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Hmm. How about clairvoyance and helm of telepathy when not blind? Don't they also confer warning? --ZeroOne 21:54, 5 June 2006 (UTC)

No, warning is a different intrinsic to telepathy - warning only shows numbers to represent approaching monsters. Telepathy while blind shows all monsters with minds on the map, telepathy while unblind shows nearby monsters with minds, and clairvoyance is the effect the Amulet conveys (it maps an area around you every so often). --Jayt 18:17, 6 June 2006 (UTC)
And the clairvoyance gained from a priest does the same then? --ZeroOne 22:12, 6 June 2006 (UTC)

Question Marks

Funny thing--I put on a ring that I deduced was Warning, and all it shows me are Question Marks (?) instead of numbers. I'm playing the windows version with the graphical tiles. Interestingly, when I enter the Rogue level, I DO get the numbers. Anyone know what's up?

The nethackw game that uses tiles instead of ASCII, replaces the numbers with colored question marks instead (darker being more dangerous as I recall). The Rogue level is a throwback to the predecessor game, thus I would speculate that the numerals are used there to pay homage to nethack's roots.
Oh, right. Thanks! I get the numbers back if I switch the display to ASCII. That's a regrettable design choice on the part of the tile creators--you really don't want to code important information _exclusively_ with color. (Too many colorblind people in the world.) Looks like the colors of the question marks correspond to the colors of the numbers in the article. I may see if I can flesh that out a bit.
Colorblind folks can use far look, the text gives relative values of concern on the scale mentioned in the article. MysterX 08:18, 22 January 2008 (UTC)

Farlook terms - small correction needed

From the article as of 3/22/2009:

"The glyphs displayed are described as an "unknown creature causing you <feeling>", where <feeling> is one of worry, concern, anxiety, disquiet, alarm, or dread for warning levels one to five respectively."

Do two of those go along with one of the five numbers?Ih fek 17:04, 22 March 2009 (UTC)

Handling of warning in earlier versions

Might be interesting to add a note on how warning was handled in earlier versions of Nethack. I don't remember the exact syntax, or when the change occurred (which is why I'm not doing the edit myself), but I do remember it was annoying when having the intrinsic and constantly getting messages like "You feel apprehensive as you sense a <color> flash", with black being the color for the toughest monsters. --Funcrunch 02:33, 14 January 2012 (UTC)

I think that's a good idea. I added a section on warning in earlier versions. --Erica 16:49, 29 April 2012 (UTC)
Responding only three years later ;-) - thanks for the edit. As of 3.6, Sting now glows light blue again when orcs are on the level. Not sure where this is handled in the source code but it's in the fixes36.0 file in the source docs. Funcrunch (talk) 21:11, 31 December 2015 (UTC)

Bug? Deferred feature? Dead code from previous version? Some sort of hack?

I found interesting unused code related to handling warning level 0 (Drawing.c#line192). I am not sure whatever mentioning it the article would be useful Bulwersator (talk) 07:40, 25 March 2013 (UTC)

I suppose it's just there in case warning level 0 ever gets used/for completeness. FWIW, GruntHack does display it.
Feel free to put it into the article, though. —bcode talk | mail 08:12, 25 March 2013 (UTC)


Sting, Orcrist, and Grimtooth now glow. Sting_effects in artifact.c, line 1843. Sting and Orcrist glow light blue, Grimtooth glows red. They will "quiver" instead if you are blind. This also affects inventory descriptions, and will add "(glowing <color>)" or just "(glowing") if you are blind. That's in objnam.c, line 964.

Additionally, polymorphing can warn you of other monsters: Vampires are warned of humans and elves (this includes elf zombies/mummies, but not human zombies. Probably a bug). Purple worms are warned of shriekers. -- Qazmlpok (talk) 22:59, 31 December 2015 (UTC)