# Source:NetHack 3.6.1/dat/symbols
Below is the full text to symbols from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/symbols#line123]], for example.

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&nbsp;# NetHack 3.6  symbols       $NHDT-Date: 1524689580 2018/04/25 20:53:00 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.16 $
&nbsp;# Copyright (c) 2006 by Michael Allison
&nbsp;# NetHack may be freely redistributed.  See license for details.
&nbsp;#
&nbsp;# Symbol sets for use in NetHack's text-based display.
&nbsp;#
&nbsp;# IBMgraphics works by specifying special characters which reside
&nbsp;# outside the range of normal printable characters.  It has subsets
&nbsp;# for use where the internal code page is different than the one
&nbsp;# used by US ASCII (437) and has some different special characters.
&nbsp;#
&nbsp;# DECgraphics works by switching back and forth between two fonts,
&nbsp;# where the alternate one substitutes special characters in place
&nbsp;# of ordinary printable characters in the lowercase letter range.
&nbsp;# NetHack encodes the request to use the alternate font here by
&nbsp;# having the high bit set (in hexadecimal, \x80 is combined with
&nbsp;# a character code between \x60 and \x7f).
&nbsp;
&nbsp;start: DECgraphics
&nbsp;	Handling: DEC
&nbsp;	S_vwall: \xf8			# meta-x, vertical rule
&nbsp;	S_hwall: \xf1			# meta-q, horizontal rule
&nbsp;	S_tlcorn: \xec			# meta-l, top left corner
&nbsp;	S_trcorn: \xeb			# meta-k, top right corner
&nbsp;	S_blcorn: \xed			# meta-m, bottom left
&nbsp;	S_brcorn: \xea			# meta-j, bottom right
&nbsp;	S_crwall: \xee			# meta-n, cross
&nbsp;	S_tuwall: \xf6			# meta-v, T up
&nbsp;	S_tdwall: \xf7			# meta-w, T down
&nbsp;	S_tlwall: \xf5			# meta-u, T left
&nbsp;	S_trwall: \xf4			# meta-t, T right
&nbsp;	S_ndoor: \xfe			# meta-~, centered dot
&nbsp;	S_vodoor: \xe1			# meta-a, solid block
&nbsp;	S_hodoor: \xe1			# meta-a, solid block
&nbsp;	S_bars: \xfb			# meta-{, small pi
&nbsp;	S_tree: \xe7			# meta-g, plus-or-minus
&nbsp;	S_room: \xfe			# meta-~, centered dot
&nbsp;	S_upladder: \xf9		# meta-y, greater-than-or-equals
&nbsp;	S_dnladder: \xfa		# meta-z, less-than-or-equals
&nbsp;	S_pool: \xe0			# meta-\, diamond
&nbsp;	S_ice: \xfe			# meta-~, centered dot
&nbsp;	S_lava: \xe0			# meta-\, diamond
&nbsp;	S_vodbridge: \xfe		# meta-~, centered dot
&nbsp;	S_hodbridge: \xfe		# meta-~, centered dot
&nbsp;	S_water: \xe0			# meta-\, diamond
&nbsp;	S_vbeam: \xf8			# meta-x, vertical rule
&nbsp;	S_hbeam: \xf1			# meta-q, horizontal rule
&nbsp;	S_sw_tc: \xef			# meta-o, high horizontal line
&nbsp;	S_sw_ml: \xf8			# meta-x, vertical rule
&nbsp;	S_sw_mr: \xf8			# meta-x, vertical rule
&nbsp;	S_sw_bc: \xf3			# meta-s, low horizontal line
&nbsp;	S_explode2: \xef		# meta-o, high horizontal line
&nbsp;	S_explode4: \xf8		# meta-x, vertical rule
&nbsp;	S_explode6: \xf8		# meta-x, vertical rule
&nbsp;	S_explode8: \xf3		# meta-s, low horizontal line
&nbsp;finish
&nbsp;
&nbsp;start: IBMgraphics
&nbsp;	Handling: IBM
&nbsp;	S_vwall: \xb3			# meta-3, vertical rule
&nbsp;	S_hwall: \xc4			# meta-D, horizontal rule
&nbsp;	S_tlcorn: \xda			# meta-Z, top left corner
&nbsp;	S_trcorn: \xbf			# meta-?, top right corner
&nbsp;	S_blcorn: \xc0			# meta-@, bottom left
&nbsp;	S_brcorn: \xd9			# meta-Y, bottom right
&nbsp;	S_crwall: \xc5			# meta-E, cross
&nbsp;	S_tuwall: \xc1			# meta-A, T up
&nbsp;	S_tdwall: \xc2			# meta-B, T down
&nbsp;	S_tlwall: \xb4			# meta-4, T left
&nbsp;	S_trwall: \xc3			# meta-C, T right
&nbsp;	S_ndoor: \xfa			# meta-z, centered dot
&nbsp;	S_vodoor: \xfe			# meta-~, small centered square
&nbsp;	S_hodoor: \xfe			# meta-~, small centered square
&nbsp;	S_bars: \xf0			# equivalence symbol
&nbsp;	S_tree: \xf1			# plus or minus symbol
&nbsp;	S_room: \xfa			# meta-z, centered dot
&nbsp;	S_corr: \xb0			# meta-0, light shading
&nbsp;	S_litcorr: \xb1			# meta-1, medium shading
&nbsp;	S_fountain: \xf4		# meta-t, integral top half
&nbsp;	S_pool: \xf7			# meta-w, approx. equals
&nbsp;	S_ice: \xfa			# meta-z, centered dot
&nbsp;	S_lava: \xf7			# meta-w, approx. equals
&nbsp;	S_vodbridge: \xfa 		# meta-z, centered dot
&nbsp;	S_hodbridge: \xfa		# meta-z, centered dot
&nbsp;	S_water: \xf7			# meta-w, approx. equals
&nbsp;	S_vbeam: \xb3			# meta-3, vertical rule
&nbsp;	S_hbeam: \xc4			# meta-D, horizontal rule
&nbsp;	S_sw_ml: \xb3			# meta-3, vertical rule
&nbsp;	S_sw_mr: \xb3			# meta-3, vertical rule
&nbsp;	S_explode4: \xb3		# meta-3, vertical rule
&nbsp;	S_explode6: \xb3		# meta-3, vertical rule
&nbsp;finish
&nbsp;
&nbsp;start: IBMGraphics_1
&nbsp;	Handling: IBM
&nbsp;	S_vwall: \xb3			# meta-3, vertical rule
&nbsp;	S_hwall: \xc4			# meta-D, horizontal rule
&nbsp;	S_tlcorn: \xda			# meta-Z, top left corner
&nbsp;	S_trcorn: \xbf			# meta-?, top right corner
&nbsp;	S_blcorn: \xc0			# meta-@, bottom left
&nbsp;	S_brcorn: \xd9			# meta-Y, bottom right
&nbsp;	S_crwall: \xc5			# meta-E, cross
&nbsp;	S_tuwall: \xc1			# meta-A, T up
&nbsp;	S_tdwall: \xc2			# meta-B, T down
&nbsp;	S_tlwall: \xb4			# meta-4, T left
&nbsp;	S_trwall: \xc3			# meta-C, T right
&nbsp;	S_vbeam: \xb3			# meta-3, vertical rule
&nbsp;	S_hbeam: \xc4			# meta-D, horizontal rule
&nbsp;	S_sw_ml: \xb3			# meta-3, vertical rule
&nbsp;	S_sw_mr: \xb3			# meta-3, vertical rule
&nbsp;	S_explode4: \xb3		# meta-3, vertical rule
&nbsp;	S_explode6: \xb3		# meta-3, vertical rule
&nbsp;finish
&nbsp;
&nbsp;start: IBMGraphics_2
&nbsp;	Handling: IBM
&nbsp;	S_vwall: \xb3			# meta-3, vertical rule
&nbsp;	S_hwall: \xc4			# meta-D, horizontal rule
&nbsp;	S_tlcorn: \xda			# meta-Z, top left corner
&nbsp;	S_trcorn: \xbf			# meta-?, top right corner
&nbsp;	S_blcorn: \xc0			# meta-@, bottom left
&nbsp;	S_brcorn: \xd9			# meta-Y, bottom right
&nbsp;	S_crwall: \xc5			# meta-E, cross
&nbsp;	S_tuwall: \xc1			# meta-A, T up
&nbsp;	S_tdwall: \xc2			# meta-B, T down
&nbsp;	S_tlwall: \xb4			# meta-4, T left
&nbsp;	S_trwall: \xc3			# meta-C, T right
&nbsp;	S_vodoor: \xfe			# meta-~, small centered square
&nbsp;	S_hodoor: \xfe			# meta-~, small centered square
&nbsp;	S_corr: \xb0			# meta-0, light shading
&nbsp;	S_litcorr: \xb1			# meta-1, medium shading
&nbsp;	S_vbeam: \xb3			# meta-3, vertical rule
&nbsp;	S_hbeam: \xc4			# meta-D, horizontal rule
&nbsp;	S_sw_ml: \xb3			# meta-3, vertical rule
&nbsp;	S_sw_mr: \xb3			# meta-3, vertical rule
&nbsp;	S_explode4: \xb3		# meta-3, vertical rule
&nbsp;	S_explode6: \xb3		# meta-3, vertical rule
&nbsp;finish
&nbsp;
&nbsp;start: MACgraphics
&nbsp;	Handling: MAC
&nbsp;	S_vwall: \xba
&nbsp;	S_hwall: \xcd
&nbsp;	S_tlcorn: \xc9
&nbsp;	S_trcorn: \xbb
&nbsp;	S_blcorn: \xc8
&nbsp;	S_brcorn: \xbc
&nbsp;	S_crwall: \xce
&nbsp;	S_tuwall: \xca
&nbsp;	S_tdwall: \xcb
&nbsp;	S_tlwall: \xb9
&nbsp;	S_trwall: \xcc
&nbsp;	S_ndoor: \xb0
&nbsp;	S_vodoor: \xee
&nbsp;	S_hodoor: \xee
&nbsp;	S_vcdoor: \xef
&nbsp;	S_hcdoor: \xef
&nbsp;	S_bars: \xf0			# equivalency symbol
&nbsp;	S_tree: \xf1			# plus-or-minus
&nbsp;	S_corr: \xb0
&nbsp;	S_grave: \xef			# same as open door
&nbsp;	S_pool: \xe0
&nbsp;finish
&nbsp;
&nbsp;start: RogueIBM
&nbsp;	Handling: IBM
&nbsp;	Restrictions: rogue
&nbsp;	S_weapon: \x29
&nbsp;	S_amulet: \x2c
&nbsp;	S_food: \x3a
&nbsp;	S_potion: \xad
&nbsp;	S_scroll: \x3f
&nbsp;	S_book: \x2b
&nbsp;	S_wand: \xe7
&nbsp;	S_vwall: \xba			# all walls now use
&nbsp;	S_hwall: \xcd			# double line graphics
&nbsp;	S_tlcorn: \xc9 
&nbsp;	S_trcorn: \xbb 
&nbsp;	S_blcorn: \xc8 
&nbsp;	S_brcorn: \xbc 
&nbsp;	S_crwall: \xce 
&nbsp;	S_tuwall: \xca 
&nbsp;	S_tdwall: \xcb 
&nbsp;	S_tlwall: \xb9 
&nbsp;	S_trwall: \xcc 
&nbsp;	S_ndoor: \xce 
&nbsp;	S_vodoor: \xce 
&nbsp;	S_hodoor: \xce 
&nbsp;	S_room: \xfa			# centered dot 
&nbsp;	S_corr: \xb1 
&nbsp;	S_litcorr: \xb2 
&nbsp;	S_upstair: \xf0			# Greek Xi 
&nbsp;	S_dnstair: \xf0 
&nbsp;finish
&nbsp;
&nbsp;start: RogueEpyx
&nbsp;	Description: Rogue level color symbol set like Epyx Rogue
&nbsp;	Restrictions: rogue
&nbsp;	Handling: IBM
&nbsp;	Color: Yes
&nbsp;	S_vwall: \xba			# all walls now use
&nbsp;	S_hwall: \xcd			# double line graphics
&nbsp;	S_tlcorn: \xc9 
&nbsp;	S_trcorn: \xbb 
&nbsp;	S_blcorn: \xc8 
&nbsp;	S_brcorn: \xbc 
&nbsp;	S_crwall: \xce 
&nbsp;	S_tuwall: \xca 
&nbsp;	S_tdwall: \xcb 
&nbsp;	S_tlwall: \xb9 
&nbsp;	S_trwall: \xcc 
&nbsp;	S_ndoor: \xce 
&nbsp;	S_vodoor: \xce 
&nbsp;	S_hodoor: \xce 
&nbsp;	S_room: \xfa			# centered dot 
&nbsp;	S_corr: \xb1 
&nbsp;	S_litcorr: \xb2 
&nbsp;	S_upstair: \xf0			# Greek Xi 
&nbsp;	S_dnstair: \xf0 
&nbsp;	S_arrow_trap: \x04		# diamond (cards) 
&nbsp;	S_dart_trap: \x04 
&nbsp;	S_falling_rock_trap: \x04 
&nbsp;	S_squeaky_board: \x04 
&nbsp;	S_bear_trap: \x04 
&nbsp;	S_land_mine: \x04 
&nbsp;	S_rolling_boulder_trap: \x04 
&nbsp;	S_sleeping_gas_trap: \x04 
&nbsp;	S_rust_trap: \x04 
&nbsp;	S_fire_trap: \x04 
&nbsp;	S_pit: \x04 
&nbsp;	S_spiked_pit: \x04 
&nbsp;	S_hole: \x04 
&nbsp;	S_trap_door: \x04 
&nbsp;	S_teleportation_trap: \x04 
&nbsp;	S_level_teleporter: \x04 
&nbsp;	S_magic_portal: \x04 
&nbsp;	S_web: \x04 
&nbsp;	S_statue_trap: \x04 
&nbsp;	S_magic_trap: \x04 
&nbsp;	S_anti_magic_trap: \x04 
&nbsp;	S_polymorph_trap: \x04 
&nbsp;	S_weapon: \x18			# up arrow
&nbsp;# ^J	S_armor: \x0a			# Vert rect with o
&nbsp;	S_armor: \x5b			# default: '['
&nbsp;# ^I	S_ring: \x09			# circle with arrow
&nbsp;	S_ring: \x3d			# default: '='
&nbsp;	S_amulet: \x0c			# "female" symbol
&nbsp;	S_tool: \x28			# default: '('
&nbsp;	S_food: \x05			# club (as in cards)
&nbsp;	S_potion: \xad			# upside down '!'
&nbsp;	S_scroll: \x0e			# musical note
&nbsp;	S_book: \x2b			# default: '+'
&nbsp;	S_wand: \xe7			# greek tau
&nbsp;	S_coin: \x0f			# yes it's the same as gems
&nbsp;	S_gem: \x0f			# fancy '*'
&nbsp;	S_rock: \x60
&nbsp;	S_ball: \x30
&nbsp;	S_chain: \x5f
&nbsp;	S_venom: \x2e
&nbsp;	S_rock: \x60
&nbsp;	S_ball: \x30
&nbsp;	S_chain: \x5f
&nbsp;	S_venom: \x2e
&nbsp;	S_human: \x01
&nbsp;finish
&nbsp;
&nbsp;start: RogueWindows
&nbsp;	Restrictions: rogue
&nbsp;	Handling: IBM
&nbsp;	S_weapon: \x29
&nbsp;	S_amulet: \x2c
&nbsp;	S_food: \x3a
&nbsp;	S_potion: \xad
&nbsp;	S_scroll: \x3f
&nbsp;	S_book: \x2b
&nbsp;	S_wand: \xe7
&nbsp;	S_vwall: \xba			# all walls now use
&nbsp;	S_hwall: \xcd			# double line graphics
&nbsp;	S_tlcorn: \xc9 
&nbsp;	S_trcorn: \xbb 
&nbsp;	S_blcorn: \xc8 
&nbsp;	S_brcorn: \xbc 
&nbsp;	S_crwall: \xce 
&nbsp;	S_tuwall: \xca 
&nbsp;	S_tdwall: \xcb 
&nbsp;	S_tlwall: \xb9 
&nbsp;	S_trwall: \xcc 
&nbsp;	S_ndoor: \xce 
&nbsp;	S_vodoor: \xce 
&nbsp;	S_hodoor: \xce 
&nbsp;	S_room: \xfa			# centered dot 
&nbsp;	S_corr: \xb1 
&nbsp;	S_litcorr: \xb2 
&nbsp;	S_upstair: \xf0			# Greek Xi 
&nbsp;	S_dnstair: \xf0 
&nbsp;finish
&nbsp;
&nbsp;# Recommended symset for blind players 
&nbsp;# courtesy Michael Feir
&nbsp;start: NHAccess
&nbsp;	Description: Recommended for blind players
&nbsp;	S_stone: \032
&nbsp;	S_vwall: \124
&nbsp;	S_hwall: \045
&nbsp;	S_tlcorn: \124
&nbsp;	S_trcorn: \124
&nbsp;	S_blcorn: \124
&nbsp;	S_brcorn: \124
&nbsp;	S_crwall: \045
&nbsp;	S_tuwall: \045
&nbsp;	S_tdwall: \045 
&nbsp;	S_tlwall: \124
&nbsp;	S_trwall: \124
&nbsp;	S_ndoor: \046
&nbsp;	S_vodoor: \045
&nbsp;	S_hodoor: \124
&nbsp;	S_vcdoor: \043
&nbsp;	S_hcdoor: \043
&nbsp;	S_bars: \046
&nbsp;	S_tree: \035
&nbsp;	S_room: \035
&nbsp;	S_corr: \060
&nbsp;	S_litcorr: \062 
&nbsp;	S_upstair: \060
&nbsp;	S_dnstair: \062
&nbsp;	S_upladder: \095
&nbsp;	S_dnladder: \092
&nbsp;	S_altar: \035
&nbsp;	S_grave: \126
&nbsp;	S_throne: \126
&nbsp;	S_sink: \126
&nbsp;	S_fountain: \126 
&nbsp;	S_pool: \042
&nbsp;	S_ice: \042
&nbsp;	S_lava: \035
&nbsp;	S_vodbridge: \035
&nbsp;	S_hodbridge: \032 
&nbsp;	S_vcdbridge: \035
&nbsp;	S_hcdbridge: \126
&nbsp;	S_arrow_trap: \094
&nbsp;	S_dart_trap: \094
&nbsp;	S_falling_rock_trap: \094 
&nbsp;	S_squeaky_board: \094
&nbsp;	S_bear_trap: \094
&nbsp;	S_land_mine: \094
&nbsp;	S_rolling_boulder_trap: \094 
&nbsp;	S_sleeping_gas_trap: \094
&nbsp;	S_rust_trap: \094
&nbsp;	S_fire_trap: \094
&nbsp;	S_pit: \094
&nbsp;	S_spiked_pit: \094
&nbsp;	S_hole: \094
&nbsp;	S_trap_door: \094 
&nbsp;	S_teleportation_trap: \094
&nbsp;	S_level_teleporter: \094
&nbsp;	S_magic_portal: \094
&nbsp;	S_web: \094
&nbsp;	S_statue_trap: \094 
&nbsp;	S_magic_trap: \094
&nbsp;	S_anti_magic_trap: \094 
&nbsp;	S_polymorph_trap: \094
&nbsp;	S_vbeam: \124
&nbsp;	S_hbeam: \095
&nbsp;	S_lslant: \092
&nbsp;	S_rslant: \047
&nbsp;	S_digbeam: \042
&nbsp;	S_flashbeam: \033
&nbsp;	S_boomleft: \041
&nbsp;	S_boomright: \040
&nbsp;	S_ss1: \048
&nbsp;	S_ss2: \035
&nbsp;	S_ss3: \064
&nbsp;	S_ss4: \042
&nbsp;	S_sw_tl: \047
&nbsp;	S_sw_tc: \045
&nbsp;	S_sw_tr: \092
&nbsp;	S_sw_ml: \058
&nbsp;	S_sw_mr: \058
&nbsp;	S_sw_bl: \092
&nbsp;	S_sw_bc: \045
&nbsp;	S_sw_br: \047
&nbsp;	S_explode1: \047 
&nbsp;	S_explode2: \045
&nbsp;	S_explode3: \092
&nbsp;	S_explode4: \058
&nbsp;	S_explode5: \032
&nbsp;	S_explode6: \058
&nbsp;	S_explode7: \092
&nbsp;	S_explode8: \045
&nbsp;	S_explode9: \047
&nbsp;finish
&nbsp;
&nbsp;# All symbols are spaces
&nbsp;start: Blank
&nbsp;	Description: Completely blank symbols
&nbsp;        S_air: \032
&nbsp;        S_altar: \032
&nbsp;        S_amulet: \032
&nbsp;        S_angel: \032
&nbsp;        S_ant: \032
&nbsp;        S_anti_magic_trap: \032
&nbsp;        S_armor: \032
&nbsp;        S_armour: \032
&nbsp;        S_arrow_trap: \032
&nbsp;        S_ball: \032
&nbsp;        S_bars: \032
&nbsp;        S_bat: \032
&nbsp;        S_bear_trap: \032
&nbsp;        S_blcorn: \032
&nbsp;        S_blob: \032
&nbsp;        S_book: \032
&nbsp;        S_boomleft: \032
&nbsp;        S_boomright: \032
&nbsp;        S_boulder: \032
&nbsp;        S_brcorn: \032
&nbsp;        S_centaur: \032
&nbsp;        S_chain: \032
&nbsp;        S_cloud: \032
&nbsp;        S_cockatrice: \032
&nbsp;        S_coin: \032
&nbsp;        S_corr: \032
&nbsp;        S_crwall: \032
&nbsp;        S_darkroom: \032
&nbsp;        S_dart_trap: \032
&nbsp;        S_demon: \032
&nbsp;        S_digbeam: \032
&nbsp;        S_dnladder: \032
&nbsp;        S_dnstair: \032
&nbsp;        S_dog: \032
&nbsp;        S_dragon: \032
&nbsp;        S_eel: \032
&nbsp;        S_elemental: \032
&nbsp;        S_explode1: \032
&nbsp;        S_explode2: \032
&nbsp;        S_explode3: \032
&nbsp;        S_explode4: \032
&nbsp;        S_explode5: \032
&nbsp;        S_explode6: \032
&nbsp;        S_explode7: \032
&nbsp;        S_explode8: \032
&nbsp;        S_explode9: \032
&nbsp;        S_eye: \032
&nbsp;        S_falling_rock_trap: \032
&nbsp;        S_feline: \032
&nbsp;        S_fire_trap: \032
&nbsp;        S_flashbeam: \032
&nbsp;        S_food: \032
&nbsp;        S_fountain: \032
&nbsp;        S_fungus: \032
&nbsp;        S_gem: \032
&nbsp;        S_ghost: \032
&nbsp;        S_giant: \032
&nbsp;        S_gnome: \032
&nbsp;        S_golem: \032
&nbsp;        S_grave: \032
&nbsp;        S_gremlin: \032
&nbsp;        S_hbeam: \032
&nbsp;        S_hcdbridge: \032
&nbsp;        S_hcdoor: \032
&nbsp;        S_hodbridge: \032
&nbsp;        S_hodoor: \032
&nbsp;        S_hole: \032
&nbsp;        S_human: \032
&nbsp;        S_humanoid: \032
&nbsp;        S_hwall: \032
&nbsp;        S_ice: \032
&nbsp;        S_imp: \032
&nbsp;        S_invisible: \032
&nbsp;        S_jabberwock: \032
&nbsp;        S_jelly: \032
&nbsp;        S_kobold: \032
&nbsp;        S_kop: \032
&nbsp;        S_land_mine: \032
&nbsp;        S_lava: \032
&nbsp;        S_leprechaun: \032
&nbsp;        S_level_teleporter: \032
&nbsp;        S_lich: \032
&nbsp;        S_light: \032
&nbsp;        S_litcorr: \032
&nbsp;        S_lizard: \032
&nbsp;        S_lslant: \032
&nbsp;        S_magic_portal: \032
&nbsp;        S_magic_trap: \032
&nbsp;        S_mimic: \032
&nbsp;        S_mimic_def: \032
&nbsp;        S_mummy: \032
&nbsp;        S_naga: \032
&nbsp;        S_ndoor: \032
&nbsp;        S_nymph: \032
&nbsp;        S_ogre: \032
&nbsp;        S_orc: \032
&nbsp;        S_piercer: \032
&nbsp;        S_pit: \032
&nbsp;        S_poisoncloud: \032
&nbsp;        S_polymorph_trap: \032
&nbsp;        S_pool: \032
&nbsp;        S_potion: \032
&nbsp;        S_pudding: \032
&nbsp;        S_quadruped: \032
&nbsp;        S_quantmech: \032
&nbsp;        S_ring: \032
&nbsp;        S_rock: \032
&nbsp;        S_rodent: \032
&nbsp;        S_rolling_boulder_trap: \032
&nbsp;        S_room: \032
&nbsp;        S_rslant: \032
&nbsp;        S_rust_trap: \032
&nbsp;        S_rustmonst: \032
&nbsp;        S_scroll: \032
&nbsp;        S_sink: \032
&nbsp;        S_sleeping_gas_trap: \032
&nbsp;        S_snake: \032
&nbsp;        S_spider: \032
&nbsp;        S_spiked_pit: \032
&nbsp;        S_squeaky_board: \032
&nbsp;        S_ss1: \032
&nbsp;        S_ss2: \032
&nbsp;        S_ss3: \032
&nbsp;        S_ss4: \032
&nbsp;        S_statue_trap: \032
&nbsp;        S_stone: \032
&nbsp;        S_strange_obj: \032
&nbsp;        S_sw_bc: \032
&nbsp;        S_sw_bl: \032
&nbsp;        S_sw_br: \032
&nbsp;        S_sw_ml: \032
&nbsp;        S_sw_mr: \032
&nbsp;        S_sw_tc: \032
&nbsp;        S_sw_tl: \032
&nbsp;        S_sw_tr: \032
&nbsp;        S_tdwall: \032
&nbsp;        S_teleportation_trap: \032
&nbsp;        S_throne: \032
&nbsp;        S_tlcorn: \032
&nbsp;        S_tlwall: \032
&nbsp;        S_tool: \032
&nbsp;        S_trap_door: \032
&nbsp;        S_trapper: \032
&nbsp;        S_trcorn: \032
&nbsp;        S_tree: \032
&nbsp;        S_troll: \032
&nbsp;        S_trwall: \032
&nbsp;        S_tuwall: \032
&nbsp;        S_umber: \032
&nbsp;        S_unicorn: \032
&nbsp;        S_upladder: \032
&nbsp;        S_upstair: \032
&nbsp;        S_vampire: \032
&nbsp;        S_vbeam: \032
&nbsp;        S_vcdbridge: \032
&nbsp;        S_vcdoor: \032
&nbsp;        S_venom: \032
&nbsp;        S_vibrating_square: \032
&nbsp;        S_vodbridge: \032
&nbsp;        S_vodoor: \032
&nbsp;        S_vortex: \032
&nbsp;        S_vwall: \032
&nbsp;        S_wand: \032
&nbsp;        S_water: \032
&nbsp;        S_weapon: \032
&nbsp;        S_web: \032
&nbsp;        S_worm: \032
&nbsp;        S_worm_tail: \032
&nbsp;        S_wraith: \032
&nbsp;        S_xan: \032
&nbsp;        S_xorn: \032
&nbsp;        S_yeti: \032
&nbsp;        S_zombie: \032
&nbsp;        S_zruty: \032
&nbsp;finish
&nbsp;
&nbsp;start: plain
&nbsp;	Description: Same as Default symbols, except '+' for corner walls
&nbsp;	S_tlcorn: '+'
&nbsp;	S_trcorn: '+'
&nbsp;	S_blcorn: '+'
&nbsp;	S_brcorn: '+'
&nbsp;	S_crwall: '+'
&nbsp;	S_tuwall: '+'
&nbsp;	S_tdwall: '+'
&nbsp;	S_tlwall: '+'
&nbsp;	S_trwall: '+'
&nbsp;finish #plain -- other symbols implicitly retain their default values