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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)
February 29, 2024
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 Yen-
dor 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
NetHack Guidebook 1
NetHack Guidebook 2
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 ad-
venture 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.
Barbarians are warriors out of the hinterland, hardened to bat-
tle. 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, unfor-
tunately, 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 be-
ing'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 de-
votion to the ideals of chivalry and by the surpassing excellence of
their armor.
Monks are ascetics, who by rigorous practice of physical and men-
tal 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 extri-
cates 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 em-
ploy to great advantage.
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 3
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 cam-
era. 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 in-
stills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of magi-
cal items, and a particular affinity for dweomercraft. Although seem-
ingly 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 exper-
tise 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 under-
ground mine complex built by this race exists within the Mazes of Men-
ace, 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 pas-
sion unequalled, and will go out of their way to kill one at any op-
portunity. 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 orienta-
tion 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
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 4
that accept commands in pseudo-English sentences and explain the re-
sults 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 configur-
ing 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 avail-
able to you will vary from port to port, depending on the capabilities
of your hardware and software, and whether various compile-time op-
tions were enabled when your executable was created. The three possi-
ble 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 be-
tween 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----------------------------+
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 5
+---------------------------------------------------------------+
|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 sta-
tuslines: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 at-
tributes. 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 success-
fully you perform physical tasks, how much damage you do in com-
bat, 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 suffi-
ciently high strength, the contribution to carrying capacity from
your constitution no longer matters.
Intelligence
Intelligence affects your ability to cast spells and read spell-
books.
Wisdom
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 6
Charisma
Charisma affects how certain creatures react toward you. In par-
ticular, 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-aggres-
sive, 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 rest-
ing, 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 un-
friendly 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 adven-
ture, 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
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 7
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 (rid-
ing).
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 mes-
sage 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 ex-
plored 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:
- and |
The walls of a room, or an open door. Or a grave (|).
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 8
. The floor of a room, ice, or a doorless doorway.
# A corridor, or iron bars, or a tree, or possibly a kitchen sink
(if your dungeon has sinks), or a drawbridge.
> 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.
$ 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.
0 An iron ball.
_ An altar, or an iron chain.
{ A fountain.
} A pool of water or moat or a pool of lava.
\ An opulent throne.
a-zA-Z and other symbols
Letters and certain other symbols represent the various inhabi-
tants of the Mazes of Menace. Watch out, they can be nasty and
vicious. Sometimes, however, they can be helpful.
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 9
I This marks the last known location of an invisible or otherwise
unseen monster. Note that the monster could have moved. The `F'
and `m' commands may be useful here.
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 ex-
tended 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 infor-
mation, 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 `*' in-
dicating that you may choose an object not on the list, if you wanted
to use something unexpected. Typing a `*' lists your entire inven-
tory, so you can see the inventory letters of every object you're car-
rying. 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 com-
mand.
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 ex-
ample above would be typed "n10s" instead. Commands for which counts
make no sense ignore them. In addition, movement commands can be pre-
fixed 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
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 10
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 in-
cludes map coordinates.
Specifying a name rather than a location always gives any addi-
tional information available about that name.
You may also request a description of nearby monsters, all mon-
sters 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 lad-
der).
> 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 in-
stead. 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 operat-
ing 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
NetHack 3.7.0 February 29, 2024
NetHack Guidebook 11
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 of-
fer 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 consid-
ered interesting.
Note: <Control>+<key> means holding the <Control> or <Ctrl> key
down like <Shift> while typing and releasing <key>, then releas-
ing <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 com-
bination 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 condi-
tions as the `G' prefix, but without picking up objects, so im-
plicitly 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.
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NetHack Guidebook 12
. Wait or rest, do nothing for one turn. Precede with the `m' pre-
fix 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.
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
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NetHack Guidebook 13
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 in-
ventory 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 cat-
egory 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 combina-
tions 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 any-
thing 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 para-
noid_confirmation:eating option to require a response of yes in-
stead 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 at-
tack 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 in-
stead of filling the quiver. This will also automatically use a
polearm if wielded. If fireassist is true, firing will automati-
cally 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).
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NetHack Guidebook 14
I List selected parts of your inventory, usually be specifying the
character for a particular set of objects, like `[' for armor or
`!' for potions.
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, de-
pending 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. Op-
tions 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 vis-
ited.
(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 `^P's repeat earlier messages. For some interfaces,
the behavior can be varied via the msg_window option.
q Quaff (drink) something (potion, water, etc).
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NetHack Guidebook 15
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_confirma-
tion: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 acces-
sory 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 restora-
tion 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
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NetHack Guidebook 16
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.