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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Conducts are various limitations players may set to themselves in order to make the game more challenging. The game keeps track of your conducts and shows them at the end of the game. You may also see them any time by using the extended command #conduct. Note that conducts only apply to actions in game; a priest obviously believes in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells do not automatically lose illiterate conduct. Pundits say popular conducts are as much about avoiding chores as about challenge.

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  • Conduct
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  • Conducts are various limitations players may set to themselves in order to make the game more challenging. The game keeps track of your conducts and shows them at the end of the game. You may also see them any time by using the extended command #conduct. Note that conducts only apply to actions in game; a priest obviously believes in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells do not automatically lose illiterate conduct. Pundits say popular conducts are as much about avoiding chores as about challenge.
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dbkwik:nethack/pro...iPageUsesTemplate
abstract
  • Conducts are various limitations players may set to themselves in order to make the game more challenging. The game keeps track of your conducts and shows them at the end of the game. You may also see them any time by using the extended command #conduct. Note that conducts only apply to actions in game; a priest obviously believes in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells do not automatically lose illiterate conduct. Pundits say popular conducts are as much about avoiding chores as about challenge.
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