving more than one step in a single command (so when rushing, running, or traveling).

5.6. Rogue level

One dungeon level (occurring in mid to late teens of the main dungeon) is a tribute to the ancestor game hack’s inspiration rogue.

It is usually displayed differently from other levels: possibly in characters instead of tiles, or without line-drawing symbols if already in characters; also, gold is shown as * rather than $ and stairs are shown as % rather than < and >. There are some minor differences in actual game play: doorways lack doors; a scroll, wand, or spell of light used in a room lights up the whole room rather than within a radius around your character. And monsters represented by lower-case letters aren’t randomly generated on the rogue level.

The slight strangeness of this level is a feature, not a bug….

6. Monsters

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

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

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

6.1. Fighting

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

In most circumstances, if you attempt to attack a peaceful monster by moving into its location, you’ll be asked to confirm your intent. By default an answer of y acknowledges that intent, which can be error prone if you’re using y to move. You can set the paranoid_confirmation:attack option to require a response of yes instead.

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

6.2. Your pet

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

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

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

6.3. Steeds

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

Riding skill is managed by the #enhance command. See the section on Weapon proficiency for more information about that.

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

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

6.4. Bones levels

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

6.5. Persistence of Monsters

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

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

7. Objects

When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished by using the , command. If autopickup option is on, you will automatically pick up the object by walking over, unless you move with the m prefix.

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

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

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

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

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

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

7.1. Curses and Blessings

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

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

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

There are magical means of bestowing or removing curses upon objects, so even if you are stuck with one, you can still have the curse lifted and the item removed. Priests and Priestesses have an innate sensitivity to this property in any object, so they can more easily avoid cursed objects than other character roles. Dropping objects onto an altar will reveal their bless or curse state provided that you can see them land.

An item with unknown status will be reported in your inventory with no prefix. An item which you know the state of will be distinguished in your inventory by the presence of the word cursed, uncursed, or blessed in the description of the item. In some cases uncursed will be omitted as being redundant when enough other information is displayed. The implicit_uncursed option can be used to control this; toggle it off to have uncursed be displayed even when that can be deduced from other attributes.

Sometimes the bless or curse state of objects is referred to as their “BUC” attribute, for Blessed, Uncursed, or Cursed state, or “BUCX” for Blessed, Uncursed, Cursed, or unknown. (The term beatitude is occasionally used as well.)

7.2. Artifacts

Some objects have been imbued with special powers and are known as Artifacts. They have specific types (such as long sword or orcish dagger) and distinct names such as Giantslayer or Grimtooth. Artifact weapons typically do more damage than their ordinary counterparts. Some do extra damage against all monsters, others only against specific types of monsters so aren’t better than regular weapons against other types. Some confer defensive capabilities when wielded or have other powers that aren’t listed here.

You might find them simply lying on the floor, including but not limited to inside shops, or be granted as a reward for #offer on an altar to your patron deity. A few might be dropped by monsters, or might be converted from an ordinary object of the same type via assigning the right name. Or you might wish for them, if you happen to be granted a wish, but such wishes can fail.

Some artifacts have a specific alignment, others don’t. You won’t obtain aligned ones that have a different alignment from yours via offering and might get a shock if you attempt to wish for any of those or find one and attempt to use it.

Each role has a distinct artifact that is contained in the Quest dungeon branch. These are commonly known as quest artifacts. All are aligned and most are non-weapons. They won’t be found randomly.

The ‘\’ and ‘`a’ commands will list artifacts that you have fully identified (knowing the name and item type isn’t sufficient).

7.3. Relics

There are three unique items that are named and have limited special powers but aren’t classified as artifacts. Each is guarded by a particular monster and you’ll need to collect all three for use late in the game. They are the Bell of Opening, the Candelabrum of Invocation, and the Book of the Dead. Their corresponding descriptions when not yet identified are silver bell, candelabrum, and papyrus spellbook.

7.4. Weapons ())

Given a chance, most monsters in the Mazes of Menace will gratuitously try to kill you. You need weapons for self-defense (killing them first). Without a weapon, you do only 1-2 hit points of damage (plus bonuses, if any). Monk characters are an exception; they normally do more damage with bare (or gloved) hands than they do with weapons.

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

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

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

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

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

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

The commands to use weapons are w (wield), t (throw), f (fire), Q (quiver), x (exchange), X (twoweapon), and #enhance (see below).

7.4.1. Throwing and shooting

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

Some weapons will return when thrown. A boomerang—provided it fails to hit anything—is an obvious example. If an aklys (thonged club) is thrown while it is wielded, it will return even when it hits something. A sufficiently strong hero can throw the warhammer Mjollnir; when thrown by a Valkyrie it will return too. However, aklyses and Mjollnir occasionally fail to return. Returning thrown objects occasionally fail to be caught, sometimes even hitting the thrower, but when caught they become re-wielded.

You can simplify the throwing operation by using the Q command to select your preferred missile, then using the f command to throw it. You’ll be prompted for a direction as above, but you don’t have to specify which item to throw each time you use f. There is also an option, autoquiver, which has NetHack choose another item to automatically fill your quiver (or quiver sack, or have at the ready) when the inventory slot used for Q runs out. If your quiver is empty, autoquiver is false, and you are wielding a weapon which returns when thrown, you will throw that weapon instead of filling the quiver. The fire command also has extra assistance, if fireassist is on it will try to wield a launcher matching the ammo in the quiver.

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

7.4.2. Weapon proficiency

You will have varying degrees of skill in the weapons available. Weapon proficiency, or weapon skills, affect how well you can use particular types of weapons, and you’ll be able to improve your skills as you progress through a game, depending on your role, your experience level, and use of the weapons.

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

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

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

7.4.3. Two-Weapon combat

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

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

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

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

7.5. Armor ([)

Lots of unfriendly things lurk about; you need armor to protect yourself from their blows. Some types of armor offer better protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 being the equivalent of no armor, and lower numbers meaning better armor. Each suit of armor which exists in AD&D gives the same protection in NetHack.

Here is a list of the armor class values provided by suits of armor:

Dragon scale mail 1
Plate mail, Crystal plate mail 3
Bronze plate mail, Splint mail, Banded mail, Dwarvish mithril-coat 4
Chain mail, Elven mithril-coat 5
Scale mail, Orcish chain mail 6
Ring mail, Studded leather armor, Dragon scales 7
Leather armor, Orcish ring mail 8
Leather jacket 9
none 10

You can also wear other pieces of armor (cloak over suit, shirt under suit, helmet, gloves, boots, shield) to lower your armor class even further. Most of these provide a one or two point improvement to AC (making the overall value smaller and eventually negative) but can also be enchanted. Shirts are an exception; they don’t provide any protection unless enchanted. Some cloaks also don’t improve AC when unenchanted but all cloaks offer some protection against rust or corrosion to suits worn under them and against some monster touch attacks.

If a piece of armor is enchanted, its armor protection will be better (or worse) than normal, and its plus (or minus) will subtract from your armor class. For example, a +1 chain mail would give you better protection than normal chain mail, lowering your armor class one unit further to 4. When you put on a piece of armor, you immediately find out the armor class and any plusses it provides. Cursed pieces of armor usually have negative enchantments (minuses) in addition to being unremovable.

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

The nudist option can be set (prior to game start) to attempt to play the entire game without wearing any armor (a self-imposed challenge which is extremely difficult to accomplish).

The commands to use armor are W (wear) and T (take off). The A command can be used to take off armor as well as other worn items. Also, P (put on) and R (remove) which are normally for accessories can be used for armor, but pieces of armor won’t be shown as likely candidates in a prompt for choosing what to put on or remove.

7.6. Food (%)

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

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

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

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

The command to eat food is e.

7.7. Scrolls (?)

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

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

A scroll whose label is known can be read even when the hero is blind. If a scroll has been discovered, it will be listed in inventory by type rather than by label, but the label is known in that situation even though it isn’t shown.

Many scrolls produce a different effect from usual if they are blessed or cursed, or read while the hero is confused.

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

The command to read a scroll is r.

7.8. Potions (!)

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

Clear potions are potions of water. Sometimes these are blessed or cursed, resulting in holy or unholy water. Holy water is the bane of the undead, so potions of holy water are good things to throw (t) at them. It is also sometimes very useful to dip (#dip) an object into a potion.

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

7.9. Wands (/)

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

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

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

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

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

7.10. Rings (=)

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

Putting on a ring activates its magic. You can wear at most two rings at any time, one on the ring finger of each hand.

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

When wearing gloves, rings are worn underneath. If the gloves are cursed, rings cannot be put on and any already being worn cannot be removed. When worn gloves aren’t cursed, you don’t have to manually take them off before putting on or removing a ring and then re-wear them after. That’s done implicitly to avoid unnecessary tedium.

The commands to use rings are P (put on) and R (remove). A, W, and T can also be used; see Amulets.

7.11. Spellbooks (+)

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

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

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

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

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

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

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

7.12. Tools (()

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

Some tools (such as a blindfold) can be worn and can be put on and removed like other accessories (rings, amulets); see Amulets. Other tools (such as pick-axe) can be wielded as weapons in addition to being applied for their usual purpose, and in some cases (again, pick-axe) become wielded as a weapon even when applied.

The blind option can be set (prior to game start) to attempt to play the entire game without being able to see (a self-imposed challenge which is very difficult to accomplish).

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

7.12.1. Containers

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

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

When the contents of a container are known, that container will be described as something like “a sack containing 3 items”. In this example, the 3 refers to number of stacks of compatible items, not to the total number of individual items. So a sack holding 2 sky blue potions, 7 arrows, and 350 gold pieces would be described as having 3 items rather than 10 or 359. And you would need to have 3 unused inventory slots available in order to take everything out (for the case where the items you remove don’t combine into bigger stacks with things you’re already carrying).

If a chest or large box is described as broken, that means that it can’t be locked rather than that it no longer functions as a container.

The apply and loot commands allow you to take out and/or put in an arbitrary number of items in a single operation. If you want to take everything out of a container, you can use the #tip command to pour the contents onto the floor. This may be your only way to get things out if your hands are stuck to a cursed two-handed weapon. When your hands aren’t stuck, you have the potential to pour the contents into another container. (As of this writing, the other container must be carried rather than on the floor.)

7.13. Amulets (")

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

Only one amulet may be worn at a time, around your neck. Like wearing rings, wearing an amulet affects your metabolism, causing you to grow hungry more rapidly.

The commands to use amulets are the same as for rings, P (put on) and R (remove). A can be used to remove various worn items including amulets. Also, W (wear) and T (take off) which are normally for armor can be used for amulets and other accessories (rings and eyewear), but accessories won’t be shown as likely candidates in a prompt for choosing what to wear or take off.

7.14. Gems (*)

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

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

7.15. Large rocks (`)

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

Boulders occasionally block your path. You can push one forward (by attempting to walk onto its spot) when nothing blocks its path, or you can smash it into a pile of small rocks with breaking magic or a pick-axe. It is possible to move onto a boulder’s location if certain conditions are met; ordinarily one of those conditions is that pushing it any further be blocked. Using the move-without-picking-up prefix (default key ‘m’) prior to the direction of movement will attempt to move to a boulder’s location without pushing it in addition to the prefix’s usual action of suppressing auto-pickup at the destination.

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

Unlike boulders, statues can’t be pushed, but don’t need to be because they don’t block movement. They can be smashed into rocks though.

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

7.16. Gold ($)

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

Gold pieces are the only type of object where bless/curse state does not apply. They’re always uncursed but never described as uncursed even if you turn off the implicit_uncursed option. You can set the goldX option if you prefer to have gold pieces be treated as bless/curse state unknown rather than as known to be uncursed. Only matters when you’re using an object selection prompt that can filter by “BUCX” state.

7.17. Persistence of Objects

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

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

8. Conduct

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

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

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

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

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

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

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

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

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

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

There is a side-branch to the main dungeon called Sokoban, briefly described in the earlier section about Traps. As mentioned there, the goal is to push boulders into pits and/or holes to plug those in order to both get the boulders out of the way and be able to go past the traps. There are some special rules that are active when in that branch of the dungeon. Some rules can’t be bypassed, such as being unable to push a boulder diagonally. Other rules can, such as not smashing boulders with magic or tools, but doing so causes you to receive a luck penalty. No message about that is given at the time, but it is tracked as a conduct. The #conduct command and end of game disclosure will report whether you have abided by the special rules of Sokoban, and if not, how many times you violated them, providing you with a way to discover which actions incur bad luck so that you can be better informed about whether or not to avoid repeating those actions in the future. (Note: the Sokoban conduct will only be displayed if you have entered the Sokoban branch of the dungeon during the current game. Once that has happened, it becomes part of disclosed conduct even if you haven’t done anything interesting there. Ending the game with “never broke the Sokoban rules” conduct is most meaningful if you also manage to perform the “obtained the Sokoban prize” achievement (see Achievements below).)

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

8.1. Achievements

End of game disclosure will also display various achievements representing progress toward ultimate ascension, if any have been attained. They aren’t directly related to conduct but are grouped with it because they fall into the same category of bragging rights and to limit the number of questions during disclosure. Listed here roughly in order of difficulty and not necessarily in the order in which you might accomplish them.

Rank - Attained rank title Rank.
Shop - Entered a shop.
Temple - Entered a temple.
Mines - Entered the Gnomish Mines.
Town - Entered Mine Town.
Oracle - Consulted the Oracle of Delphi.
Novel - Read a passage from a Discworld Novel.
Sokoban - Entered Sokoban.
Big Room - Entered the Big Room.
Soko-Prize - Explored to the top of Sokoban and found a special item there.
Mines’ End - Explored to the bottom of the Gnomish Mines and found a special item there.
Medusa - Defeated Medusa.
Tune - Discovered the tune that can be used to open and close the drawbridge on the Castle level.
Bell - Acquired the Bell of Opening.
Gehennom - Entered Gehennom.
Candle - Acquired the Candelabrum of Invocation.
Book - Acquired the Book of the Dead.
Invocation - Gained access to the bottommost level of Gehennom.
Amulet - Acquired the fabled Amulet of Yendor.
Endgame - Reached the Elemental Planes.
Astral - Reached the Astral Plane level.
Blind - Blind from birth.
Deaf - Deaf from birth.
Nudist - Never wore any armor.
Pauper - Started out with no possessions.
Ascended - Delivered the Amulet to its final destination.

Notes:

Achievements are recorded and subsequently reported in the order in which they happen during your current game rather than the order listed here.

There are nine <Rank> titles for each role, bestowed at experience levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for experience level 1 is not recorded as an achievement. Losing enough levels to revert to lower rank(s) does not discard the corresponding achievement(s).

There’s no guaranteed Novel so the achievement to read one might not always be attainable (except perhaps by wishing). Similarly, the Big Room level is not always present. Unlike with the Novel, there’s no way to wish for this opportunity.

The special items hidden in Mines’ End and Sokoban are not unique but are considered to be prizes or rewards for exploring those levels since doing so is not necessary to complete the game. Finding other instances of the same objects doesn’t record the corresponding achievement.

The Medusa achievement is recorded if she dies for any reason, even if you are not directly responsible, and only if she dies.

The 5-note tune can be learned via trial and error with a musical instrument played closely enough—but not too close!—to the Castle level’s drawbridge or can be given to you via prayer boon.

Blind, Deaf, Nudist, and Pauper are also conducts, and they can only be enabled by setting the correspondingly named option in NETHACKOPTIONS or run-time configuration file prior to game start. In the case of Blind and Deaf, the option also enforces the conduct. They aren’t really significant accomplishments unless/until you make substantial progress into the dungeon.

9. Options

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

9.1. Setting the options

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

9.2. Browser Storage

Menace stores all game data in your browser’s localStorage:

Key Contents
menace-save Your current saved game
menace-bones-N Bones files (ghosts of dead characters at depth N)
menace-options Your option settings
menace-topten High score list

Data persists until you clear your browser data or use ?reset=1.

9.3. URL Parameters

You can control game initialization via URL query parameters:

Game Control

Parameter Example Description
seed=N ?seed=12345 Start with specific random seed
wizard=1 ?wizard=1 Enable wizard (debug) mode
reset=1 ?reset=1 Prompt to delete all saved data
role=X ?role=Valkyrie Pre-select character role

Option Overrides

WebHack supports two URL syntaxes for options:

  1. NetHack style blob via NETHACKOPTIONS:
?NETHACKOPTIONS=color,!pickup,name:Blue%20Meanie,pickup_types:$
  1. Explicit per-option params:
?pickup=1&showexp=1&time=1
?name=Gandalf&color=0

If both are present, explicit per-option params win:

?NETHACKOPTIONS=name:Blue%20Meanie,!pickup&name=Mindy&pickup=1

In that example, the effective values are name=Mindy and pickup=1.

Boolean options accept 1, true, yes, on (or empty) for true; 0, false, no, off for false.

Wizard/debug mode is not a NetHack option and must be set separately:

?wizard=1

9.4. Customization options

Here are the options available in the Menace edition. Use the O command to view and change options during play. Changes are saved to localStorage immediately.

color Use colored display (default on).

confirm Confirm before attacking peaceful creatures (default on).

DECgraphics Use Unicode box-drawing characters for walls: ─│┌┐└┘ (default on).

lit_corridor Show lit corridors differently from dark ones (default off).

msg_window Show 3 message lines instead of 1 (default off).

name Your character’s name (prompted at start if empty).

number_pad Use numpad 1-9 for movement instead of hjklyubn (default off).

pickup Automatically pick up items when walking over them (default off).

pickup_types Object types to auto-pickup when pickup is on. Use symbol characters: $ for gold, ! for potions, ? for scrolls, = for rings, + for spellbooks. Empty means all types.

rest_on_space Space bar waits a turn (default off).

safe_pet Confirm before attacking your pet (default on).

showexp Show experience points in status line (default off).

time Show turn count in status line (default off).

tombstone Show ASCII tombstone on death (default on).

verbose More detailed game messages (default on).

9.5. Saving and restoring

Saving (S)

Press S to save your game and quit. The game state is written to localStorage and you’ll see confirmation before the page reloads.

The game also auto-saves periodically, so closing the browser tab won’t lose progress. However, S ensures a clean save point.

Restoring

When you return to the game, it automatically detects your save and asks whether to restore. Your game resumes exactly where you left off, including the random number generator state for full determinism.

Bones Files

When you die, your ghost and possessions may be saved as a “bones file.” Future characters exploring that dungeon depth may encounter your remains — and your vengeful ghost.

9.6. Resetting the game

To clear all saved data and start fresh:

  1. Via URL: Add ?reset=1 to the URL. You’ll see a list of stored data and be asked to confirm deletion.

  2. Via Browser: Open Developer Tools (F12), go to Application → Local Storage, and delete keys starting with menace-.

9.7. Display options

Menace uses a fixed 80×24 terminal display with:

  • DECgraphics: Unicode box-drawing characters for walls (─│┌┐└┘)
  • 16 ANSI colors: Standard terminal color palette
  • Centered dot floors: · instead of . for better visibility

Font Size: Use the A+ and A− buttons to adjust. Saved to localStorage.

Dark Mode: Use the button to toggle. Saved to localStorage.

Side Panels: The keyboard reference and hover info panels can be toggled with the button. On narrow screens they move below the game.

10. Scoring

NetHack maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, each account on the machine can post only one non-winning score on this list. If you score higher than someone else on this list, or better your previous score, you will be inserted in the proper place under your current name. How many scores are kept can also be set up when NetHack is compiled.

Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your corpse is discovered (adventurers have been known to collect finder’s fees). So, consider whether you want to take one last hit at that monster and possibly live, or quit and stop with whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more.

If you just want to see what the current top players/games list is, you can type nethack -s all on most versions.

11. Explore mode

NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. Well, fear not. Your dungeon comes equipped with an explore or discovery mode that enables you to keep old save files and cheat death, at the paltry cost of not getting on the high score list.

There are two ways of enabling explore mode. One is to start the game with the -X command-line switch or with the playmode:explore option. The other is to issue the #exploremode extended command while already playing the game. Starting a new game in explore mode provides your character with a wand of wishing in initial inventory; switching during play does not. The other benefits of explore mode are left for the trepid reader to discover.

11.1. Debug mode

Debug mode, also known as wizard mode, is undocumented aside from this brief description and the various debug mode only commands listed among the command descriptions. It is intended for tracking down problems within the program rather than to provide god-like powers to your character, and players who attempt debugging are expected to figure out how to use it themselves. It is initiated by starting the game with the -D command-line switch or with the playmode:debug option.

For some systems, the player must be logged in under a particular user name to be allowed to use debug mode; for others, the hero must be given a particular character name (but may be any role; there’s no connection between wizard mode and the Wizard role). Attempting to start a game in debug mode when not allowed or not available will result in falling back to explore mode instead.

12. Credits

The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this document were shamelessly cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee.

NetHack is the product of literally scores of people’s work. Main events in the course of the game development are described below:

Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome, and Jon Payne.

Andries Brouwer did a major re-write while at Stichting Mathematisch Centrum (now Centrum Wiskunde & Informatica), transforming Hack into a very different game. He published the Hack source code for use on UNIX systems by posting that to Usenet newsgroup net.sources (later renamed comp.sources) releasing version 1.0 in December of 1984, then versions 1.0.1, 1.0.2, and finally 1.0.3 in July of 1985. Usenet newsgroup net.games.hack (later renamed rec.games.hack, eventually replaced by rec.games.roguelike.nethack) was created for discussing it.

Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6; note that these are old Hack version numbers, not contemporary NetHack ones).

R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03.

Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4 in 1987. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Like Hack, they were released by posting their source code to Usenet where they remained available in various archives accessible via ftp and uucp after expiring from the newsgroup.

Later, Mike coordinated a major re-write of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c.

NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main NetHack Development Team to produce subsequent revisions of 3.0.

Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0.

Version 3.0 went through ten relatively rapidly released patch-level revisions. Versions at the time were known as 3.0 for the base release and variously as 3.0a through 3.0j, 3.0 patchlevel 1 through 3.0 patchlevel 10, or 3.0pl1 through 3.0pl10 rather than 3.0.0 and 3.0.1 through 3.0.10; the three component numbering scheme began to be used with 3.1.0.

Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the NetHack Development Team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game’s design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. Version 3.1.0 was released in January of 1993.

Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga.

Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC.

Jon Wätte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Bart House added a Think C port.

Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT.

Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. It drew the map as text rather than graphically but included nh10.bdf, an optionally used custom X11 font which has tiny images in place of letters and punctuation, a precursor of tiles. Those images don’t extend to individual monster and object types, just replacements for monster and object classes (so one custom image for all “a” insects and another for all “[” armor and so forth, not separate images for beetles and ants or for cloaks and boots).

Warwick Allison wrote a graphically displayed version of NetHack for the Atari where the tiny pictures were described as icons and were distinct for specific types of monsters and objects rather than just their classes. He contributed them to the NetHack Development Team which rechristened them tiles, original usage which has subsequently been picked up by various other games. NetHack’s tiles support was then implemented on other platforms (initially MS-DOS but eventually Windows, Qt, and X11 too).

The 3.2 NetHack Development Team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2.0 in April of 1996.

Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original NetHack Development Team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2.0, one of the founding members of the NetHack Development Team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams.

Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game play.

During the lifespan of NetHack 3.1 and 3.2, several enthusiasts of the game added their own modifications to the game and made these variants publicly available:

Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack– when some people incorrectly assumed that it was a conversion of the C source code to C++. Working independently, Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack– to produce SLASH. Larry Stewart-Zerba and Warwick Allison improved the spell casting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface.

Warren Cheung combined SLASH with the Wizard Patch to produce Slash’EM, and with the help of Kevin Hugo, added more features. Kevin later joined the NetHack Development Team and incorporated the best of these ideas into NetHack 3.3.

The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. Because of the newer version, 3.2.3 was released as a source code patch only, without any ready-to-play distribution for systems that usually had such.

(To anyone considering resurrecting an old version: all versions before 3.2.3 had a Y2K bug. The high scores file and the log file contained dates which were formatted using a two-digit year, and 1999’s year 99 was followed by 2000’s year 100. That got written out successfully but it unintentionally introduced an extra column in the file layout which prevented score entries from being read back in correctly, interfering with insertion of new high scores and with retrieval of old character names to use for random ghost and statue names in the current game.)

The 3.3 NetHack Development Team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000.

Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half.

The 3.4 NetHack Development Team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002.

As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on:

Pat Rankin maintained 3.4 for VMS.

Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement.

Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4.

Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1.

Ron Van Iwaarden was the sole maintainer of NetHack for OS/2 the past several releases. Unfortunately Ron’s last OS/2 machine stopped working in early 2006. A great many thanks to Ron for keeping NetHack alive on OS/2 all these years.

Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.

Christian Marvin Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1.

The release of NetHack 3.4.3 in December 2003 marked the beginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community for more than a decade. The NetHack Development Team slowly and quietly continued to work on the game behind the scenes during the tenure of 3.4.3. It was during that same period that several new variants emerged within the NetHack community. Notably sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack and its successors originally by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. Some of those variants continue to be developed, maintained, and enjoyed by the community to this day.

In September 2014, an interim snapshot of the code under development was released publicly by other parties. Since that code was a work-in-progress and had not gone through the process of debugging it as a suitable release, it was decided that the version numbers present on that code snapshot would be retired and never used in an official NetHack release. An announcement was posted on the NetHack Development Team’s official nethack.org website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version.

In January 2015, preparation began for the release of NetHack 3.6.

At the beginning of development for what would eventually get released as 3.6.0, the NetHack Development Team consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Development Team.

Near the end of the development of 3.6.0, one of the significant inspirations for many of the humorous and fun features found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him.

3.6.0 was released in December 2015, and merged work done by the development team since the release of 3.4.3 with some of the beloved community patches. Many bugs were fixed and some code was restructured.

The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface.

Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick maintained the port of NetHack 3.6 for MacOS.

Michael Allison, David Cohrs, Bart House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows.

Pat Rankin attempted to keep the VMS port running for NetHack 3.6, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX.

Ray Chason resurrected the MS-DOS port for 3.6 and contributed the necessary updates to the community at large.

In late April 2018, several hundred bug fixes for 3.6.0 and some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner.

In early May 2019, another 320 bug fixes along with some enhancements and the adopted curses window port, were released as 3.6.2.

Bart House, who had contributed to the game as a porting team participant for decades, joined the NetHack Development Team in late May 2019.

NetHack 3.6.3 was released on December 5, 2019 containing over 190 bug fixes to NetHack 3.6.2.

NetHack 3.6.4 was released on December 18, 2019 containing a security fix and a few bug fixes.

NetHack 3.6.5 was released on January 27, 2020 containing some security fixes and a small number of bug fixes.

NetHack 3.6.6 was released on March 8, 2020 containing a security fix and some bug fixes.

NetHack 3.6.7 was released on February 16, 2023 containing a security fix and some bug fixes.

The official NetHack web site is maintained by Ken Lorber at https://www.nethack.org/.

12.1. Special Thanks

On behalf of the NetHack community, thank you very much once again to M. Drew Streib and Pasi Kallinen for providing a public NetHack server at nethack.alt.org. Thanks to Keith Simpson and Andy Thomson for hardfought.org. Thanks to all those unnamed dungeoneers who invest their time and effort into annual NetHack tournaments such as Junethack, The November NetHack Tournament, and in days past, devnull.net (gone for now, but not forgotten).

12.2. Dungeoneers

From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The NetHack Development Team sometimes makes note of the names of the worst of these miscreants in this, the list of Dungeoneers:

Adam Aronow J. Ali Harlow Mikko Juola
Alex Kompel Janet Walz Nathan Eady
Alex Smith Janne Salmijarvi Norm Meluch
Andreas Dorn Jean-Christophe Collet Olaf Seibert
Andy Church Jeff Bailey Pasi Kallinen
Andy Swanson Jochen Erwied Pat Rankin
Andy Thomson John Kallen Patric Mueller
Ari Huttunen John Rupley Paul Winner
Bart House John S. Bien Pierre Martineau
Benson I. Margulies Johnny Lee Ralf Brown
Bill Dyer Jon Wätte Ray Chason
Boudewijn Waijers Jonathan Handler Richard Addison
Bruce Cox Joshua Delahunty Richard Beigel
Bruce Holloway Karl Garrison Richard P. Hughey
Bruce Mewborne Keizo Yamamoto Rob Menke
Carl Schelin Keith Simpson Robin Bandy
Chris Russo Ken Arnold Robin Johnson
David Cohrs Ken Arromdee Roderick Schertler
David Damerell Ken Lorber Roland McGrath
David Gentzel Ken Washikita Ron Van Iwaarden
David Hairston Kevin Darcy Ronnen Miller
Dean Luick Kevin Hugo Ross Brown
Del Lamb Kevin Sitze Sascha Wostmann
Derek S. Ray Kevin Smolkowski Scott Bigham
Deron Meranda Kevin Sweet Scott R. Turner
Dion Nicolaas Lars Huttar Sean Hunt
Dylan O’Donnell Leon Arnott Stephen Spackman
Eric Backus M. Drew Streib Stefan Thielscher
Eric Hendrickson Malcolm Ryan Stephen White
Eric R. Smith Mark Gooderum Steve Creps
Eric S. Raymond Mark Modrall Steve Linhart
Erik Andersen Marvin Bressler Steve VanDevender
Fredrik Ljungdahl Matthew Day Teemu Suikki
Frederick Roeber Merlyn LeRoy Tim Lennan
Gil Neiger Michael Allison Timo Hakulinen
Greg Laskin Michael Feir Tom Almy
Greg Olson Michael Hamel Tom West
Gregg Wonderly Michael Sokolov Warren Cheung
Hao-yang Wang Mike Engber Warwick Allison
Helge Hafting Mike Gallop Yitzhak Sapir
Irina Rempt-Drijfhout Mike Passaretti
Izchak Miller Mike Stephenson

Brand and product names are trademarks or registered trademarks of their respective holders.

12.3. Menace Edition (Royal Jelly)

The Menace edition is a JavaScript port of NetHack 3.7, playable in any modern web browser. It was created through vibe coding — building software by collaborating with LLM coding agents rather than writing every line by hand.

David Bau assisted by Claude and Codex vibe coding agents.

You hear a low buzzing.

This is the Royal Jelly — the sweet output of The Hive.

Project: https://github.com/davidbau/menace

Play: https://mazesofmenace.net/